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


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


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

Table of Contents

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

Tarkov Overview - What is Escape from Tarkov?

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

Tarkov Resources - Useful links

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

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

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

Map Keys and You

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

Tarkov's Weapon Compatibility Guide

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

HUGE Reference Bible by Veritas

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

Offline Raids - Player Practice

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

Tarkov's Maps

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

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


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


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


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


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


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


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

The Lab ('Labs')

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


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


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

Tarkov's Health System

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

Health Restoration

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

Pain Management

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

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

submitted by dumnem to EscapefromTarkov [link] [comments]

Live Q&A 22 [Readers Digest]

Hello fellow redditors,

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

MAME 0.204

MAME 0.204

After a busy four weeks, we’re ready to present the hotly-anticipated MAME 0.204 release. The most exciting stuff this month is definitely on the computer emulation side. We’ve added dozens of working cartridges to the BBC ROM software list, and ROMs required by expansion devices are handled more elegantly. Our HP9000/300 series emulation just keeps getting better: it’s now possible to install and use HP-UX 9, with X11 and the Vue desktop environment on an emulated HP9000/370 with accelerated window drawing and Ethernet networking support. There’s also been some progress on the road to Silicon Graphics workstation emulation. On top of that, we’re seeing preliminary emulation of standalone X Window System terminals.
Thanks to MAME’s modular, device-oriented architecture, improvements for one machine go on to benefit other machines using similar hardware. The Motorola 68k memory management unit improvements that allow HP-UX to run on the HP9000/300 series will also benefit Mac, NeXT and early Sun systems. The same AMD LANCE Ethernet controller is used in HP and Sun workstations, X11 terminals, the Amiga A2065 Zorro card, and numerous applications. This gives us a wealth of test cases, and a virtuous cycle where progress on one system can lead to a breakthrough on another.
With this release, all Tiger games are fully playable. Two more Nintendo Game & Watch titles, Climber and Tropical Fish, have been emulated. XaviX-based TV game emulation continues to progress steadily: numerous e-kara karaoke cartridges have been dumped, preliminary sound output emulation has been implemented (sorry, no microphone support yet, but you can hear the tunes), and more systems have inputs connected.
Graphical effects in the bootleg arcade driving game Blomby Car have been improved, and bad dumps of graphics ROMs for Abnormal Check and the Korean version of Prehistoric Isle have been replaced. As always, you’ll enjoy support for more alternate versions of arcade games (including a version of Pinball Action that shows scores on external LED displays), bug fixes, and general emulation improvements.
You can read a more detailed account of this month’s changes in the whatsnew.txt file, or get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

My Take/Opinions on the Balance Changes

Okay everyone, I sort of wanted to talk about the next balance patch myself because what better do I have to do after 12:00 am on a school night? A couple have already posted their thoughts, now it's my turn. You know how this goes: I'll talk about each card change and share my overall thoughts on the changes themselves. So, let's review these changes.

Deep Sea Garg; 7/7 -> 7/8
... Except for this one because it literally changes nothing about the card's viability. Moving on!
Sergeant Strongberry; 4/4 -> 4/3
Despite what people may tell you, this -1 health nerf matters. It's not too hard to see, but for those unaware, what health changes do to cards is increase or decrease (in this case the former) the number of cards they die to. For a 4-drop like Strongberry, this is important because not only is less useful as a body, but it also dies to more dangerous reactive zombie cards aside from Rocket. You of course have Wrath (which I guess isn't dangerous with respect to its cost), but now Strongberry dies to all lightning bolt powers, Line-Dancing Zombie, Octo-Pet made by Octo-Pult, and perhaps more that I can't remember. But you see what I'm getting at here: Strongberry is going to be much easier to react to now that it's back down to 3 health again, and that's gonna make life for berries pretty tough because now you need to play around your opponent passing on turn 4, on which they may be reading Strongberry.
Laser Bean; 4/6 -> 5/7
I'll admit that this change won't make Laser Bean that much better of a card because it still has no effect and better options exist, but personally, I'm glad they finally buffed this card. Aside from having good survivability, there was no reason to run it over Astro-Cado if you had the latter. That principle still applies, but this card has been so weak for a long time, and again it's not that much better, but it can make a bigger mark than it could before. Plus sometimes you conjure this with Cosmic Bean and it can be pretty helpful if your opponent burns their removal on other cards, which is a pretty specific situation, but sometimes it's a saving grace.
Briar Rose; 4-cost -> 5-cost
The big kicker change that everyone wanted finally happened. I'm not too sure how I feel about this since I kind of like abusing Briar (and not that many people abuse it against me all that often), but whether I like it or not, it's a necessary change. Briar has basically been carrying ramp with Solar Winds and Cob Cannon ever since the deck was conceived, as well as the countless other decks it's been carrying by itself. It still protects itself, but that's fine because by raising it's cost, they've done something interesting. The cost raise now means that it's more of a high-risk high-reward card, and you can't be as frivolous with using Briar Rose. You have to worry more about Knockout, you have to be smarter about when you play it, and you probably also have to be smarter about what decks you put it in because every deck that includes it now will have its curve changed with and without Briar in the deck.
Rocket Science; Science Trick -> Science Barrel Trick
Adds Rocket into the BoB pool, which is actually pretty important for the latter card. That technically means that you have to play around your opponent conjuring this card when they're someone like Brain Freeze or Neptuna, who don't have the luxury of a reliable remove trick such as Rocket (and in Brain Freeze's case I don't count Ooze). Or at the very least, you have to consider that they may have conjured it. Again, it's specific, but after this update they'll still only be 12 barrels in BoB's pool. That's still a decent chance of conjuring Rocket, at least comparatively speaking to most conjure cards.
Mad Chemist; 3/4 -> 3/5
Well it looks like Mad Chemist will be even harder for me to kill now. I couldn't kill it when it was a 2/3, I can barely kill it now, and come the update it'll be even tankier. Shrug. But in all seriousness, this change is fine. Allows it to potentially stick around for a little longer to conjure an extra trick or two, and it can trade a little better than it could before. Not gonna break the meta, but that kind of goes without saying.
Valkyrie; 3-cost -> 4-cost
Not really sure how to feel about this because people really aren't running that many Valk decks atm, Valk Trickster (imo) isn't as good as it's claimed to be, and in terms of getting to the late game to finish your opponent, I feel like Trickster is better anyway because it's less reliant on comboing it with specific cards and you can play much more flexibly with it. But I guess Valk as a card in a deck based around it OTKing your opponent still isn't very healthy, so it makes sense that they nerfed it. On a less significant note, Interdimensional Zombie can't transform into it anymore, so that's welcome by me.
Tomb Raiser Zombie; 2/4 -> 3/4
Yeaaaah, it doesn't change too much about Tomb Raiser, as it's pretty much in the same state as it was before this buff, but on the bright side, if you happen to run it, you don't have to worry about it dying to Shrining Violet a turn later, so there's that.
Mirror-Nut; 0/7 -> 0/8
All this really does is allow Mirror-Nut to potentially damage your opponent more times because it can take more hits, makes it a better health attacker via Pecanolith, and puts it out of Fruitcake range. Really not that significant, and it won't make nut decks that much better. And in all honesty, if you're running it so you can do 8 damage with it, you may as well run Water Chestnut, which sucks.
Captain Flameface; no trait -> Gravestone
In my book, this is a pretty significant change by itself. It makes this card so much more reactive than it was previously, makes Headstone Carver better in pirate decks, and keeps it from dying on turn 3 and up to Whack-a-Zombie and Violet on the turn it's played; being able to remove it with Gravebuster instead is well worth that trade-off. I don't know if it'll make pirate decks that much better, but they're at least a tad more reactive.
Trick-or-Treater; no trait -> Gravestone
This will make Trick-or-Treater a little better, but don't take this to mean that you can now commit with it on turn 3 and wait until turn 4 to start getting value from it. Now that Trick-or-Treater can survive passed plants play, you'd want to play it on turn 4 so you can combine it with a trick to gain a treat from it, so you can buff it up later or buff up something else. Again, I'll reiterate that this will only make it a little better; it won't become a high tier card, but it'll become playable and a little more reactive, and the zombies need more reactive options nowadays.
Planet of the Grapes; 2-cost -> 3-cost
Big oof to cyclecap indeed. Now the deck will be a lot fairer and require you to make more careful plays win; you can't be as careless with your Planets anymore. I didn't want this to be the nerf that Planet got, but for the sake of balancing the card while keeping it simple, it works. It probably means that mushrooms with Pineclone will be the go-to deck for Nightcap unless cyclecap is still better than that, but only time, labbing (i.e. testing), and whatever the zombies do will tell.
Bog of Enlightenment; 3-cost -> 2-cost
But of course, as I've said before, I'd be okay with Planet getting a cost increase if this card got a cost decrease. And now we have a card that'll definitely allow amphibious decks to be a little more aggressive than they previously could. I really don't think this and the Marine Bean change will make amphibious a top tier deck (and it especially won't make Citron/Beta top tier), but it makes the deck as a whole slightly better. But if nothing else, you can run it even if you're not playing amphibious plants; you can use it as a cheap environment that doubles as a strength nerf to most zombies. Not only can that overwrite problematic environments, but it can also help you win important battles on the ground, or maybe even put your opponents' zombies in Whack/Violet range.
Solar Winds; 2-cost -> 3-cost
I have mixed feelings about this nerf; on the one hand I feel like it'll hurt Chompzilla and make her a bad hero again (because I actually feel like she's pretty good with Solar Winds at 2-cost, though not the best Solar Hero), but that's a small price to pay and it's more of a personal conflict. In the interest of the game, however, this change is huge and probably necessary. As I and a few others have said, you'll have to play ramp decks a lot smarter than before as a result of this change. Gone are the days of having an extremely cheap and safe way to get to your Cob Cannons by playing this as early as turn 2, or to your Briars (and more so now that she's been nerfed). It may even become less splashable now that it's more expensive; decks like Heal Wall-Knight may have to be more selective about their choice between this and Spikeweed Sector, and if the former, how much they will run. With regard to this card, though, I'm just speculating now, so I'll move on.
Overstuffed Zombie; 3/5 -> 4/4
Thanksgiving was only five days ago... in any case, this is better than it was before because a) it doesn't need as much health to be good, but having more strength can make its health even higher because of its effect, and b) it's better to have it die to Shamrocket instead of Whack because higher cost cards like this want to be affected by high strength removal cards so that other big zombies don't need to worry as much about dying to Shamrocket. That also means you have to be smarter about using your Shamrocket on this vs. another zombie. It won't make this card overpowered, but I guess you could say that regardless... it's some food for thought.
Neutron Imp; 2-cost 2/3 -> 1-cost 2/2
It gives science a good one-drop, gives Imposter another buddy, makes combos with Mime-Garg faster; this does quite a lot, though I'm not sure how viable this will make a deck like science, because I think a good 1-drop is only a start to that deck becoming better. However, it could still do with more.
Interdimensional Zombie; 1/3 -> 2/2
It's less of a block charger now, but it also dies to more removal tricks, so there are pros and cons to this change. Regardless, this change won't make it a highly competitive card.
Disconaut; 3 or less get Bullseye -> 2 or less get Bullseye
Being the crazy aggro enthusiast that I am, you'd probably guess that I don't like this change. And you're right! My big gripe with it, though, is that it can't make Line-Dancing Zombie hit for unblockable strikethrough damage anymore (forget Flamenco and Binary, when it comes to me). But aggro's already going to be in a much better spot now that berries and Solar decks are getting toned down a bit. Well, it'll still struggle against heal, but some things never change. Not a fan of this change due to my own personal bias, but it's probably for the best.
Final Mission; Science Trick -> Science Barrer Trick
Probably not as significant as rocket getting this treatment, but maybe it'll help you win a game or two. You never know.
Gargantuar-Throwing Imp; 1/2 -> 2/2
No 5-cost zombie should have 1 health unless it does something that actually matters. Unless you put this in Hunting Grounds, this card won't fit that bill. Nonetheless, this could have 4 strength so it can be another zombie that baits your opponents' Shamrockets; that would make it much better. It could also do with some extra health so it could potentially make more gargs, but for now, it is what it is.
Cryo-Yeti; no trait -> Gravestone
This could be a very viable tempo card now that it's a gravestone. Freezing a plant after they play means the plant will have no way of breaking out of being frozen unless it's a double strike plant that survives an initial attack, not to mention Cryo-Yeti becomes a reactive card that becomes a 5/6 as long as it freezes a plant. It can swing for high damage, it can kill a plant pretty much uncontested; this a card that we should definitely lab to see how good it'll be.
Hippity-Hop Gargantuar; 6/4 -> 6/5
It can take more hits to make more eggs, has more survivability so it can trade better, doesn't die as quickly to cheap removal. We've all seen this song and dance, but it's not gonna change the meta.
Atomic Bombegranate; 4/2 -> 5/2
Yet another stat change that doesn't even fix the card, so moving on!
Sunflower Seed; 3/1 -> 2/2
Undoubtedly a nerf in every sense of the word. You won't be able to control with this as reliably as you can now, and it won't do as much damage as you can have it do today. I think it'll still be good/worth running, but you'll have to use Sunflower Seed a little differently that you can now.
Barrel of Barrels; 1-cost -> 2-cost
Yeah, this is pretty significant. This makes it slower, but that's fine because it can still be a card that has your zombie win an otherwise unwinnable matchup. This is hurting both conjure and Raptor decks due to being slower, but it's still a great card to include. Though now that I think more about it, I'm not sure if you're necessarily gonna want to run 4 of it; it might end up making your curve too slow to be ran at 4, but running 3 might be a little easier on your deck's curve. However, that's something that has to be labbed.
Fireweed; 3/3 -> 3/2
In all honesty, this is kind of a necessary change. However, making it so it loses 1 health on heights or water would be a better change (because it makes sense that a plant that likely grows on lava or in volcanic areas would be able to survive best under those conditions). But we can't change it, and thus we now have another aggro Solar Flare card that gets answered by Plumber and Beam Me Up the turn it's played, and we have, when played on heights, an Apple Saucer that can never gain strikethrough under normal circumstances. It can still make environments though, so it has that utility going for it.
Trans-fig-uration; 3/7 -> 4/7
Doesn't make the card that much better, but similar to the Overstuffed buff, this is now a card that you can use to maybe bait Rocket Sciences from your opponent if you trap them in a corner, allowing your bigger cards to come in later potentially uncontested. So it's a good change imo, but the card itself won't be that much betteuseful.
Marine Bean; 2/4, gets +2 str for each other plant in the water -> 3/2, gets +1/+1 for each other amphibious plant
I really don't see this one other change making amphibious decks top tier, or even high tier for that matter. They might become a little more competitive, but they need so much more than a card that buffs itself upon being played.
Shelf-Mushroom; 2/3 -> 2/2
I don't care what anyone says or tells you; this is a necessary change. You should not be able to front a zombie with this, guarantee a kill with it, and then proceed to kill something else by fusing it with something. If you evolve this into Strawberrian and kill another zombie with shelf's effect, that's usually a +2, ezpz. That's not okay, especially because berries already have many ways of making their opponents minus harder than by just 2 cards. They don't need to start plussing that early in the game.
Strawberrian; 3/3 that does damage here and next door -> 3/2 that does damage next door
Granted, Strawberrian may have only needed one of these nerfs, but since it's getting both, it's more than likely that one of theses nerfs alone wasn't enough, or they just really want berries to stop being so damn good. I'm not complaining, personally; I don't particularly like this deck all that much, and other decks get to find their way into the meta, so it works out well.
Typical Beanstalk; 4-cost 4/4, draws one card -> 3-cost 3/3, conjures a leafy
They did not need to remove this thing's card draw. Maybe they didn't want it to be too much better than Muscle Sprout, which I can understand, but leafy just isn't a thing and probably never will be unless they release broken af leafy cards. But hey, if you're a F2P player without a good turn 3 control card, you can use this card as just that.
Duckstache; 2/2 -> 3/2
Hot take: this is another stat change that doesn't make the card that much better, so let's move on.
Turquoise Skull Zombie; 2/5 -> 2/6
Apparently this is currently not that bad of a card. Never really tried it myself (pretty sure I only have two, so I can't consistently draw it if I were to run them in a deck), but I can see why this would be a viable card. It's only problem is that it doesn't win you games, but it's not supposed to do that. It's supposed to be a quasi-floodgate card of sorts, which the zombies don't really have a lot of. Nonetheless, I'll definitely give it a shot with it's extra health when I get enough copies.
Chum Champion; 3/4 -> 4/4
Doesn't help the card. Next.
Unthawed Viking; 4/3 -> 4/4
There's no reason this shouldn't have been a 4/4 when it first came out. If I'm not gonna run Surfer Zombie in my deck because it gets answered so easily by everyone's favorite in-your-face berry card (really verbose way of saying Berry Blast, I know), I'm definitely not gonna run this because it's a super rare that almost never uses its effect. But hey, it can actually survive in the water with this change. Now all we need is a cheap pirate that you can play in the water to evolve it from, so you can have your cake and eat it too.
Frankentuar; 5/5 -> 5/7
Aaaaaaaand I think we're done here, everybody! Make sure to leave your thoughts on my thoughts (sorry they were so long), and I'll share my thoughts on your thoughts that were supposed to regard my thoughts so as to foster some discussion.
submitted by Creator438 to PvZHeroes [link] [comments]

Culture conversion needs some combination of these nerfs

I see four major problems relating to culture conversion atm which make it absurdly effective and allows you to bypass a lot of the difficulty of massive and rapid expansion:
1- Province disloyalty on the empire-wide level is binary and if you’re below the 33/20 threshold there is no downside to having 32% or 19% of your provinces at 0% loyalty. By simply gaming these numbers (the 20% being particularly relevant here, though the 33% is problematic for the same reason) your empire faces little internal risk all the way up to the cap.
Possible nerf: scale those disloyalty thresholds with disloyalty levels, not just whether the provinces are disloyal or not; 0% loyal provinces should get a significant extra penalty that causes them to effectively count for more against the cap. Alternatively or additionally, correct culture provinces of less than 100% loyalty could count only for their loyalty % toward your population total. You could still game it, but not as badly. Also note that the ridiculous slave stacking in your disloyalty-immune capital sure pads your numbers.
2- On a related note to #1, since you’re allowed 20% disloyal wrong culture, this means that the bigger your correct-culture empire is, the more wrong culture you can tack on with no penalties. This snowball effect trivializes wrong culture if you’ve been diligent in converting your existing provinces, to the point where you could conquer, say, all of Gaul, and be fine because it constitutes less than 20% of your massive Romanized empire.
Possible nerf: Localize rebellions. This kills two birds with one stone, as it’s silly for Egypt and everywhere else to revolt simply because Gaul has unrest. But Gaul does need to revolt if you’ve brazenly annexed hundreds of its pops. Raise the frequency and lower the threshold of revolts, but make them local-culture based rather than a ticking national disaster. Make them unavoidable if you’ve opted to conquer at breakneck speed, but not in a way (as under the current system) that can practically end your campaign.
3- Culture conversion is not just a long-term investment but is likely the quickest (or close to it) way to relieve disloyalty. It’s so rapid with a high stat governor that you can very quickly “culture flip” even a large province. Not only is this unrealistic but it leads to a situation where you just turn the faucet and wait for the disloyal culture to drain out.
Possible nerf: limit your entire empire to a certain number of culture conversions at one time. Say, 1 per power level. This slows down the process and introduces some strategy to weighing when to pull a precious culture conversion off of one province and onto another. Simply nerfing the rate is also an option, but I don’t think that’s as effective as it will still produce the same result in the long run and not add any of the needed micromanagement.
4- Also related to #1, there is no downside on an individual provincial basis for sitting at 0 loyalty until you’ve bled the old culture dry and flipped to positive loyalty growth.
Possible nerf: add events that cause you trouble in disloyal provinces, particularly very disloyal ones, and maybe even special negative events for provinces undergoing culture conversion. Remember that culture effectively = ethnicity in this game, not simply taste in architecture and social habits. This is implicit in the extent to which “culture” effects governability, by the fact that ethnicity isn’t explicitly mentioned in any other way, and of course the fact that most of the cultures are named after and align with ethnic boundaries. So having said that, there’s a reason the modern Egyptians, Brits, Spanish, French, and Greeks don’t all look like Super Mario- it’s because ethnically the Romans didn’t dilute all the gene pools. Even when we refer to the “Hellenized” former empire of Alexander, whatever unity that stretch of land may have gained from common Greek influence, it paled in comparison with the relatively-incompatible ethnic rooted traditions. We see in the form of mismatched populace and primary culture in the Successor Kingdoms. It’s a nightmare; don’t let us wake up from it by simply assigning a eugenicist madman as governor.
submitted by TyroneLeinster to Imperator [link] [comments]

Variability Encryption

Variability Encryption
I created a mostly pseudo code of the encryption side of things, there will be some parts that refer to below because my lack of programming language training/skills and such. The Decryption part will have to come at a different time.

But in here I will discuss the reasons it works. First it is Symmetric Encryption, as the same key will encrypt and decrypt. Decryption notes to come later when I have time.

1) Plain Text/Known Text
A request for me to use a known text format was made, I saw it but have been working 60-70 hours a week and also trying to create the pseudo code. I can tell you that using a known text then modifying it wont work. Here is why: The Combinations will create a ternary base, the juggle and shuffle are designed to increase disorder. If there was one run of each process and the order was shuffle, juggle, combinations then it would be plausible that there could be a pattern which shows up. However the repetitions of the three cycles and the key derived pattern of each process inside the three cycles will create a very severe jumble of 1's and 0's even if our source was entirely 0's or 1's to start with.

2) Block Cipher attacks
The way the entire system works we have no real identifiable blocks to work with. The key is read in a dynamic manner which results in repetition use of the key to start at different portions of the key. Further the combinations phase has limits to string length but those limits allow a lot of variability in length of a specific portion being applied to. Inside the string lengths we further have a lot of variability in the number of combinations and the salts further shake up the variabilities in many manners. There is no block as it where except where the Shuffle occurs (well kinda) and that is not the primary function of the system. In theory it may be necessary to make blocks for the shuffle portion but those blocks will not function in the same manner as existing blocks which will require testing for each and every possible variation.

3) Attempts to use a similar key (or part of a known key)
These attacks of course can happen when there is a man in the middle attack where the key is actually made up of a long-term key between users, a mid-term key, and a short term key such as the Signal App uses. Or however many versions of multiple key portions. So assuming your man in the middle attack got half the key you try to apply methods to use it to get in. The first problem is that key lengths for multiple key portions does not need to have a fixed length. The idea of a fixed key length is laughable considering the methods used in variability encryption. A variable key length of 32 to 64 bits where the accessed portion makes up a fair to sizable portion thereof does not give them enough information to recreate the key size with any reliability without trying all possible sizes. Having a small key is not detrimental to the entire system either, wherein the difficulty increases with key size size admittedly but the variability system can start at 32 bits without issue.

4) Difficulty in Brute Forcing increases with file size
The Jugglee routine definitively increases the problem for decryption. Since it can apply to the whole of the file size at once without too much predicted issue this means that an enemy operator must process the whole file for three of the 9 processes and they have to accurately judge when the juggle process was used each of the three times. The combination stage dramatically increases difficulty as well since it can encode a lot of data in the larger string sizes thus making accurate string length detection a necessity. The shuffle is by far the easiest portion to decrypt where it is in theory but the other stages make accessing it properly very difficult

5) The key has other strengths
Due to the way the key works, where it identifies different string lengths and where it can be added infinitely to itself with a low possibility of exact repetition, this makes the key weaponized on its own. The attacker will require knowing how many repetitions of the key occurred and where the individual key portions were spliced properly to be able to use the information.

6) Statistical Attacks
There is, admittedly, a bit of a possibility of weakness to Statistical Attacks. The weakness however is very low versus the total capabilities of the system. You would need to know a significant portion of the key and have a known text example. Given both of those at the same time you could, in theory, be able to attempt to derive the sequence of the processes with enough effort. However I would say this effort will still be harder by far than AES 512.

7) Brute Force
Combinations make for a large spread you need to test, the juggle makes for tests to be done three times over the whole of the file, the shuffle makes you waste time and energy trying to derive the proper order of things. If you encrypt a megabyte, a not unheard of size (sarcasm), the attacker must account for all possible key lengths, all possible key variations, and because the way the combinations work they must also be able to predict to a fair extent the source of the data, yes the data itself helps create the encrypted results thanks to the combinations system. Thus the processor time would be in far excess of the time it would normally require for every iteration of the possible key and at all possible file sizes using the combinatorics, thus making for far in excess of processor time to crunch the whole code ^3. It becomes factorial in of fact which should definitely scare the crap out of cryptologists.

8)Yes some attacks will always succeed.
You can buy the password, you can beat the password out of someone, you can probably derive the sequences if you can watch the processor requirements, getting into the RAM while it is working will get you far, and so forth. However without full information, say it is an ATM speaking to the bank server and you are in the middle but the encryption code is hardwired, you will get nothing for it.

9) While a one time pad is obviously going to be the strongest the methods involved in Variability Encryption leave no doubt that if right now, right now, the atoms in the sun were made into a Super Computer (all of them) and the power doubled annually, a petabyte would never be successfully cracked before entropy destroys everything. AES 512 cannot say that with those standards, and yes I am bragging but dammit I feel good having found a statistical method that frankly cannot ever be decrypted with brute force unless the file size is small and the key small and the attacker knows that. By small I mean like 8 bits small or some silly small size like that.

10) Patent and Patent Pending. The lawyer tells me I have to include that in my works, I listen to my lawyer. If you want in you can negotiate with me.

11) I think, now I do not have proof as I have been exclusively working on this encryption routine and the other patent applications, that AES can be exploited due to the high storage potential of combinatorics. It will need a lot of my time but it feels right. But again not going down that squirrel hole until I get real code that shows how the system works so I can take it before some very rich individuals or one of the other Patent Applications gets attention as well.

_________________ PSEUDO CODE (Kinda) _____________________

Pseudo Code - Variability Encryption // Variability is key, there is nothing else. This won't be real Pseudo Code but it should suffice for most here. //
Start: Load Key, to be called Key_Card Load File to Encrypt, to be called Step_Zero // Process_1 = Combin_First // // Process_2 = Combin_More // // Process_3 = Juggle_Scramble // // Process_4 = Shuffle_Mixup // // Process_5 = Combin_Restore // // Process_6 = Juggle_Restore // // Process_7 = Shuffle_Restore // // Process_8 = Ternary_Binary // // Process_9 = Binary_Ternary // // The processes are the main methods involved in first encrypting, then in decryption // Hash Key_Card, to be called Hash_Key Process: // Effort is to get a value from 1 to 6 to generate a pattern of the processes above, assume if there is an error another process assigns a value to each via using the key to generate an option that is quasi random // Value of Hash_One = If Hash_Key ends with 7,8,9, or 0 divide by ten and drop decimal, else use last digit. Value of Hash_Two = If the first digit in Hash_Key is a 7,8, or 9 then (look at the next digit, if next digit is a one then look to the next digit) else use digit. Value of Hash_Three = If RoundDown (Divide Hash_Key by 5) = 7,8,9, or 0 then if (RoundDown (Divide Hash_Key by 4) = 7,8,9, or 0 then (RoundDown (Divide Hash_Key by 6)) else use the digit. Order_One uses Process_1, Process_2, Process_3, Process_4. Order_Two uses Process_2, Process_3, Process_4, Order_Three uses Process_2, Process_3, Process_4, Process_8. Process_1 = a, Process_2 = b, Process_3 = c, Process_4 = d, process_8 = e. //The order of each of Order_One, Order_Two, and Order_Three get determined here // Order_One = if Hash_One =1 then acd, else if Hash_One = 2 then adc else if Hash_One = 3 then cda else if Hash_One = 4 then cad else if Hash_One = 5 then dac else if Hash_One =6 then dca. Order_Two = if Hash_One =1 then bcd, else if Hash_One = 2 then bdc else if Hash_One = 3 then cdb else if Hash_One = 4 then cbd else if Hash_One = 5 then dbc else if Hash_One =6 then dcb. Order_Three = if Hash_One =1 then bcde else if Hash_One = 2 then bdce else if Hash_One = 3 then cdbe else if Hash_One = 4 then cbde else if Hash_One = 5 then dbce else if Hash_One =6 then dcbe. // Note that this makes the order of the processes per each of 3 distinct rotations difficult to predict and allows for an initial change into ternary during the first combinatorial phase and returns to binary at the end of the process // Create file: Process_Run Process_Run = Step_Zero { // Process_1 // Load Process_Run Load Key_Card //The basis for the keycard is simple, we identify how many bits we are going to use for the string length, then we use that to identify the possible length of the combinations portion of the key afterwards, we then see if there is going to be a salt and if there is a salt we read the next 3 bits. // Load last 3 bits of Hash_Key, find the Decimal +1 and save as Hash_Ke1 // This will result in a 1 to 8 value // // Declaring a few things that will be used but will be modified in the following processes // Str_Len = 0 Key_Run = Key_Card Salt_True = 0 Com_Pare = 0 Com_Cnt = 0 Str_Cnt = 0 Chk_Salt = 0 // Replacement_File.txt // // Replacement_File.txt will be a separate post for people, it will be a large file which will have a replacement table based upon Combinatorics in it. It will be designed upon a variety of sizes but it will not have a full and entire table, it should be sufficient for the purposes of people here to understand how it works however // { If Hash_Ke1 >0 & <3 then Str\_Len = 4, if Hash\_Ke1 > 2 & < 6 then Str_Len = 5, if Hash_Ke1 > 5 & < 9 then Str_Len = 8 } { If Key_Run does not have sufficient length then Key_Run = Key_Run + Key_Card Remove Str_Len bits from Key_Run and identify the Decimal + 1 value of these bits. This will be called Str_Cnt Com_Cnt = RoundDown (Log( Str_Cnt / 2) / Log (2)) If Com_Cnt < 4 then Com_Cnt = 4 //Next step helps analyzes Com_Cnt to see if it is small enough, reduces the length if it is not // { While //I am creating a repeating sequence that repeats until the if then is true // Load Decimal + 1 of Com_Cnt bits from Key_Run, value is Com_Pare If Com_Pare > RoundDown (Str_Cnt / 2) then Com_Cnt = Com_Cnt -1 else End } Remove Com_Cnt bits from Key_Run // The purpose of this code above is to get the decimal of the first portion of our string length bits and to get a decimal amount for our combinations count which will be half that, or less, of the decimal for the string length. // Chk_Salt = Remove 1 bit from Key_Run If Chk_Salt = 1 then remove 3 bits from Key_Run, these three bits become Salt_True Using Com_Pare identify Replacement_File.txt table section for the Ternary Replacement. Remove the identified bits from Process_Run as identified by the table inside Replacement_File.txt in match to the corresponding binary. Call the result Out_Put1 // This is using the table to identify a length section appropriate for the replacement then identifying the string section inside that would match our source which will then indicate what to replace it with // If Chk_Salt = 1 then ************* SALTS NEED TO GO HERE *********** // Some salts occur before the next process, some would after the next process. I am going to make a separate post about the salts // Fill Empty Spots in Out_Put1 by using appropriate length of Process_Run }
{ // Process_2 is very similar to Process_1, main differences will be it is already running in Ternary. // Load Process_Run Load Key_Card
Load first 5 bits of Hash_Key, find the Decimal +1 and save as Hash_Ke2
Str_Len = 0 Key_Run = Key_Card Salt_True = 0 Com_Pare = 0 Com_Cnt = 0 Str_Cnt = 0 Chk_Salt = 0 // Replacement_File.txt //
{ If Hash_Ke2 > 0 & < 4 then Str_Len = 4, If Hash_Ke2 > 3 & < 9 then Str_Len = 5, If Hash_Ke2 > 8 & < 14 then Str_Len = 6, If Hash_Ke2 > 13 & < 19 then Str_Len = 7, If Hash_Ke2 > 18 & < 24 then Str_Len = 8, If Hash_Ke2 > 23 & < 29 then Str_Len = 9, If Hash_Ke2 > 28 & < 32 then Str_Len = 10. //Longer possible string lengths in follow up repetitions, increases difficulty in statistical analysis and brute forcing significantly. // } { If Key_Run does not have sufficient length then Key_Run = Key_Run + Key_Card Remove Str_Len bits from Key_Run and identify the Decimal + 1 value of these bits. This will be called Str_Cnt Com_Cnt = RoundDown (Log( Str_Cnt / 2) / Log (2)) If Com_Cnt < 4 then Com_Cnt = 4
{ While
Load Decimal + 1 of Com_Cnt bits from Key_Run, value is Com_Pare If Com_Pare > RoundDown (Str_Cnt / 2) then Com_Cnt = Com_Cnt -1 else End } Remove Com_Cnt bits from Key_Run
Chk_Salt = Remove 1 bit from Key_Run If Chk_Salt = 1 then remove 3 bits from Key_Run, these three bits become Salt_True Using Com_Pare identify Replacement_File.txt table section for the Ternary Replacement. Remove the identified bits from Process_Run as identified by the table inside Replacement_File.txt in match to the corresponding binary. Call the result Out_Put1
If Chk_Salt = 1 then ************* SALTS NEED TO GO HERE *********** // Some salts occur before the next process, some would after the next process. I am going to make a separate post about the salts // Fill Empty Spots in Out_Put1 by using appropriate length of Process_Run } { // Process_3 // // The Juggle Routine increases the net cost for brute force attempts to total processor time * 2^n where n is the number of bits in the entire file to be encrypted. This is per cycle involved and if they get the order of processes correct. // Hash_Mark = Hash of Key_Card Len_Mark = Length of Hash_Mark divided by 2 rounded down Hash_Mark = Hash_Mark - Len_Mark Sort_Hash = Last 3 bits of Hash_Mark Done_Hash = Decimal +1 of Sort_Hash Hash_Mark = Hash_Mark minus Sort_Hash Trig_Cnt = Last three bits of Hash_Mark Jug_Start = 0 Tri_Dec = Decimal + 1 of Trig_Cnt Trig_1 = 0 Trig_2 = 0 Trig_3 = 0 Trig_4 = 0 Trig_5 = 0 Trig_6 = 0 Trig_7 = 0 Trig_8 = 0 Trig_? = 0 // see lower notes //
{ If Process_Run is Ternary then run sub_prss2, else run sub_prss2 If Done_Hash < 3 then Done_Hash = 3 // Examines to see if the system is in Ternary, should be obvious // } { // sub_prss1 // // Trig_Dec and Done_Hash are the main functions to determine length and number of triggers. // Load Process_Run Trig_? = ? // The above needs to be incremental in growth for Trig_1 to Trig 8, or make some sort of array? // { While // Trigger making //
Trig_Dec> 0 ; Read first three bits of key, if Trig_? = 000 then 00, if Trig_? = 001 then 01, if Trig_? = 010 then 10, if Trig_? = 100 then 02, if Trig_? = 110 then 20, if Trig_? = 101 then 12, if Trig_? = 011 then 21, if Trig_? = 111 then 11 // Note this is the extremely simple version // } { While Process_Run still has bits repeat sequence Remove Done_Hash trits from Process_Run, These are First_Trig Read First_Trig for first match to Trig_? values, when match then remove remainder after match to Sec_Trig. Read Sec_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Thrd_Trig Read Thrd_Trig for first match to Trig_? values, when match then remove remainder after match to Frth_Trig. Read Frth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Fith_Trig Read Fith_Trig for first match to Trig_? values, when match then remove remainder after match to Sxth_Trig. Read Sxth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Svth_Trig Read Svth_Trig for first match to Trig_? values, when match then remove remainder after match to Egth_Trig. // Whatever remains will go only into the 8th set in this version // End While when Process_Run is empty } { Process_Run = Reverse order of data for Sec_Trig, Frth_Trig, Sxth_Trg, Egth_Trig } }
{ // sub_prss2 // Key_Fun = Key_Card Trig_? = ? Load Process_Run { While Trig_Dec> 0 ; Remove Three bits from Key_Fun, becomes Trig_? //incremental increase function // // Design may use all strings as keys if odds happen correct with Binary, this is an extremely simple version // } { While Process_Run still has bits repeat sequence Remove Done_Hash bits from Process_Run, These are First_Trig Read First_Trig for first match to Trig_? values, when match then remove remainder after match to Sec_Trig. Read Sec_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Thrd_Trig Read Thrd_Trig for first match to Trig_? values, when match then remove remainder after match to Frth_Trig. Read Frth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Fith_Trig Read Fith_Trig for first match to Trig_? values, when match then remove remainder after match to Sxth_Trig. Read Sxth_Trig in reverse to find match for Trig_? values, when match then remove remainder of after match to Svth_Trig Read Svth_Trig for first match to Trig_? values, when match then remove remainder after match to Egth_Trig. // Whatever remains will go only into the 8th set in this version // End While when Process_Run is empty } { Process_Run = Reverse order of data for Sec_Trig, Frth_Trig, Sxth_Trg, Egth_Trig } } { Process_4 // Shuffle Process // // Shuffle is designed to just swap a key derived sized length of trits or bits //
Read Key_Card first three bits. This becomes Shfl_Len Shfl_Dec = Decimal + 1 of Shfl_Len If Shfl_Dec < 2 then Shfl_Dec = 2 // Above is how we decide what length of blocks are being replaced. // Totl_Left = Shfl_Dec Bin_Bin = 0 Key_Shfl = Key_Card { If Totl_Left > 2 then Bin_Bin = Log(Totl_Left) / Log(2) // As if using the log function in MS Word // Key_Req = Remove Bin_Bin bits from Key_Shfl Shfl_? = Decimal of Key_Req
// Problem Defining this. I will make a separate post showing how this would look but not how it would work in Pseudo Code // } }
// Decryption to come when I have the time, hopefully it is obvious to some //
___________________________________________SALTS LIST____________________________
During the combinatorics phase there can be additional methods, known as salts, to add to the source which will confound an attempt to break the encryption. These salts can be modified to use binary or ternary as needed.

The salts are:
Salt 1: add combination(s) at
This salt will be triggered by a 000 in the key, the next two to four bits of the key will determine where in the current set the combination will be fake whereas the length of the combination string determines the required bits.

Salt 2: ended combination, start new combination early
This salt will be triggered automatically when possible, it will not allow a previous combination to break size rules, aka 4 minimum string length and a maximum of 50% combinations inside the string length. This increases security to prevent detecting this salt. This salt will not be used if there is a marker for another salt (This one is disabled in the example as I am only human).

Salt 3: Simulate multiple smaller combinations
This salt will be triggered by a 001 in the key, if the combination is under 8 then it defaults to NO SALT, else it defaults to two distinct combination strings where you divide by 2, round down for the first, then remainder for 2nd to obtain the string sizes. Possible alternative includes using a marker in the key to allow for more divisions provided the string length is long enough.

Salt 4: Skip Combination entirely
This salt will be triggered by a 010 in the key. The size will be determined by the previous combination string lengths, if under 8 then it will be 10 string length, if the previous was over 8 string length it will be 6 string length. Also it is possible to use a math formula to do a size variable, or a hash value, or.. Similar to 8 except we still use the full length of the listed string.

Salt 5: Skip real combinations, insert fake combination
This salt will be triggered by a 100 in the key. The size will be determined by the previous combination string lengths, if under 8 then it will be 10 string length, if the previous was over 8 string length it will be 6 string length.

Salt 6: Can use 2 dimensions
This salt will be triggered by a 011 in the key. This results in a combination going down instead of left to right. This is a complexity issue, I've plans for up/down but is the encryption community ready for this complexity? This key can be avoided if the complexity is too much, it is unlikely that by making blocks for this function that any existing block attacks could find vulnerabilities to exploit.

Salt 7: This will invert the binary values in the next combination
This salt will be triggered by a 101 in the key.

Salt 8: In between fixed length combinations, where the leading combination string ends with a combination location, and the next string starts with a combination location you can put a complete blank string. This is contrary to 4 where we are using the assigned string length in full instead of a variable. This salt will be triggered by a 110 in the key.

Salt 9: This salt, if we are using ternary, alters which of the 0, 1, 2 values is being used to encode the combinations and what is doing in binary. This is a permanent flip or a temporary flip as desired or as built into function. This salt will be triggered by a 111 in the key.
________________________________________________Example Tables (paste from Excel)_______________________________
submitted by PHDEinstein007 to encryption [link] [comments]

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