Mk18 mod 1 carbine nerf gun

M1 Garands, M1 Carbines, M14's, and Mini-14's

2013.03.01 07:01 nabaker M1 Garands, M1 Carbines, M14's, and Mini-14's

THE place for M1 Garands, M1 Carbines, M14's, and Mini-14's!

2016.11.13 00:54 gabeb71 /r/GlockMod

The Official Modified Glock Subreddit

2008.03.06 16:26 /r/guns: Firearms and related articles

A place for responsible gun owners and enthusiasts to talk about guns without the politics.

2023.05.30 00:10 GarandThumb Does Anyone Recognize Mods I'm Running That Could Break SP?

Here's a list of what I've been running (I know, it's a lot). I've been having issues with waypoint completion, where the Squad Lead just runs off on his own, and the mission can't be completed. I'm certain that there is only one or two mods that are causing this, any ideas where to start?

[WIP] Anti-Bounce System (ABS)
77th JSOC ver. of Blastcore: Tracers
A3 Characters 4K
A3 Thermal Improvement
ACSTG AI Cannot See Through Grass
Advanced Weapon Mounting
Aiming Deadzone Fix
Animated Recoil coefficient changer
Animation Patch
Anti Wall Glitch Fix by Nerexis
Arma 3 Realistic Names
Arsenal Search
Auto Weapon Lower
Battle Buddy AI
Better Inventory
BettIR (Legacy v0.2.1)
Blurry Laser
Brighter Flares
Bullet Casings
CE: Movement
DCO Vehicle.FSM - Vehicle AI Enhancement
Echoes of War - Sound Upgrade
Enhanced GPS
Enhanced Map
Enhanced Missile Smoke + Lighting Efx Mod v1.4
Enhanced Movement
Enhanced Movement Rework
Enhanced Soundscape
Enhanced Soundscape Plus
Enhanced Video Settings
Exocet Immersive Reloads
Extended Grass Mod
Extended Viewdistance + Shadows Mod
Grenade Window Breaker(mod version)
Helicopter Dust Efx Mod
Hotshots Dust Wind Effect
Hotshots ImprovedGrenades
Insects and Bugs Mod
Isky's Ragdoll Enhancement
JCA - SPAR Retextures
LAxemann's Environment Ducking
LevElite Light
Limited Gun Movement
Magic Mag - Infantry - Infinite ammo with reloads
MRB Voice Stop
MrSocomDude's Tactical Glide
MX Series Retexture
New CSAT (No contact) DVK
New CSAT (Overhaul) DVK
No 40mm Smoke Bounce
No Actions
No Idle (Standing)
No More Aircraft Bouncing
No More Soul-Less Eyes
Over The Shoulder Third Person
Photon VFX
PSZ: Toggleable Grenade Launcher
Real Engine
Real Lighting and Weather
Reduced Haze Mod v3.1
Reload Repack Turret Magazines
Rested Weapon Movement resigned
Simple Craters
Splendid Lighting Modification
Splendid Smoke
Swim Faster
Tactical Position Ready
UISounds 2
Unit Voice-overs
Unit_Voice-overs_Expanded [BACKUP]
Unit_Voice-overs_Expanded [BACKUP] extended
WebKnight Flashlights and Headlamps
Weedkiller for Altis, Stratis and Malden
submitted by GarandThumb to arma [link] [comments]

2023.05.30 00:07 PerAlmen RE1 Remake Completely Remade and Playable in Minecraft (Original Creation)

RE1 Remake Completely Remade and Playable in Minecraft (Original Creation)

The Mansion Main Hall.
Enter the survival horror...
For the last one and a half years I have been working on a complete recreation of what a modern Resident Evil 1 Remake would look like. So far I’ve built 75% of the game and the entire mansion section is completely playable. I have seen people build resident evil games before but never seen one that is actually playable.
The map will be playable as a singleplayer adventure as either Jill or Chris (This choice will greatly affect how your adventure plays out) or as a co-op adventure as either Jill and Barry or Chris and Rebecca.
I’ve made a custom texture pack that changes music, sounds, blocks, mobs and items to be like the original and 2002 remaster. I’ve also found great mods that made this map possible, like MrCrayfish Gun and Furniture Mod.
I’m also using Chocapic Shaders which really made the experience much better by adding the survival horror atmosphere that was lacking before.
Im making this post to say that if anybody is interested I could use help with entity models and commands. I would, for example, like to add different grenade launcher ammo to MrCrayfish’s mod to be like the original game (Maybe through some kind of mod add-on?). But sadly I'm not good with either coding or model making.
This adventure map is built by me alone as a homage and fan project for one of my favorite games of all time, Resident Evil 1. It would be a dream to finish the entire project and I'm wondering if this is something that others would like to see done too?
Here are some screenshots of the entire map (not done) and snapshots from inside the mansion walls.
Overhead view of the uncompleted map.
The Small Library on the second floor.
The Armor Room.
The second floor of the Dining Hall.
The Kitchen.
The Mirror Corridor.
New area...
Passage to the Garden Shed.
The Eastern Terrace.
submitted by PerAlmen to residentevil [link] [comments]

2023.05.29 23:49 ammodotcom Exotic 9mm Ammo: Explained and Ranked by Experts at

Exotic 9mm ammo is creative, to say the least, but is it worth your hard-earned money?
Can you trust your life with unconventional or even wacky bullets? Such as incendiary rounds or external hollow points?
Yes, but I don’t recommend trusting just any exotic 9mm ammo.
Most exotic ammo should only be used in a controlled environment, such as at the gun range, while other rounds are definitely worth loading into your EDC.
Below you’ll find my top 3 picks for 9mm exotic ammo, and then I’ll explain my reasoning behind choosing to shoot exotic ammo.
Let’s get started!

Top 3 Picks for Exotic 9mm Ammo

  1. Underwood 9mm +P+ Xtreme Defender - 9/10 - Best Overall
  2. G9 9mm 80gr External Hollow Point - 8/10 - Runner-Up
  3. Fiocchi 9mm 124 Grain JHP - 7/10 - Best Imported Ammo

Best Exotic 9mm Handgun Ammo Overall

Underwood 9mm +P+ 90gr Xtreme Defender




Why We Chose It

Underwood 90gr 9mm +P+ XD is the best exotic 9mm ammo overall because it’s ridiculously reliable and packs a punch compared to other 90-grain bullets.
Shooters who aren’t afraid of a little extra kick (comparable to a 45 ACP) will quickly fall in love with these exotic rounds.
This ammo is so dependable because of the nickel-plated brass casing and the high-quality powder Underwood uses.
Nickel-plated brass is stupid smooth, so the empty case is 10x less likely to catch and cause a malfunction.
While you never see the gunpowder, it is one of the most essential aspects of ammo. You need a powder that will light no matter what when the primer goes off, that’s precisely what this Underwood +P+ ammo does.
In case you’re wondering, “What the heck does +P+ mean?” It simply means they put more powder in the case than the average round while maintaining safe pressures. There’s also +P, which we will discuss below.
The downsides to the best exotic 9mm ammo are its cost and the increased recoil from the extra power.
So if you’re sensitive to recoil, these are not the rounds for you. The increased recoil can also make a shooter less accurate as they try to anticipate the recoil instead of squeezing the trigger smoothly.
With that said, I would still trust these rounds in a self-defense situation because I’m not afraid to spend a little extra if it means I’m getting a higher-quality product. I want to stop the threat as quickly as possible, so the extra power will help, especially if they wear thick clothing.
You should test Underwood 9mm +P+ 90 XD for yourself before you need it and don’t have it.

Honorable Mentions

If you’re looking for a round with a little less kick, there’s also Underwood 9mm +P 90 Grain Xtreme Defender. It’s basically the same round with less powder than the +P+, so it has less recoil.
However, that also means it has slightly lower muzzle velocity and energy.

G9 9mm 80gr External Hollow Point




Why We Chose It

The Underwood 90gr +P+ ammo only narrowly beat out the G9 Defense 9mm 80gr EHP because of its high price. However, that should be expected from top-of-the-line ammo that utilizes the latest technologies.
With G9 EHP bullets, you get the piece of mind, knowing there is ZERO jacket separation and incredible barrier penetration, all packaged with little recoil.
G9 Defense EHP bullets have no jacket separation because they’re machined from a solid piece of copper, so there’s no need for a metal jacket like a full metal jacket (FMJ) bullet has. This allows the bullets to be lighter, which means less recoil and higher velocities, but it has a couple of downsides that we will discuss below.
The EHP bullet is also engineered to penetrate drywall and windshields, which is ideal for law enforcement and self-defense scenarios.
While it is “barrier blind,” it’s also designed to “slow quickly in tissue to prevent over-penetration” while simultaneously transferring the maximum amount of energy to the target, making it a prime choice for defensive situations.
As I mentioned, the cons are the price tag and the lightweight bullet. The high price comes from the patented bullet design, so that you won’t find the EHP bullet on any other ammo (but there are similar-looking bullets on the market).
The lightweight bullet can be a pro or con, depending on your take. While it lowers the recoil, which is a pro for many people, it also reduces the energy. Lower energy means less knockdown power. The +P version of these rounds helps eliminate that concern, as well as the bullet design.
Overall, I’m blown away by the G9 Defense 9mm 80gr EHP with its barrier penetrating abilities, reduced over-penetration, and low recoil.
These rounds are perfect for recoil-sensitive shooters who still want to carry a high-quality exotic 9mm round for protection.

Honorable Mentions

The Sellier & Bellot XRG Defense 9mm 100 Grain SCHP is another solid copper bullet. It’s exotic because it’s not made in the USA but is a traditionally shaped hollow point bullet.
It’s priced perfectly for regular practice and carrying it without having to refinance your home. However, the ballistics are not as good as the G9 EHP 9mm Luger rounds, nor does it penetrate through barriers as efficiently.

Fiocchi 9mm 124 Grain JHP




Why We Chose It

Fiocchi is one of the most trusted ammo brands imported into the US. They manufacture reliable 9mm self-defense ammo, among other calibers.
This JHP ammunition functions flawlessly because it is encased in a nickel-plated brass casing, which is smooth like butter, nearly eliminating all malfunctions caused by sticky brass.
The jacketed hollow point has been trusted for generations to provide solid accuracy while reducing the risk of over-penetration.
These rounds are priced just right for the quality of the ammo you get when you buy a box or case of Fiocchi 124gr 9mm JHP.
I find the velocity and energy a little lacking compared to other rounds. However, this is partly due to the heavier bullet, so we’re not comparing apples to apples in that regard. One might think that the heavier bullet would help with stopping power, though.
Above all, Fiocchi 9mm 124 Grain JHP can be trusted in a home defense situation to end the threat to yourself and your family because of the low probability of a malfunction and the proven effectiveness of the JHP bullet.
Be sure to check how much Fiocchi 124gr 9mm JHP we have in stock today.

Honorable Mentions

If you’re looking for an exotic round that’s made in the USA, then check out CCI 9mm 53 Grain #12 Shot. This is unique ammo because it’s multiple pellets instead of a single projectile, very similar to traditional shotgun ammo.
In essence, you can have some of the benefits of a shotgun in your semi-automatic Glock when you use this ammo. I wouldn’t recommend using it for home defense; you might as well use a shotgun and buckshot for that, but it would be handy for rodents and pests.
I will warn you that the case is aluminum, so your pistol, whether it’s a Glock, Remington, Ruger, Sig, or Walther, might not like it and malfunction more than it typically does.

How to Choose the Best Exotic 9x19 Parabellum Handgun Ammunition for Your Situation

Most of the time, exotic 9mm ammo is used at the range for fun, but some of it is designed for concealed carry purposes. So how do you know which is which?
The best way is to test it and consider your situation seriously.
Let’s continue by defining “exotic ammo.”

What is Exotic Ammo?

Exotic ammo can vary widely and be a tricky term to define. However, after asking many shooting enthusiasts and spending hours researching the term, I’ve concluded that you can define it in two ways.
The first and most popular is the wacky non-traditional bullets. Projectiles like nails, oddly shaped bullets, two slugs or multiple shot sizes in one shotgun shell, incendiary rounds, frangible bullets, and armor-penetrating rounds can all be classified as exotic ammo.
The other way is to take the word “exotic” at its meaning and refer to exotic ammo as any ammo imported into the US. Most gun nuts don’t mean this when they use the terms exotic ammo, but I added a few to the list above, just in case.
That’s why brands like Barnes, Blazer, Federal American Eagle, Hornady, PMC, Speer Gold Dot, and Winchester were omitted above.

Intended Use

Whenever you’re buying ammo for any gun, whether it’s a 357 magnum handgun, 300 Blackout carbine, or 12 gauge shotgun, you should always consider how or why you’ll be using it, as some ammo is better suited for the range over self-defense.
For instance, CCI 9mm 53 Grain #12 Shot might be fun to try and shoot clays using your pistol; however, it makes a terrible protection round as it’s much less lethal than Underwood 9mm +P+ 90gr Xtreme Defender.


Exotic rounds cost more than regular 9mm rounds because they’re specialty items. It’s unlikely that you’ll need to stock up thousands of exotic rounds, as you would with target ammo, so it’s okay to splurge a little.
Reloading is often an excellent way to save money on ammo, especially for standard calibers like 9mm and 380 ACP, but that is not the case for exotic ammo, as it’s much more difficult to load and, at times, requires special tools. So you’re better off just buying factory ammo.


If you’re using exotic ammo for home or self-defense, you need it to be reliable. Reliable ammo goes bang when you pull the trigger and cleanly ejects while cycling.
If you have a lot of malfunctions while testing your ammo at the range, I recommend continuing your search before using it as your concealed carry ammo.

Frequently Asked Questions

Are there special types of 9mm ammo?

Yes, there are special types of 9mm ammo. There are many different types of bullets, powder configurations, and cases; each combination has specific benefits that make it best in certain circumstances.

What is the most lethal 9mm round?

The most lethal 9mm round is the one you’re most accurate with. Generally, a JHP bullet is precise and lethal.

What 9mm ammo is most powerful?

+P+ 9mm ammo is the most powerful.

Parting Shots

Exotic 9mm ammo comes in many forms, so you’ll find some that provide a fun day at the range or protection based on your needs and budget.
My top pick for the best exotic 9mm ammo is Underwood 9mm +P+ XD because it’s reliable, reasonably priced, and produced by a trusted brand.
Be sure to check out all the 9mm ammo we have in stock at!
Exotic 9mm Ammo: Explained and Ranked by Experts at originally appeared on
submitted by ammodotcom to 9mm [link] [comments]

2023.05.29 23:33 Ok-Platform5354 TERRA SMP (GEOPOLITACIAL SERVER)

The Terra Smp a modded minecraft server based on the age of the industrial revolution! This server uses the create mod plus addons for the Industry and factorial stuff not going to far into the future. This server is very diplomatic and geopolitical in how we use a 1:1000 replica of earth. Theres everything from guns to planes to weapon types. The server uses the premium ultimate faction plugin. It is the best minecraft plugin with many features and quirks. This server also runs off amazing specs to remove lag and tps drop. Join the Terra SMP today!
submitted by Ok-Platform5354 to feedthebeastservers [link] [comments]

2023.05.29 23:06 ahawk_one Long Time Solo/Flawless Dungeon Runner's Thoughts on the new Dungeon, and Dungeon Difficulty in General (TLDR at the bottom)


I primarily play Hunter, so this is from my perspective as a Hunter player. Dungeons are probably close to my favorite thing in this game. They're topped only by new raids and secret missions. Although generally I like the secret missions a little less than the dungeons (with the exception of Presage which was one of my favorite activities in the game when it was in the game). I'm not the best player in the game, and I experience good days and bad days. So usually my solo/flawlesses take about a week from the point where I start my attempts to getting the completion. The only exception to this was Spire of the Watcher for reasons I'll discuss later. The important point for the preamble is that I didn't complete Spire until last season, even though I made more than a few solid attempts during the week it launched and the weeks after. I just couldn't figure out a strat I was comfortable with for Persys.

There has been a lot of chat on this sub and others (and in my group lobbies) about this most recent dungeon's difficulty and it's boss HP scaling. Players like Gladd have made rant videos about the HP bars of the bosses (which is notable only because he usually opts to talk shit on people for things being too easy rather than too difficult). I myself spent the first two days of the dungeon's launch in three different 3-5 hour clears because I was helping out friends and figuring out the dungeon and DPS options. And then, I started my solo attempts. And while I haven't yet quite gotten my rhythm down for the final boss, I can reliably get to her solo now in less time than the first successful clear of the first boss took with a group. I also find that even though I haven't figure out how to consistently stay alive in her room yet, her shields are not all they're cracked up to be. I'm not even using Arbalest and they seem to go down quicker than some Barrier Champs... And this is what prompted me to write this post. Because I think people see things like final damage values in a certain light, and then they correllate that to their experience of fighting for hours without stopping to think about alternative explanations for what they're seeing and experiencing.

And don't get me wrong. It's brutal the first time. The second time. And the third time. Ghosts of the Deep (GotD) has the largest quantity of endlessly intense add phases I've seen since Prophecy. Not even Duality can hold a candle to the sheer volume of enemies you'll defeat by the end of a normal run of GotD. So I'm going to discuss add pressure, discuss boss HP values, number of phases to get the kill, mechanics with a kill timer vs. mechanics without one, and "artificial difficulty" (and probably some other things). So buckle up, because we're gonna be here for a while.

Difficulty of Dungeons in General

First, lets just talk about difficulty in general in a pre-GotD world. And to do that, I think a bit of a history lesson is in order.
Shattered Throne
A thing that everyone should keep in mind when evaluating dungeons is that Shattered Throne (ST) as the first came about in an era before we could customize mods in our armor, and long before 3.0 anything was even dreamed of as a possibility. ST came about when the most "efficient" solo strat for killing the final boss was to sit on a pillar and plunk away at her with an infinite ammo Whisper of the Worm. And back then, this dungeon was a slog. Getting to the first boss (The Ogre) was tedious, even though it wasn't too hard. The Ogre itself though would wipe groups because they didn't understand how to pick up the buffs or how to stay alive in a room with little to no cover and a boss that would pin you to the wall with it's eyebeam if it got line of sight on you. Even now, this boss room can still fuck you up if you aren't paying attention and don't treat the Ogre with respect. Back then, this was a 3-4 phase kill IF you had 21% Delirium (which didn't even come out until two seasons after ST launched).
Once you got to the final boss, Dul Incaru's room is still one of the most bullshit boss arenas I've ever fought in. It's small, you've got three fucking huge HP sink knights, a million Psions and a Hive Witch that deletes you if she can see you for more than a second or two. I don't know how people did this fight without Anarchy to chain down the knights, but man was this fight hard to just stay alive in. But if you could, then you were rewarded with a fairly easy 1-2 phase boss (depending on which meta you were playing in) because the damage buff from the Knights buffed your damage significantly. But it also had a timer that would just kill you if you didn't cleanse yourself or kill the boss. Oh and cleansing required you to jump on an exposed plate in the middle and then shoot a crystal with the HP of a yellow bar enemy before you died.
If this all sounds reasonable by comparison, remember that you could only do Shattered Throne one week out of the month (once every three weeks). So yea, it was easier by comparison because you couldn't just run it any time you pleased so it HAD to be easier so that people could actually complete it in a given Strong Curse Week.
Pit of Heresy
IDK what to say about Pit other than that it was my favorite for a long time because I liked how it used verticality to make things feel immense. This dungeon suffered from (and still suffers from) bugs and inconsistent enemy behaviors in the first encounter and the totem encounter. This was also my first solo flawless (I had gotten ST solo, but not flawless). Pit was very approachable as a solo flawless, and I would still recommend it to most people looking to try one out for the first time, because it only has one actual boss encounter. The opening encounter is about as easy as ST's was, but a lot more fun because you could sword fly around.
The maze with the Ogres is the first time I heard people say that dungeons were using "artificial difficulty" (there's that term...). But this encounter is not even a little bit hard IF you take the time to learn a route to go. If you didn't do that and just floundered around complaining about the ogres being too strong and doing too much damage, then this encounter was the bane of your existance. And to this day, if I join Pit groups most of the time at least one if not both of the other people have no clue how to navigate this area. But once you have your route mapped and know that you can punch jump to move quicker with a ball, this mini encounter becomes a breeze as you just run from one to the next in the space of a couple minutes. But you can't do that unless you come in and actually practice and learn the route, learn how to kill the Hive in the caves, and learn how to get past Ogres that are in front of you. And this takes believing that it was possible to do.
The Totems is the true test. So many people would refuse to do this encounter without the ball dupe cheese and would swear it's impossible. For my part, on my clear I would kill two knights and bring two balls back and dunk both to get only one add wave. Which is still somewhat of a cheese, but it doesn't just skip the encounter. This encounter was the second place I heard people say the dungeon was just too hard for no reason. And sure, at first this encounter was extremely hard. It is probably still one of the harder plate defense encounters in the game (if you play it correctly) simply because of how many things you have to juggle to get through it. We're talking a stacking debuff that kills you if it gets too high, a totem that kills you if you don't touch it every few seconds, boomer knights raining death from above, endless waves of acolytes throwing thousands of solar grenades at you while thrall and exploding thrall rushed to push you off the plate. Oh and you had to kill mini-boss knights to get the ball to dunk. And yea, everyone would just cheese this encounter because back then it was the latest version of the "this is too hard and unfair" encounter.
The maze that came next also still throws people for a loop, and again required you to practice your route so you could navigate it safely. If you don't know your way around, then this part could take a long time and you might die many times trying to find your way. But again, just like the Ogres, once you know the way through, it's a piece of cake assuming you can platform past swinging pendulums.
And after all that, the final boss was not too bad. The adds were nowhere near as oppressive as they were at the totem, and the mini-bosses were all close by and in set spawn locations so you didn't have to run all over the place like in the opening encounter. The only part of this that was somewhat difficult was the actual dps phase because there was a timer to it, but you didn't get to see the timer. The boss would swing his huge flaming sword and leave piles of fire everywhere and cursed thrall would come in from all sides and you could only damage him while being in the middle.
For this I remember distinctly choosing to just go with Celstial Golden Gun and Anarchy with the plan to just blap him once, stick two Anarchy's to him and then kill Thrall. This took me like 5 phases to do (I think... It's been a while... but it was at least 5, possibly 6), but because it was consistent and I could do the rest of the fight easily with my other weapons, I went with it.
Overall, once I did this dungeon once solo, I immediately jumped back in (as soon as I was done) to do the solo flawless attempt in one go. And it was easy the whole way except for totems.
Prophecy was brutal. Prophecy was the first one to take me a week to do. I lived in that dungeon all week and I swear it was impossible without god roll Falling Guillotine, god roll heavy GL, and Trinity Ghoul with the catalyst and Witherhoard. There is so much RNG in these fights that it's not even funny. And I remember seeing many threads back then complaining that this new dungeon, while cool, used RNG to create "artificial difficulty".
The first boss had RNG affecting which motes you needed to deposit and how the shadows moved when you banked those motes. He had at the time some of the most oppressive add pressure in the game and he'd boop you off if you got careless for even half a second. This fight was SOOO easy to get yourself stuck in a position that you couldn't get out of and die... Oh and about 1/2 way through the damage phase he summoned a couple dozen goblins to make him immune, so you had to save you super for that so that you could kill them quickly without just losing half the phase... Oh and his shield would block your damage and swords. You had to hot swap Witherhoard with a Guilliotine back and forth to get him down in any kind of remotely quick time, and I'm pretty sure this was a 4-5 phase when I was first learning it and I got it down to a 2-3 phase by the time I was done. But the add phases in between those DPS phases took forever because of how the mote spawning worked and just how many fucking psions he threw at you. Sometimes you even had ot purposely kill the mote spawning Knights to spawn the wrong motes just so that you could alleviate some of the pressure. So sure, this fight only took 2-3 phases once you had it down... but it still took for fucking ever because of what happened in-between.
The Desert is boring. idk what else to say about it other than Trinity Ghoul shit on it.
The Cube Room required Trinity Ghoul. If you didn't have it, you weren't clearing the Acolytes and their Eyeblasts in time. We didn't have Jolt, ignite, or easy access to volatile. But the add pressure was such that you'd think we did... Trin Ghoul with Catalyst was the closet thing you could get to that.
This fight has it all. Minimal cover, many holes to fall to your death on accident, endless waves of strong enemies, snipers that spawn above you and when you kill knights, knights on the ground with you when you kill snipers. You had to kill two snipers to spawn two knights to get orbs. But the moment the knights died, the snipers respawned, and the acolytes spawned endlessly with their eyes. So as soon as you picked up all your motes and now had no weapons, there was shit spawning all around and snipers bearing down. Oh and I forgot to mention that Toland spawned randomly and sometimes on the ceiling (which I STILL to this day do not understand how to choose a side when he's on the ceiling). If he was on the ceiling, your 6 room run was now an 8 room run. Oh and the room it drops you into, and the color of motes you'd need are completely random. Some rooms were equal, some rooms favored light motes, some favored dark. So you could get a room that favored light motes, but you needed dark motes and there might be only 1 or 2 places to stand to be able to spawn those motes... So when you finally get to the "boss" it's easy sure... again because everything else was so damn hard that a hard boss at the end would have just been beyond cruel...
Rainbow Road is pretty, but I hate it because it's just long and boring when you're soloing it. Don't sparrow because you might fall.
Final boss was the definition of a nightmare and early on you were LUCKY to get a group that could three phase this thing... Most groups were going to do four, possibly five, maybe even six if things went horribly wrong.
It has everything we had in the last encounters. Random mote colors needed, random rooms being dropped into, and absurd add pressure the likes of which had not been seen in 3 man content to that point. On top of that, there was literally no where to hide because the boss was in all three corners bearing down on you. So you had to start this encounter off knowing where the psions and knights spawn ahead of time, planting witherhoard on them before they spawn and then deleting them to create the correct color within a minute or you would get overwhelmed instantly and have literally nowhere safe to hide. There was not one single part of any of those rooms that you could hide in for more than a couple of seconds until you cleared off one of the bosses AND killed the Ogre that spawned in his place.
Once you finished all three sides, you were off to DPS where we have a boss designed to thwart Well of Radiance by not only teleporting away down a long room full of platforms to jump to and Taken hobgoblin snipers, but also by throwing a teleport wall at you. You had to flawless this room solo if you were going to have a shot at 5 phasing this boss. I remember mastering my jumps and making sure I was getting double Witherhoard stacks on him (tagging him and putting one on the ground) at every platform he teleported to, while juggling the platforming, the snipers and his teleport death wave. And at the end of the run, you got a chance to dump some heavy into him (also briefly at the beginning to, but you needed to leave early to get ahead of the teleports and enemy spawns).
For most solo completions, this was a five phase boss or more. There might have been some streamers out there who could get him to four. I'm sure having mountain top and not killing yourself on accident with it was part of those loadouts (I didn't have it so that wasn't an option).
This dungeon was a nightmare to solo and even now I imagine the final boss is quite challenging to solo flawless, even if you can probably kill it in far fewer phases now due to power creep.

Modern Dungeons

This brings us to what I call the Modern Dungeons, which is Grasp of Avarice (GoA), Duality, Spire of the Watcher (SotW), and Ghosts of the Deep. We're going to spend less time here because these ones all have one crucial factor in play that the previous three didn't. They are all tuned with modern abilities and weapons in mind. So their bosses will be tankier than bosses of the previous three which were tuned for different times and different metas.

Grasp of Avarice
Released too early. Everything through the sparrow race is fantastic, but the Servitor and final boss fights drag on needlessly. I firmly believe this dungeon was originally scheduled to release with Season of Plunder, but was bumped up to release early because they wanted to pad out the anniversary pack due to Witch Queen being delayed.
This dungeon is very easy assuming you can do two things: complete the sparrow section and deal with the sniper shank in the final boss room. This shank that respawned every damage phase has as much HP as a Hero Nightfall boss. He's tanky as fuck, hard to hit, no crits, and he hits you for half your HP if you let him see you. So unless you had heavy to burn on him, you were doing what I did which was sticking the Scorch Cannon blast to him and charging it up to detonate. Killing this Shank alone for every boss attempt took more time than it took me to kill the Ogre at the first part of the dungeon. Between this guy and the boss tier vandal that also spawned with him, this boss had easily 5x as much HP as any other boss (if we think of these two guys like the shields on the bosses in GotD).
I hate this dungeon, but I love the theme.
While the final fight was plagued by bugs, this dungeon was awesome. It put pressure on you the whole way but also gave you space to breath where you needed it. All the encounters were about managing add spawns and racing the red world timer. I don't like the Dungeon overall because the teleporting that you do between bosses can leave members of your fireteam behind, and there just isn't much going on in the maps in general. It's very bland looking. But I loved the fights and I love the Calus voicelines.

Spire of the Watcher
I was so excited to get a Vex dungeon and Rasputin themed stuff. But damn was this dungeon a letdown overall. The chasing the node mechanic is a fantastic solo mechanic, but it sucks in group play because you end up with just one person doing it while everyone else just does adds. This is the same problem that RoN had, but that's a different topic. It's just not a good group play mechanic, and so in groups this dungeon just kind of sucks because you're stuck going at the speed of whoever is doing the nodes...
For solo play, this dungeon was mostly fine. The first half of it is a cakewalk once you have the nodes memorized.
The Harpy Boss is where everyone talks about the dungeon becoming a slog... but again this is a slog the player is in control of. The ask is to hit all the nodes to trigger damage, then you break a couple dozen eyes to render the boss vulnerable. The main thing people get stuck on is killing these eyes in a reasonable amount of time, but if you can do it then this boss was 2-3 phasable at launch with artifact mods. Currently it's about 4 phases on my Hunter, 5 if I make mistakes. But chaining the nodes together takes almost no time, so this fight overall has been reduced to a 20min fight at max, even if I do do a short 5th damage phase to chip off the last little bit of HP. But like Pit of Heresy from before, it requires you to memorize a route and a rhythm that allows you to do the nodes quickly. If you don't do that, then this fight will take an eternity.
For the final fight, I got very frustrated because I couldn't figure out a good damage setup, and I couldn't find any guides that didn't use gear swapping for hunters. It's frustrating because I think that while this is certainly optimal, it discourages creative problems solving that could lead to figuring out the best ways to actually do the encounter. I'm always feeling like were one or two patches away from this being nerfed (kind of how they nerfed it in Trials of Osiris). Once Strand came out, the mobility and damage resistance made this fight infinitely more approachable, and the super + a magazine of Xeno had this guy down in 5 quick phases. The only thing that would slow me down was if I had to farm for heavy ammo.
The hardest part of this fight by far is getting the first 5 red cable nodes hit. But again, this is something that the player can master if they spend time to actually study the fight. Just running in blind every time and raging at it for being "unfair" and "artificially difficult" will not get it done. But if you take time to figure out how to manipulate the supplicant spawns, then you can do this easily and you don't even need woven mail.
I don't like DPS on this boss because Wyverns are just too hard to precision hit without a mouse, so I feel forced to use non-precision weapons. I don't mind this sometimes, but for a solo boss I think restricting the player in this way is not good design.

Ghosts of the Deep

And now we're here. And if you've read this far, thank you. Don't worry, this will be short.

If we look back over the history of things, we can see that it wasn't uncommon for dungeon bosses to either have large HP pools, long mechanics phases, ammo/time sink enemies, bullshit ways to die, etc. It's just how these things go. And over time, all of them were moved into farmable status once we had time to figure out the best ways to do them.
The Shields
They are vulnerable to anti barrier. They melt to almost any super hit. But the critical part is that damage done to shields shows up in your total damage done. And since they take bonus damage from some things.... while they might go down easy with the right weapons, you'll still see numbers like 12million on damage because of the damage being done to the shields.
As I said near the beginning, I spent many multi hour attempts on these because we were using machine guns, and even when we'd wipe we'd get insane damage numbers. And I know for a fact that my Commemoration, no matter how good it is, doesn't do the dps that those numbers suggested. So stop acting like these bosses have HUGE HP values. They don't have any larger of HP values than any other dungeon boss on average. You're not doing 9million damage with your LMGs/Linears and a super. You weren't doing that against raid bosses, and you're not doing it here. This is simple deductive reasoning. For example one Light-Light-Heavy combo of Lament will destroy more than half of the first bosses' shield, if not completely destroy it. Lament combo does not do 1mil damage. But it does do close to that to his shield.
So the reality is that we don't actually know the HP values of the bosses. No one does. Anyone saying that do that doesn't have a reliable way to account for inflated shield hp/damage is wrong.
The solution then is not to complain that the bosses have too much HP, but to figure out ways of dealing with the shields. I just watched someone strip off the final bosses' shield with one Gathering Storm and a Levi Breath shot or two (and no he wasn't using Star Eater's either... He was using Assassin's Cowl and never swapped). He did enough damage that this boss was four phasable comfortably if you made no mistakes.
My own kill of the first boss also makes it feel like it's four phasable with no mistakes. But probably five phases typically while solo. And this puts them on par for other bosses in dungeon history. And like those bosses... a year or two from now, the new meta of the future will probably shit on these bosses and we'll be 1-2 phasing them and complaining that they're too easy.

The Add Pressure
What makes these fights drag is the adds. You have to have a build that shreds adds FAST. Because of RoN and all of last season, everyone is defaulting to LMGs for this and then wondering why the bosses take an eternity to kill... Add pressure also makes getting the mechanics done quickly very difficult until you spend enough time with the bosses to understand the spawns well enough to abuse them in your favor. Once you can do that, you can blitz through the mechanics in no-time and that (just like the bosses from ST, Pit, Prophecy, Duality, and Spire) is where you save time in your run. That is how you take your runtime down from 2-4 hours to 1.5 hours. Because if you take a long time to kill the adds, or if the adds are constantly forcing you to hide to recover HP, then you are adding time to the run that you don't need to add to the run. And it makes the boss phases feel worse because you spent 10 minutes getting to the phase, only for it to be over at 7% of their HP bar damaged. But if you practice getting that in between time down to 3-5min, and figure out a good weapon loadout... you find that in the time it took you to do two damage phases before for 7% each, you're doing four phases of 10-15% or more. And that's when it starts to shine through as possible.

Closing Thoughts

I don't know what I'd use on a Warlock or Titan because I don't play them much. But you need to find ways to stay alive. You can heal yourself with sublcass abilities and mods. And you can do DPS with things other than what you see on a stream or a youtube video. If you've done these before, then you know how to solve this problem.
There is no such thing as "artificial difficulty". This term refers to challenges that the player feels frustrated by to an unreasonable degree. But all difficulty is artificial. It's all scripted to be a certain difficulty or not. A boss having a lot of HP is no more artificial than a boss having less HP but a long ass mechanics phase. Or very low HP but very short windows for DPS. The bosses in GotD have extremely long DPS phases for how little is actually happening during those phases. All they do is attack you, move around, and spawn some Thrall. And you have what feels like 30-40 seconds of time to shoot at them... So Bungie "artificially" reduced the difficulty there by making the phase take long enough that you have time to deal with the adds and the shield and then still have a comparable amount of time to hit the real HP bar (compared to other dungeons). But right now, it's all fresh and new. And right now you aren't comfortable in the arena. And right now it feels unfair. But it won't in a month or three.
You heard it here first. My predication is that this dungeon will be talked about as one of the easiest released in a long time. And I believe this will be said of it before The Final Shape launches.
So I believe in you Guardian. You can do this. It is made to challenge you to solve the problem. If your solution isn't working, then come up with another one. You don't need a streamer to tell you how to play, or how to do a build. Don't just go for only safety because that too will add full hours to your run that you don't have to spend. Get comfortable with being aggressive. Learn to love riding the red blinking HP line between awesome and despair, and get in there!
TLDR: Ghosts of the Deep is not even remotely out of band compared to previous dungeons in their given release metas. Many dungeons have been outpaced by power creep, but all of them were brutally hard to solo/solo-flawless in their day.
submitted by ahawk_one to DestinyTheGame [link] [comments]

2023.05.29 22:46 ssh2_scp_recv Getting back into Darktide

Hello everyone, I played Darktide pretty much non stop when it first launched grinding penances and high roll weapons. I stopped because playing to grind was not fun after a month, and I'd like to mostly just play for fun now.
After playing the new starship troopers game my itch for Darktide came back. I want to get back into it but I have a few questions regarding things that have changed since the first month of release.
1) Do I need to stress about perfect weapon rolls/perks if I mainly play Heresy? I want to play for fun but I only have a few kantraels, two plasma guns, and 2 bolters that are close to perfect.
2) If I like running the plasma gun because it's my favorite weapon, will I bring my team down on Heresy? My plasma gun was very strong back when I played but I don't know how they perform now.
3) What are some good melee alternatives to the power sword since it was nerfed for a veteran? Mainly concerned about horde clearing but I'm open to any suggestions.
I appreciate any of you that read this, and If anyone has other tips about perks/blessings/changes I'm all ears.
submitted by ssh2_scp_recv to DarkTide [link] [comments]

2023.05.29 22:17 Reelox14 Official Festival of Legends prediction contest results Who is the Festival Legend?

Hi everyone!
50 days ago, just before the launch of Festival of Legends, we had a meta prediction contest here in the subreddit (read more here). Around 325 entrants answered 23 different questions about the meta, and now I will reveal who has won the title "Festival Legend".
There have been a few buffs and one nerf (Rowdy Fan) and the way I ruled it this time is that any card that has been buffed will not be counted towards being the most impactful card, and any card that has been nerfed will automatically be counted as the most impactful card, along with the card with the most "In % of decks".
These are the correct answers:

Question Hearthstone top vote Correct answer(s) (vote % in parenthesis)
#1 - Most played Death Knight card? Death Growl (33%) Arcanite Ripper (11.9%)
#2 - Most played Demon Hunter card? Glaivetar (33%) Taste of Chaos (18.8%)
#3 - Most played Druid card? Groovy Cat (29.2%) Groovy Cat (29.2%)
#4 - Most played Hunter card? Barrel of Monkeys (21%) Bunch of Bananas (16.1%)
#5 - Most played Mage card? Volume Up (30%) Cosmic Keyboard (17.3%)
#6 - Most played Paladin card? Disco Maul (33.1%) Disco Maul (33.1%)
#7 - Most played Priest card? Love Everlasting (26%) Power Word: Synchronize (4.9%)
#8 - Most played Rogue card? Breakdance (30%) Mic Drop (8.2%)
#9 - Most played Shaman card? JIVE, INSECT (26.7%) JIVE, INSECT (26.7%)
#10 - Most played Warlock card? Symphony of Sins (35%) Felstring Harp (15.8%)
#11 - Most played Warrior card? Roaring Applause (35%) Blackrock 'n' Roll (4.6%)
#12 - Most played Neutral Legendary card? E.T.C., Band Manager (48.6%) E.T.C., Band Manager (48.6%)
#13 - Most played Neutral Epic/Rare card? Audio Amplifier (29.5%) Audio Amplifier (29.5%)
#14 - Most played Neutral Common card? Instrument Tech (22%) Rowdy Fan (19.1%), Ghost Writer (4%)
#15 - Most played legendary card? E.T.C., Band Manager (31.9%) E.T.C., Band Manager (31.9%)
#16 - Most overrated legendary card? - Card with the highest value in [share of votes in #15] - [in % of decks] Bounce Around (ft. Garona) (21%) E.T.C., Band Manager (7.6%)
#17 - Most underrated legendary card? - Card with the lowest value in [share of votes in #15] - [in % of decks] Pozzik, Audio Engineer (17%) Photographer Fizzle (4%)
#18 - The most played legendary song? Symphony of Sins (30%) Love Everlasting (12.5%)
#19 - The most played legendary musician? Mister Mukla (20%) Zok Fogsnout (3.6%)
#20 - The most played instrument? Glaivetar (26%) Disco Maul (22.8%)
#21 - Highest class frequency on standard ranked ladder (VS data reaper report - over all ranks) Death Knight (43.2%) Death Knight (43.2%)
#22 - Lowest class frequency on standard ranked ladder (VS data reaper report - over all ranks) Warrior (68%) Shaman (18.2%)
#23 - Most played legendary card in Wild? E.T.C., Band Manager (22.2%) E.T.C., Band Manager (22.2%)
This means that the average Redditor (a.k.a Reddit hive mind) would get 8 points correct, which would yield a 23rd place! Well done hearthstone.
So who did the best? Well there were five entrants who managed to get 10 points or above. But just outside the top 3 we find:
  1. u/Reelox14 - 10 p (tie breaker 6, 3) (oh look that's me!)
  2. u/Spinethrasher - 10 p (tie breaker (6, 4)
And the winners of the flair "Festival Roadie" are:
  1. u/RSunnyG - 10 p (tie breaker 7, 4)
  2. u/Monkeybreath85 - 10 p (tie breaker 8, 4)
Congrats to the both of you!
However... there was one redditor who just couldn't be beat this time. They crushed the competition with a total of 12 points! The winner of this edition of the contest, and the owner of the one and only "Festival Legend" flair is:
  1. u/subsume_ - 12 p
Big congrats to you! Hope that you wear your new flair with a sense of pride and accomplishment! Mods will add your new personal flair shortly.
If anyone is interested in their score, the full standings, as well as the list of all submissions can be found here: Link to spreadsheet with all entries.
Thanks for participating to all of you, and let me know if you want any other data that I haven't provided.
submitted by Reelox14 to hearthstone [link] [comments]

2023.05.29 22:16 Sextopher Arbor Warden in PVE

Hey everyone! Arbor warden seemed pretty disappointing on first glance, but I’ve been having a good amount of fun with a build I cooked up recently. Im not a super hardcore buildcrafter or anything but I figured I would give a lil rundown of the use cases for the exotic in PVE given that I haven't seen any posts about it here yet.
The benefits of Arbor Warden
Arbor warden is an exotic chest piece that turns your barricade into a throwable “Barri-nade”. When you activate barricade you will consume you class ability and store a barri-nade in you grenade slot which can be thrown a considerable distance. This has a few main uses.
  1. Aggressive barricade positioning: The main benefit that makes this exotic worth using. It allows you to place your barricade in open spaces and near dangerous enemies without exposing yourself to their damage. Very useful and allows for a fun and aggressive play style.
  2. Applying barricade effects at range: The towering barricade disorients nearby enemies and does some damage to enemies standing in it. Because these effects require the enemies to be so close to the barricade, this exotic makes it much safer for preemptively applying these effects before risking getting close. Additionally it can provide overshields with Bastion or suspend with Drengrs lash, though I personally don’t see the point of building around the latter.
  3. Rapid barricades: If you just hold on to your barri-nade, your barricade will continue recharging and can allow you to get two barricades on the field in quick succession. Be careful here though as if you allow the CD of barricade to complete you will lose a prepped barri-nade.
  4. Supporting teammates: While it doesn’t come up super often, tossing a barricade to support an ally in a tough spot or make reviving them much safer is a welcome benefit.
The way the exotic works also gives it some other minor but relevant synergies
  1. Activating you class ability doesn’t actually use your barricade: Since the activation just creates the barri-nade, you can proc things like reaper, powerful attraction, the distribution mods, and class ability kickstart without actually committing to placing down the barricade right there. This can be useful for getting some orbs or cd reduction near some weaker enemies without fully consuming your defensive ability.
  2. Barri-nade counts as a grenade for throwing: This is useful for perks like demolitionist as throwing the barri-nade will reload your gun, functionally acting as a second grenade charge. Though it doesnt appear count as a grenade anymore once the barricade is on the field for the purposes of mods that work off grenade damage or the fragment that makes grenades weaken (Bungo make the barri-nade apply weaken if I want with the fragment cowards).
Unlike many exotics, this one comes with a few direct downsides that can make using it very difficult to justify in high difficulty PVE settings.
  1. Panic barricades: While throwing down a barri-nade is faster than making a barricade normally, this first requires going through the couple second animation of creating the barri-nade. This means if you're in a situation where your class ability just came off CD and you are in dire need of a barricade youre a lot more likely to end up dead than if you just had the normal ability because you are forced to go through the two-step process.
  2. Overwriting your grenade: Perhaps the most annoying feature is that the barri-nade goes into your grenade slot rather than your class ability slot, preventing you from throwing your normal grenade while you have the barri-nade prepped. Since you often want to have a barri-nade prepared for survivability or support reasons it limits your grenade throwing to when its on CD.
Anyway, heres the build I've been using. Im aware its probably not optimal (I personally like the suppression package and fragments that give a bunch of stats) and with this exotic a lot is going to come down to preference anyway in terms of fragments and armor mods so feel free to experiment.
What do yall think about the exotic, have you had any success with any synergies I may have missed?
submitted by Sextopher to destiny2builds [link] [comments]

2023.05.29 21:52 CHEETAHGOD180 I told him I will kill cocoa chalice kid if he doesn't do this trade. W/F/L, Btw cocoa chalice is still in this server. We haven't started yet.

I told him I will kill cocoa chalice kid if he doesn't do this trade. W/F/L, Btw cocoa chalice is still in this server. We haven't started yet. submitted by CHEETAHGOD180 to bloxfruits [link] [comments]

2023.05.29 20:59 Tropical_Wendigo CA needs to address release quality

The sub has been abuzz with conversation after the recent release of patch 3.1, and unfortunately due to some significant oversights most of the attention has been fixated on bugs introduced in the patch. As someone who’s worked in the software industry for many years, and seen good and bad practices, I figured it might be helpful to lay out what good QA process typically includes, and where the testing for this product may be falling flat: * A well documented testing suite: this is where all of your test cases live. If you add a new feature, you add a new test case set for that feature. If you update a feature, you add new cases and update any that have changed. Tooltips are a good example for this. There should be at the very least a case to test each place in the UI where these tooltips appear, and validate what they include.
The recent patch unfortunately continued a trend where a lack of quality is blatantly apparent. Some of the most egregious offenders: * Troths not progressing. Troths we’re just updated in this patch so the testing of the feature itself should have found this pretty easily. * Tooltips (3.0 feature) being fixed in some areas but breaking in other areas. Basic regression should have caught this. * Missing weapons: generally misplaced textures should be an easy fix. The fact that Free Company guns were fixed but their swords weren’t added back is an absurd oversight. I know this doesn’t impact gameplay but minor eyesores like this add up and kill immersion. A quick visual test can validate this.
The list goes on, but what does all this mean? Well, first I want to acknowledge that bug free releases don’t exist. You’re always going to have issues, especially with a large codebase, but you can take care to mitigate those issues as much as possible. As such, there’s a clear gap in test coverage, especially regression testing, but it’s clear that all of the areas I listed above are currently suboptimal. Considering how many times a release introduces issues seemingly unrelated to the primary changes means there isn’t as much attention paid to impacts on the margins. This is either a lack of documentation (missing test cases), a lack of attention to detail when testing (not testing the right cases), or both. There’s no way to know for sure without being present for the testing, but it’s clear that there is a major gap.
I know this has been a sore point for a while, but the recent issue with Troths is such a blatant oversight that it makes me worry about future updates. What makes me worry even more is that the ability to catch these issues has decreased significantly since Warhammer 2. I know we have an excellent modding community that endeavors to fix many of these issues, and I’m thankful for their contribution, but the engineering team should really be catching these things prior to release.
submitted by Tropical_Wendigo to totalwar [link] [comments]

2023.05.29 20:55 Boondockzdayz US - PC / The BoonDockZ - ChernarusPlus - Modded – ActiveAdmins - Includes Banker + Trader + BetterBaseBuilding. Just Wiped 5/23/2023.

The BoondockZ is a North American modded server with many quality of life mods installed. We are a new server that is aiming to cater to players who are in between heavy PVP/Modded to Vanilla gameplay. We have traders and ATM’s on the server for convenience. We are not a massive server but our player base is growing everyday because regardless of what type of player you are we have something for you to enjoy. Want PVP? We got that. Want custom guns and clothes? We have it. Want hard working dedicated admins? We got it. What sets us apart from the established servers is that we are dedicated to being down to earth. Admins are easy to reach on our discord and are available to answer any questions. When you join the BoondockZ you are getting the best of both worlds. The mods we have installed and hosted server specifications are below. Pull up a chair and take a load off. We look forward to playing with you on the BoondockZ!
Server info
Direct Connect IP :
DZSA : The BoondockZ
Server reset times : 12AM - 4AM - 8AM - 12PM - 4PM - 8PM
Player Count : 100
1PP Only
Day/night cycle : 3 hour days + 25 minute nights
Server Hardware
Extreme 5.8Ghz 13900K+DDR5.
Memory Allocation
Up to 32GB.
Hard Disk
NVMe. M2 Enterprise (Extreme Performance).
CPU Clock Speed
5.2Ghz+ (16 Cores\32 Threads) (OC Extreme Performance).
Disk Space
Up to 200GB.
CPU Priority
Realtime CPU Priority (Extreme Turbo Boost)
Current Mods Installed
  1. CF
  2. VPP Admin Tools
  3. VPP Map
  4. Banking
  5. Trader
  6. GoreZ
  7. Schana Mod Party
  8. Schana compass
  9. Unlimited stamina
  10. Mass’s Many Item Overhaul
  11. Pristine Repair
  12. Windstride's Clothing Pack
  13. Ear Plugs
  14. Auto Run
15.Advanced Weapon Scopes
  1. Flip Transport
  2. Instant Flag
  3. Base Building Plus
  4. Code Lock
  5. Breaching Charge
  6. Bed Respawning
  7. Morty's Weapons
  8. No Vehicle Damage
  9. MMG Base Storage
submitted by Boondockzdayz to DayZServers [link] [comments]

2023.05.29 20:54 MADDL007 H: Weapons, Plans, UNY Armor W: Apparel, Masks, Enclave Flamer Mods, UNY/AP/WWR scout armor pieces

Willing to bundle for the items I want.
——Weapons for trade——
AA/50crit/25 Plasma Rifle
AA/50crit/25 Crossbow {mule}
B/E/Break The Dragon 3% Explosive 419 Range (Legacy) {mule}
B/50crit/15crit The Fixer
B/50crit/15crit Handmade {mule}
B/50crit/15crit Handmade {mule}
B/50crit/25 Handmade [high end apparel bundle or armor from my want list only please]
B/E/1A Handmade {mule}
B/50crit/25 Radium Rifle
B/50crit/25 Railway Rifle {mule}
B/50crit/FR Railway Rifle
B/E 50 Cal Machine Gun (2 Star) {mule}
B/50crit/Break Gatling Plasma {mule}
B/50crit/25 Harpoon Gun
B/E Light Machine Gun (2 star) {mule}
B/FSS/Break Chainsaw
B/FSS/1S Death Tambo {mule}
MUT/E/25 Handmade
Q/E/DRWA The Fixer
Q/AP/25 Handmade
Q/E Handmade (2 star)
Q/E Handmade (2 star) {mule}
Q/E/Stealth Handmade
Q/50crit/FMSWA Railway Rifle {mule}
Q/E Railway Rifle (2 Star)
Q/FFR Tesla Rifle (2 Star)
Q/50crit/25 Flamer {mule}
Q/E/1P Gatling Gun {mule}
TS/50vhc Alien Blaster (2 Star)
TS/AP/Stealth Alien Blaster {mule}
TS/LD/Break Alien Blaster
TS/E Handmade (2 star)
V/FFFR Alien Blaster
V/FF25 Gatling Laser
V/E Light Machine Gun (2 star)
V/BASH/FMSWA Minigun {mule}
V/25DAM/1S Chainsaw {mule}
V/40PA/Block Chainsaw
V/AP/RW Chainsaw
Enclave Plasma Rifle #1 w/ Automatic Barrel, Stabilized Stock, Reflex Sight
Enclave Plasma Rifle #2 w/ Stabilized Splitter, Stabilized Stock, Reflex Sight
Enclave Plasma Rifle #3 w/ Aligned Automatic Barrel, Stabilized Stock, Standard Sights
Enclave Plasma Rifle #4 w/ True Flamer Barrel, Stabilized Stock, Reflex Sight x2
Enclave Plasma Rifle #5 w/ Stabilized Flamer Barrel, Stabilized Stock, Reflex Sight
Enclave Plasma Rifle #6 w/ True Automatic Barrel, Stabilized Stock, Reflex Sight {mule}
Fancy Pump Shotgun AA/LD/DRWA
Fancy Revolvers: Assassin, Berserker, Executioner, Mutant x2, Troubleshooter x3
Tesla (no scope) Level 50 {mule}
Dross, Pearly Peepers, Red Fireworks Mine, Troglocide
——Plans & Recipes for trade——
Plan: Assault Rifle {mule}
Plan: Backpack Armor Plated Mod {mule}
Plan: Backpack High Capacity Mod {mule}
Plan: Backpack Insulated Mod
Plan: Backpack Refrigerated Mod
Plan: Barbed Walking Cane {mule}
Plan: Bear Arm
Plan: Bear Arm Heavy Mod
Plan: Camo Backpack
Plan: Deathclaw Gauntlet {mule}
Plan: Hatchet Electro Fusion {mule}
Plan: Large Ultracite Shard {mule}
Plan: Nuka-World Cowboy Duster {mule}
Plan: Pitchfork Flamer {mule}
Plan: Poker Set {mule}
Plan: Protective Lining Raider Underarmor
Plan: Radioactive Barrel
Plan: Scorchbeast Queen Plushie
Plan: Sheriff’s Hat
Plan: Shielded Lining Marine Underarmor {mule}
Plan: Spiked Walking Cane {mule}
Plan: Tomb Stones
Plan: TV Aquarium {mule}
Plan: T-60 BOS Elder Paint
Plan: Ultracite Calibrated Shocks
Plan: Vintage Water Cooler
Plan: Wild West Show Entrance Sign
Recipe: Cutting Fluid {mule}
Recipe: Formula P {mule}
Recipe: Fried Scorpion On A Stick {mule}
Recipe: Healing Salve (Mire) {mule}
Recipe: Nuka Cola Dark {mule}
Recipe: Stimpak Diffuser {mule}
——Armor & Other items for trade——
UNY/1L/WWR Metal Chest Piece 51DR 11ER {mule}
UNY/1L/WWR Urban Scout Armor Chest Piece {mule}
UNY/1P/WWR Urban Scout Armor Right Arm {mule} [armor from my want list only please]
UNY/1S/WWR Leather Left Leg 21DR 51ER {mule} [armor from my want list only please]
UNY/AP/WWR Combat Armor Right Leg 27DR 37ER {mule} [armor from my want list only please]
UNY/AP/WWR Forest Scout Armor Right Leg [high end apparel bundle or armor from my want list only please]
UNY/AP/WWR Urban Scout Armor Right Leg [high end apparel bundle or armor from my want list only please]
UNY/HungeWWR Urban Scour Armor Left Arm {mule} [armor from my want list only please]
W/AP/WWR Raider Left Leg 17DR 8ER
Ultracite Jet Pack Helmet Level 50 {mule}
50K+ Ultracite 5.56 Ammo
All 8 Holotape Mini Games
All Non-Rare apparel available - just ask
Misc Items: ask me for my list
——Items I want——
B/50crit/25 Fixer or Handmade
Q/E/25 Fixer or Handmade or Railway
TS/50crit/15crit Alien Blaster
TS/50crit/25 Alien Blaster
V/40PA/40PA Chainsaw (Will consider other third star: prefer Break, 90rw, or any of the +1)
Baseball bats level 45 - indigo, pink, yellow
Enclave Plasma Gun Aligned Flamer Barrel Mod (one or multiple)
UNY/AP/WWR Forest Scout Armor Chest Piece, Left Arm
UNY/AP/WWR Urban Scout Armor Left Leg and Right Arm
Plan: Meat Tenderizer
Asylum Worker Uniform Forest
Asylum Worker Uniform Red
Asylum Worker Uniform Yellow
Blue Ridge Caravan Gas Mask (will pay caps)
Blue Ridge Caravan Uniform (will pay caps)
BOS Jumpsuit
Fasnacht Brahmin Mask
Fasnacht Buffoon Mask
Fasnacht Crazy Guy Mask
Fasnacht Deathclaw Mask
Fasnacht Demon Mask
Fasnacht Fiend Mask
Fasnacht Hag Mask
Fasnacht Loon Mask
Fasnacht Raven Mask
Fasnacht Winter Man Mask
Forest Camo Jumpsuit
Forest Scout Armor Mask
Leather Coat
Prototype Hazmat Suit Level 50
Radicals Face Mask
Responder Fireman Helmet
Responder Fireman Uniform
Tattered Field Jacket
Traveling Leather Coat
Urban Scout Armor Mask
White Powder Jumpsuit
I’m really only after the items listed above, make me an offer. No caps, flux, or junk offers please.
submitted by MADDL007 to Market76 [link] [comments]

2023.05.29 20:14 RevoHits US PC Chernarus "Escape The Night" PvE w/PvP Zones & Raiding (Looking For Friends? JOIN HERE!)

~Escape The Night~ PvE w/PvP ZonesWIPED3PPHelisAI-BossesRaidingBBP100kNoobsKeycardsAirdropBunkersParty-SystemTraderBlackmarketBankingDrugsBedRespawnSpawnSelectVehicles+Guns+Loot+
Join Our Discord
Server Restart Intervals Are At 5:40AM PST - 11:40AM PST - 5:40PM PST 11:40PM PST
This Is A PvE-PvP Survival Server. NO KOS In PvE Zones. Go To A PvP Zone (Red Circle On Map) To PvP. Modded Survival With Traders, Keycards, Bunkers, Blackmarket, Airdrops, ATM, Hideouts, Bed-Respawning, Base Building/Raiding, Helicopters, Travel Trader, Collectibles & More (Full List Of Mods In The Discord)
BASE BUILDING: AT THE MOMENT TRADERS DO NOT SELL NAILS/FOOD/ARMOR, for a more survival feel we made base building a little more grindy than other servers for a better experience (MOD: BASE BUILDING PLUS), THERE IS NO BUIDLING NEAR PVP ZONES, HIDEOUTS, OR TRADERS (500m from Hideouts/Traders, 300m from PVP zones). Get your grind on and have fun with more of an immersive pvp building system.
PVP ZONES/PVE: All PVP Zones contain either a military spot on the map, or Custom Keycard areas, Custom Key Cards spawn randomly around the map or in airdrops/military bases/bunkers.THERE IS ABSOULETLY NO KILLING OUTSIDE PVP ZONES, what ever damage you afflict on another Survior, that damage will come back to you, this a noob/pve setting of a server so show some respect.
KEYCARDS: There many different keycards you can get but they all are different. Some have different loot, some have mixed loot. Rare keycard rooms give 10x better loot than normal military/bm loot. There Is 2 Red/Black/Violet/Green Rooms. 1 Yellow/Blue/Med Lab/White Rooms.
Right Now The Keycards Ranging From Best To Worst Are Red, Black, Yellow, White, Violet, Green, Blue, Med Laboratory. There will probably be more in the future. Red Keycard Loaded but is suuuper rare.
(NOTE: Right now please don't fly into keycard areas. We recently added helis again and some areas are possible to fly into (AI will probably shoot them down but still we want keycards to be used to access keycard areas. ALSO When you open a keycard room it will stay open until server restart because the loot crates wont reset until after restart)
THE BUNKER: Right now there is currently 1 bunker on the server. You need a White Keycard to enter it & when you enter it turns to total darkness. You'll need a light or nvgs too see anything after entering. This place is worth checking out but be careful of possible chances of Zombies/AI. The bunker is really nice for finding blackmarket items and chances decent/guns/armoammo.
TRAVEL TRADER: We recently added a trader that can change locations and also change what they Buy/Sell! The Travel Trader Can Spawn At Any Keycard Locations (Based On When I Move Them) & Trades Rare Items Other Traders Might Not Sell Or Might Buy/Sell At A Discount!
TRADERS: Traders are all around the map and they only sell certain items there. Very high powered weapons cannot be bought a civ traders, they will most likely be purchasable at Blackmarket or not purchasable at all, you will need to scavenge your way around the map if you want to be the best, there are no handouts. Normal Civ Traders will have the essentials there to survive.
AI/BOSSES: AI spawn at all keycards/hideouts except Blue/Green Keycards. They have a chance to spawn anywhere else. There are 3 Bosses on the server. Killa, Zryachiy, the Goons. Killa spawns at Red/Black/Yellow Keycards. Zryachiy spawns at Prison Island. The Goons can spawn at Red/Black/White/Med Lab. The Goons are the rarest Bosses to run into right now while Killa and Zryachiy are about the same. Killa and Zryachiy can have guards.
submitted by RevoHits to DayZServers [link] [comments]

2023.05.29 19:26 AirsoftGrunge [WTS] Zev 17.5 Citadel Slide w/ SRO&BROS, G Fed MK4 ODG, BA 11.3 w/ LPGB

Zev Slide, $850:
Gen 5 17, RMR Cut Citadel Slide. Round count is pretty high on the slide itself but internals were replaced recently and externally there’s only minor wear to the finish. Barrel and recoil spring are in good shape, no more than a couple thousand there. SRO is 2.5 MOA, BROS is sweet, the Dawson irons give it a lower 1/4th sorta cowitness. Nice and low.
Geissele Federal MK4 in ODG, $250:
A couple range days on this, but no major dings or scuffs. No barrel nut wrench included, only the barrel nut itself and the mounting screws
Ballistic Advantage 11.3” carbine gas Hanson profile barrel with BA LPGB and tube, $110:
Pretty minty here; two mags through it. Had it on the gun with this rail, just piecing the build out.
Any questions, just let me know.
submitted by AirsoftGrunge to GunAccessoriesForSale [link] [comments]

2023.05.29 19:11 russianpaint_net CQBR ☠️ Mk18 Mod 0 ☠️ Finally got earlier/issued Wilcox & Gen 1 peq15

CQBR ☠️ Mk18 Mod 0 ☠️ Finally got earlieissued Wilcox & Gen 1 peq15
Hope all yall had a good weekend! I’m just roll stamping all day.
submitted by russianpaint_net to MilitaryARClones [link] [comments]

2023.05.29 19:07 Shreddzzz93 Weekly WG Community Stream Highlights

Greetings everyone. It is Monday today and that means another community stream. As always if you didn't have time to watch it here are the highlights:
1). Final Boss doesn't like the blinding lights in the streaming setup. Was wearing sunglasses on stream. He was the cool kid this time.
2). Småland fixed.
3). Lepanto is out performing Rupprecht according to Blip.
4). No need to change XP for secondary ships. They earn the same average as most other ships.
5). WG Christmas is characterized by Final Boss cooking chicken, Blip playing Runescape, and the drinking of a reasonable amounts of Gin.
6). Princeblip can hold his alcohol better than Final Boss.
7). Final Boss's fridge pretty much a bar.
8). Average win rate of a Legends player is 49.95%.
9). Constellation=Fragile.
10). Petropavlovsk is doing quite well.
11). WG has seen WW1 New Mexico memes.
12). Dev Team has higher priorities than historical camos.
13). Clans and Training Rooms priority at WG.
14). Unlikely to be able to look straight up.
15). Don't expect Training Rooms to improve average player quality.
16). Training Rooms will benefit more experienced and advanced players. They know what they are looking for whereas new players don't know what they don't know.
17). No plans for Enterprise or more CVs in general right now.
18). Weimar still performs strongly at T7. It does not need the 4th mod slot.
19). WG looking into Napoli as well as other ships to see if they are having the same binocular view issue as Småland.
20). UK and Japan hardest to get ship information from. UK due to disorganization and Japan due to needing to sift through information in Japanese as well as some destroyed information.
21). German ship documents harder to acquire as well. They burnt a lot of the documents. A lot of the documents were kit bashed together for in-game designs.
22). Like to model any museum ships as is. Will add somethings like AA gun mounts if necessary.
23). Blip doesn't believe there are any SAP related bugs left.
24). Final Boss's favourite museum ship is Belfast. Blip's is Texas.
25). No plans to buff Brindisi.
26). Großer Kurfürst is a kit bash of H-41 and Krupp triple turret designs sold to USSR.
27). Working on 4k for PS5.
28). Red Oak Victory has a YouTube Channel.
29). Gascogne is a little bit spicy these days according to Blip.
30). No SBMM in any way shape or form. Will only look at ship class, tier, and if you are in a division.
31). No news on nerfing Arc Royal.
32). Loyang is performing very well.
33). No plans to nerf Shimakaze.
34). Final Boss guarantees if he plays LT he will be stream sniped by Shimakazes.
35). No plans for Stalingrad to get HE.
36). No plans to give Stalingrad DFAA.
37). No plans to buff Stalingrad.
38). Final Boss seen Robin play and came to the conclusion he is not good.
39). Robin says Final Boss and Blip are good players.
40). No plans for SAP on Paolo Emilio.
41). No plans for Leone to get SAP.
42). Final Boss's last detonation was in 2019.
43). No immediate plans to convert Promotion Orders to Insignias. If it does come it will likely be a limited time event and not a permanent feature.
44). Implement with care list includes Jean Bart, Lenin, Ark Royal, and Thunderer.
44A). Blip is a hard no to Thunderer.
45). Final Boss's first premium ships were the second largest founder's bundle.
46). Lion not on implement with care list, but no plans for it to return as of yet.
submitted by Shreddzzz93 to WoWs_Legends [link] [comments]

2023.05.29 19:05 TrulyTranscend 4.2.5

Update 4.2.5 is now live on Steam, Paradoxplaza and ModDB.

Major Features

- Restored Lone Star’s Hand Warband path’s previously incomplete Legion events and decisions. The additions from this include access to a small number of wargoals, a modest branching chain of new events and decisions for marching to Castra Sol Rubrum, the alternate ability to join Lanius’s Horde should Lanius form the Eastern Legion and the choice to serve as a subject rather than being annexed into Lanius or the Legion proper should Lanius be alive and loyal to Caesar.
- Made a round of touch ups to tech balance. More significant changes include melee equipment buffs, Knight and Scribe changes, small adjustments to many industry techs. The full details can be found here:


- Added several new character bios to Baudelio Ranchers, Guardians, Iron Alliance and Slags
- Added unique pictures to some downfall events
- Added 2 achievements “Judgement Day” and “Through the Fire and Flames”
- Added Mojave Territories back to the West Coast bookmark
- Added a leader description to Jack Vickers in Baudelio Ranchers
- Added 2 additional crossings between Rapids and Tohono Nation
- Added starting coastal forts, outposts and bunkers to parts of southern NCR and western Legion states
- Added a line of forts to NCR’s focus “The Crimson Caravan Routes” and two different lines to “Protecting the Boneyard”
- Added a line of forts to the Legion’s focus “Uniting the Wastes”
- Added a starting debuff to Washington BoS and The Cause lost when one annexes the other
- Added an army buff spirit to Hand Warband’s “The Masters of Texas” focus
- Added a spirit to the Legion’s “Legionary Training”
- Added a tech reducing Infantry Combat Width to the Legion’s “The Tip of the Spear”
- Added a starting timed debuff for Vault City tied to the 2275 Selection
- Added 10% starting stability to Vault City to partially offset the above
- Added a starting idea debuff for Shi which is gradually lessened by and related to the debates
- Added a temporary idea given to Shi by their early Navarro news event
- Added war support to the options for Shi’s Navarro Intervention event
- Added starting -10% Construction Speed to the NCR Economy modifier in exchange for -1% Consumer Goods
- Added 5% starting war support to TV Town
- Added 5% starting stability to Nuevo Aztlán
- Added 5% starting stability and war support to Tlaloc
- Added 5% starting stability in exchange for 10% war support to Shi
- Added 15% starting war support in exchange for 5% stability to Petro Chico
- Added starting Tool Procurement, Resource Production and 5% war support to Stormmongers
- Added more building slots and resources to a handful of Legion states
- Added a starting radar station to Weather Monitoring Station
- Added starting ports to: Ocotillo in Rapids; Needles in Mojave Territories; Dry Wells, Kingsman and Poston in the Legion; Tacna in Tohono Nation; and Santa Rosa plus both islands in Valle Bandits
- Added Reservation to the Legion research group at gamestart
- Added 1 military and civilian factory; 5% war support; and slightly more resources, infrastructure and building slots to Baudelio Ranchers at gamestart
- Added 1 starting civilian factory and slightly more resources, infrastructure and building slots to Cowboy Country and Tohono Nation
- Added 1 starting dockyard to Cowboy Country
- Added 1 starting anti-air and radar station to Rusty Hooks
- Added 1 more level of Air Base to Flagstaff, North/South Phoenix and San Antonio
- Added 1 starting outpost to New Canaan and New Jerusalem
- Added 1 starting outpost to Arroyo’s victory points
- Added more starting forts to Monterrey
- Added starting Scout Kit and Anti-Tank Rifle tech, 5% war support, +10% trade opinion,
Wasteland Militias law and 250 manpower to Arroyo
- Added additional influence and coercion for Arroyo as AI
- Added starting Anti-Tank Rifle tech and 3 more Naval Module techs to Gente Del Sol
- Added Asymmetric Warfare tech, Assault Canoes and a Spec Ops template to Navajo at gamestart
- Added Industry Planning, Construction Basics, Crowd Gear, the Wasteland Survival Training law, slightly more building slots and 10% stability to Iron Alliance at gamestart
- Added Mobile Maintenance Crews and more fuel to Two Sun at gamestart
- Added starting Power Armour Frame Hardening tech to Heaven’s Gate
- Added starting Lightweight Metals tech and more energy to Eagle Rock
- Added starting Caravan tech to Standing Rock
- Added 1 military factory, 10% war support and 450 manpower in exchange for 8% stability to Mad Trains at gamestart
- Added 1 starting military factory to Two Sun and Withered Dogs
- Added 1 division, full division equipment and the Funding the Army law to Scorpion’s Bite at gamestart
- Added starting Slashing Melee to Cypher’s Warband
- Added a scientific tech research bonus to NCR Hayes’s first expansion focus
- Added starting production to Californian Way and Baudelio Ranchers
- Added descriptions to Ejército Mexicano’s Cartel and Militia Blues spirits
- Added positive AI strategies for Arroyo and the choice in their 3rd event
- Added AI scripting for Mojave Territories to prepare for the First Dam Battle better
- Added localization for “Anti Air Weaponry Research Speed”


- Changed the icons for vehicle techs Mobile Assault Weaponry and Improved Turrets
- Changed the localisation and icon for Wasteland APC’s to Great War APC’s
- Changed the localisation and icon for Wasteland Bus to Wasteland APC’s
- Changed maximum and minimum opinion from +/-100 to +/-200
- Changed high stability factory and dockyard output from up to +12% to up to +15% and mobilization speed from up to -20% to up to -15%
- Changed high war support mobilization speed from up to +100% to up to +50% and Core Attack and Defense from up to +8% to up to +10%
- Changed base monthly population gain from 0.016 to 0.015
- Changed base suppression needed per 1% resistance from 0.38 to 0.35
- Changed the wartime building destruction cooldown from 25 to 20 days
- Changed the scale of land unit experience gain from 0.07 to 0.06
- Changed the maximum shore bombardment bonus from 0.25 to 0.3
- Changed base damage output in Air Combat to be 25% higher
- Changed maximum planes in air combat simulation from 500 to 750, making the peak lethality of air combat higher
- Changed enemy bombing war support penalties to have a lower cap (60% to 50%), but scale 33% faster
- Changed the base enemy air superiority penalty from -18% to -20%
- Changed outpost and coastal fort construction cost from 700 to 800
- Changed Naval Base construction cost from 3000 to 2500 and added a per-level cost of 500
- Changed the modifiers on some industry techs slightly
- Changed the base coring cost from 25 to 30
- Changed “Large Territorial Administration” factory output from +10% to +5%
- Changed Trade Law levels to give +5% less Trade Tariffs
- Changed decision State Funded Radio Programming’s effect slightly
- Changed the start caps for established organizations from 50k to 25k
- Changed the AI to produce more aircraft under some conditions
- Changed the Scorched Earth operation to be cheaper
- Changed Reno and Vegas tourists to add 1k more caps and 2k more bonus
- Changed traits Fortification Expert and Fortification Engineer to be weaker
- Changed trait Armaments Organizer to be stronger
- Changed effects of some Settler and Raider start events to be weaker
- Changed NCR, Shi, Valle Bandits, Three Rivers, Vault City and Washington BoS starting resources to be slightly lower
- Changed some Arroyo crisis events to occur slightly sooner
- Changed Tlaloc and Diana’s “God from the Machine” to be slightly weaker
- Changed Lost Hills’s Knight and Scribe intros to grant a stronger final modifier and be auto completed soon after “The Paladins” rather than requiring manual completion
- Changed Lost Hills Training Facilities to now affect all units
- Changed some Lost Hills decisions to last longer
- Changed Lost Hills’s “Council Reforms” and “Preparing for the Ceasefires End” to add 1 more Administration Center capacity
- Changed Lost Hills’s “Our Right” branch to have more flexible prereqs
- Changed Lost Hills’s NCR cooperation decision to cost 100 less
- Changed Lost Hills’s Paladin Sway idea to add +5% more political power
- Changed some Lost Hills foci in the NCR War, WMD and Scavenging branches to be stronger
- Changed Lost Hills’s starting resources to be higher
- Changed two Lone Star advisors and some Hand Warband foci to be slightly stronger
- Changed the shared Attis Army capstones to be slightly stronger
- Changed Cerberus’s resistance and compliance bonuses to be in their modifier--rather than traits--alongside added -50% trade opinion
- Changed Cerberus’s Attis and Shale Traits to grant supply consumption -15% and production efficiency base +15%
- Changed Ironmongers’s Mastersmiths law to grant 1% less conscription and its starting debuffs to be slightly higher
- Changed The Cause’s ATA focus to also upgrade Glorious Purpose and changed other foci very slightly for balance
- Changed Washington BoS starting -20% compliance and +10% war support modifiers to -5% political power and +10% war stability
- Changed some Washington BoS foci to be weaker
- Changed a Washington BoS unit to start on Capitol Hill
- Changed Ejército Mexicano’s Cartel and Militia Blues ideas to be added at gamestart and changed the events that start their branches to add 5% stability or war support
- Changed Ejército Mexicano’s Zapata Alamo Chapter event to be 40 days later
- Changed Ejército Mexicano’s “Superior Mechanization” and “The Liberation of Texas” foci to be weaker
- Changed Ejército Mexicano’s Ironmongers wargoal to be locked till Tlaloc’s death
- Changed some Standing Rock foci to be stronger and added intermediate electronics and construction tech to the tree
- Changed Shi’s starting production and templates to be slightly better
- Changed some Shi foci slightly for balance - Changed Shi’s “Big Trouble in Little California” to need 2 prereqs instead of 1
- Changed Two Sun’s vehicle bonuses to be stronger
- Changed Legion AI to be far more likely to avoid the civil war for a leader with max glory rather than choosing randomly
- Changed the Legion’s “Raider Rumble” to only raise resistance temporarily
- Changed the Legion’s Dam Loss branch to be much stronger and have some added effects
- Changed the Legion’s Legion Training spirit to no longer buff speed in exchange for buffing all special forces rather than only spec ops
- Changed the Legion’s autonomy laws to reduce license cost more
- Changed the Legion’s “Commercial Dock Development” to reduce invasion penalty more
- Changed the March West event to make any subject of Lanius’s be Caesar’s rather than being freed and removed from the faction
- Changed the Lanius Caesar’s Warden trait to be weaker
- Changed Lanius and Vault City to get the “Prioritize Consumer Technology” decision instead of “Basic Hygiene Education”
- Changed some Vault City pre-election and Lynette foci to be slightly weaker
- Changed some New Mexico states to have slightly less water
- Changed Lynette’s “The Patrolmen” recovery rate buff to infantry defense
- Changed TV Town’s starting infantry and militia templates to have 2 more battalions
- Changed TV Town’s “Stopping the Sandman” to take 15 less days
- Changed TV Town’s starting spirit to add -15% lack of resources penalty and no longer add -15% division experience
- Changed New Vegas’s Jewel of the Mojave spirit modifiers slightly and changed its percentual conscription malus to be flat
- Changed New Vegas’s Robotics Genius to grant 10% less fuel capacity in exchange for -2.5% securitron cost
- Changed New Vegas’s starting securitron template to be better
- Changed New Vegas’s starting event factories to be slightly less
- Changed NCR AI to pick Kimball 5% more (now 40%) and Hayes 5% less (now 20%)
- Changed NCR Dollars to give +5% less Trade Tariffs
- Changed NCR’s Self-Sacrifice Myth to be weaker
- Changed NCR’s Military Complex debuff event option somewhat
- Changed the NCR’s Hub crisis debuff to be slightly higher
- Changed NCR’s “The Sentries of Shady Sands” to grant a stronger, more specific fort line
- Changed some NCR government laws; some Moore spirits, traits and expansion branch foci; and some Hayes expansion branch foci to be slightly weaker
- Changed NCR’s Dornan general and advisor, Oscar Stone advisor and Admiral Doherty advisor to be slightly weaker
- Changed some NCR Hayes main branch foci to be stronger or shorter
- Changed NCR’s “Roaring Economy” to take 60 days and add 5% less war support
- Changed NCR’s “Retool the Ranger Corps”, “Denounce Kimball’s Rhetoric” and some post-election Kimball and Allgood foci to be slightly weaker
- Changed NCR Moore’s BoS decisions to cost more
- Changed the NCR Civil War “Ranger Divide” idea to grant more debuffs and be removed in Calhoun’s main tree instead of the expansion tree
- Changed Californian State and Californian Way to get -10% stability at the Civil War’s start
- Changed Californian Way to get slightly more of the NCR’s units and stockpile in the civil war
- Changed Mojave Territories’s starting spirit to add 5% less war support
- Changed some Mojave Territories’s civil war branches to be slightly weaker
- Changed some NCR puppet tree shared and country unique foci to be weaker
- Changed MacArthur’s upgraded Salvatore advisor to be slightly stronger
- Changed MacArthur’s Chicago foci to bypass if a people nation
- Changed some MacArthur advisors and lower foci to be weaker
- Changed MacArthur’s APA/Vertibird stockpile from 50 and 20 to 30 and 15 respectively
- Changed some MacArthur focus prereqs slightly
- Changed MacArthur’s APA purchases to cost 2 more energy
- Changed MacArthur’s starting Outsider Law to add +1% more resistance target
- Changed some The Last Patrol foci to be slightly stronger
- Changed the TAA’s Rio rebellion branch to add 5% less net war support
- Changed some early Texan BoS ideas slightly for balance
- Changed Alamo Chapter’s Emergency Production spirit to be slightly stronger
- Changed Alamo Chapter’s Alamo Defenders to have less battalions but more support companies
- Changed Alamo Chapter to have 300 less extra guns
- Changed Alamo’s “United Texan Front” focus to require all 4 of its prereqs rather than only 1
- Changed some Reservation Willem main path foci to be slightly stronger
- Changed New Canaan’s Defender Priest advisor to be stronger
- Changed some later White Legs foci to be slightly weaker
- Changed Mojave Chapter’s starting research speed bonus from 5% to 2.5%
- Changed Mojave Chapter’s “Raw Poseidon Energy” and “Walking Artillery” to give 1 less factory
- Changed Mojave Chapter’s Aggressive Policy buff to be for Hardin rather than Veronica
- Changed Mojave Chapter’s manpower from Veronica’s path to be lower
- Changed Mojave Chapter’s “Victory at Sunburst” focus to add 5% less stability and war support
- Changed some of Mojave Chapter’s weaker post-sunburst foci to be shorter or stronger
- Changed Mojave Chapter’s “Enlist the Families” to add 3 less civilian factories
- Changed Mojave Chapter’s Securitron Vault decision to have higher cost and duration
- Changed a small number of Mojave Chapter’s strongest Big MT and Sierra Madre foci to be slightly weaker
- Changed Montana Chapter’s post Fort Verity foci to take 5 more days
- Changed Montana Chapter’s “No Problem is Too Great” to add less infrastructure
- Changed some Montana Chapter foci to have slightly more prereqs
- Changed a few Eagle Rock industry and blimp bonuses to be slightly weaker
- Changed Eagle Rock’s starting blimp stockpile from 24 to 15
- Changed a few Shale’s Army foci to be slightly stronger
- Changed Three Rivers’s “Buy The Latest Model” to add sophisticated power armor tech and APA schematics rather than free APA
- Changed two Three Rivers doctrine buffs to be smaller
- Changed Hangdogs’s “Open The Box” to take 40 less days
- Changed Hangdogs’s “Big Wrenches” and “The Army of Denver” to be slightly weaker
- Changed many Desert Rangers NCR foci and Snake Vargas’s leader trait to be weaker
- Changed Desert Rangers’s capstone to take 30 more days
- Changed some Maxson Chapter advisors and foci to be weaker
- Changed Maxson Chapter’s Vault 0 capstone effect to be smaller
- Changed some Gente Del Sol advisors and early ideas slightly for balance
- Changed Gente’s 3rd event to add 1 less arms factory in one option
- Changed two Gente research bonus foci to be weaker and two weapons foci to be stronger
- Changed the strength and order of Eighties’s “Life is a Highway” branch foci slightly
- Changed “The Devils of Utah” for Eighties and “The Eternal Quest of the Pure” for Rotpurgers to grant -5% more Trade Opinion
- Changed start spirits for Baron’s Eyrie, Bismarck, Coal Consortium, Metal Mouths, Niitsitapi and The Pursuant to be weaker
- Changed Max Sec’s tiered NCR spirit to be weaker
- Changed Overwatch Tock’s description to be shorter
- Changed the NCR Baggers unique puppet branch to be disabled
- Changed the Snowmads and Mad Trains formables to have slightly weaker effects
- Changed the New Mariposa formable to add compliance and reduced resistance rather than coring every respective state
- Changed the Legion’s Phoenix branch tithe foci to add more caps - Changed some top-half Navajo foci to be slightly stronger
- Changed Snowmads’s leader trait to be weaker
- Changed Iron Alliance’s formables to grant stronger, slightly altered effects
- Changed Lanius’s focus “A False Goddess” giving wargoals on Twin Mothers even after they’ve fled to Paradise


- Fixed the assign medal unitview GUI quick button not being visible
- Fixed the retain cores popupwindow GUI checkbox for releasing countries not being visible
- Fixed sphere state ownership checks for subject countries not accounting for the state being owned by another subject with their same overlord
- Fixed an error leading certain coring related modifiers to have been dramatically increase
- Fixed the Steal Army Supplies operation not rewarding equipment properly
- Fixed the NCR getting locked into the Bull’s Demesne if the Legion Civil War occurs and they are unable to capture all of Caesar’s core territory
- Fixed Culto Al Sol having no advisors and no caps income
- Fixed some Reno/Vegas tourism localisation
- Fixed Mojave Chapter’s Legion targeted defense modifier not applying due to a coding error
- Fixed some Mojave Chapter foci having lower durations than intended
- Fixed Gente Del Sol’s 3rd event having an option with no effect
- Fixed an exploit where Troll Warren could take its Bone Dancers and Chemult Station wargoals despite taking the non-aggression pact
- Fixed the Lone Star and Hand Warband theorists having swapped bonuses
- Fixed various NCR, Caesar’s Legion, Standing Rock, Stormmongers and Montana Chapter foci and decisions which lacked wargoal alerts/triggers or proper state control triggers
- Fixed some compliance or resistance effects which mistakenly used decimal values
- Fixed Honduras’s AI Defense Focus being erroneously high
- Fixed an oversight which made AI weights for certain sets of manpower laws too high or low
- Fixed a bug that led certain nation AI scripts for diplomacy or armies to malfunction
- Fixed the Hand Warband focus “A Slave To Be Admired” not giving a commander
- Fixed the NCR being able to try and push investments on the Mojave Territories
- Fixed Troll Warren being unable to progress in their tree if the Marrow Drinkers annex the Carcass Walkers before they do
- Fixed Eclipse Uprising receiving generic advisors


- Removed 5% starting stability, 2 military factories and 1 civilian factory from MacArthur
- Removed starting Automation tech and 1 infrastructure from Vault City
- Removed starting Ohm’s Law from Ejército Mexicano
- Removed 1 starting infrastructure in 10-Signs for the Legion and Fort Lyon for Maxson Chapter
- Removed 1 starting infrastructure and 1 of each factory from a Manitoba state
- Removed 2 starting infrastructure from Los
- Removed 1 starting infrastructure and military factory from Bitter Springs in Mojave Territories
- Removed 1 starting infrastructure from: Eden, Ashton, Hopeville, Arroyo and some states for Shi and Sky Reavers
- Removed 1 of each starting factory from Timberline
- Removed 1 starting civilian factory from Navarro Territories, Sky Reavers, TAA, Stormmongers, Rupertsland Trading Co. and Old Believers
- Removed 2 starting civilian factories from Batford Brigade
- Removed 1 starting military factory from Hangdogs, The Pursuant, Baron’s Eyrie, Three Rivers and Whitecourt
- Removed 5% starting stability from Vault City and Whitecourt
- Removed 5% starting war support from Mojave Chapter and New Vegas
- Removed 3% starting war support from Lanius

Technical Changes

- Added more AI event choice scripting for NCR, MacArthur and Texan BoS
- Added a debug decision to spawn Alamo Chapter for Texan BoS
- Changed Alamo’s AI focus plan to be more optimal
- Changed minor parts of some nation starting production for quality of life
- Changed minor parts of AI army composition and research behaviors to be more optimal
- Fixed misc. localisation errors for many nations
- Fixed missing bypasses for select wargoal foci
- Fixed some unused and inaccessible NCR focuses still being enabled in the code
- Fixed missing localisation for certain modifiers
submitted by TrulyTranscend to OldWorldBlues [link] [comments]

2023.05.29 19:01 B1ackOnyx Из-за чего появился этот саб

Из-за чего появился этот саб
Собственно, с чего все началось. Был пост с прилетом по складу боеприпасов, его удалили по причине «шокирующий контент». После этого пошла волна возмущений таким действиям модератора тжр. Как и сейчас, посты с возмущениями удалялись под надуманными причинами, комменты также. Это был первый звоночек.
Мой пост того времени с возмущениями:
На следующий день я создал этот саб, за несколько дней сюда перешло более тысячи человек. На тжр это заметили и дали заднюю, бросив кость в виде «выборов модеров». Также автомод настроили на удаление упоминаний этого саба, а после того, как пользователи напихали хуев модерам за это - спихнули на абрама, мол это он сделал, хотя его профиль уже был удален и не заметить изменений в настройках автомода невозможно, все пишется в логи модерки. Владелец саба до последнего защищал абрама и не хотел его убирать, все решилось лишь удалением акка абрама (он сам или реддит, не понятно).
Потом владелец саба представил «нового» модера, полураспада. Но он был не новым, он уже состоял в модсоставе тжр, это видно по моему комменту в посте с претензиями, я там тегал всех модеров.
Как-то так
submitted by B1ackOnyx to true_tj [link] [comments]

2023.05.29 18:01 suhermansahid [FNV] Crashing every 30 minutes, while saving also when fast traveling , help...

crash log :

Cobb Crash Logger Version 3.0.0, build 0.
If this file is empty, then your game didn't crash! Probably!
Exception C0000005 caught!
0x0044DDC0 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F338)
0x004BCB01 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F360)
0x004C93A9 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F3B8)
0x005755F3 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F3D4)
0x00776CD4 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F92C)
0x0070C374 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FAC0)
0x007034BB ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FAC8)
0x0086F7ED ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FAE4)
0x0086EE67 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FB3C)
0x0086B3E8 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FEC0)
0x665B2204 ==> EntryPoint+0xFFFFFFFF in nvse_steam_loader (0x0019FEE0)
0x00ECC470 ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019FF70)
0x767100C9 ==> BaseThreadInitThunk+0x19 in KERNEL32 (0x0019FF80)
0x773F7B4E ==> RtlGetAppContainerNamedObjectPath+0x11E in ntdll (0x0019FFDC)
0x773F7B1E ==> RtlGetAppContainerNamedObjectPath+0xEE in ntdll (0x0019FFEC)
Instruction pointer (EIP): 0044DDC0
ebx 00000001
edx 00000005
edi 0019FA88
esi 32587A10
ebp 0019F338
0x0040FE5F 0x154E5460 0x00000005 0xFF7FFFFF
0x0019F360 0x004BCB01 0x0019F35C 0x0D430A04
0x00000018 0x0D430A4C 0x154E5460 0x3A0E0001
0x00000001 0x00000000 0x0019F3B8 0x004C93A9
0x004102C5 0x00000018 0x00000034 0x128E1714
0x0019F38C 0x00418533 0x3A0E4830 0x0D430A04
0x0133B0A0 0x0D5E10F4 0x00000001 0x0D28242C
0x1C218450 0x00000001 0x00000000 0x00000000
0x00000004 0x0119F920 0x0B768EA8 0x00000001
0x0019F3D4 0x005755F3 0x00000000 0x3E4D6400
0x128E1714 0x00000000 0x41204BE4 0x0019F92C
0x00776CD4 0x00000000 0x00000000 0x2A831EED
0xB2186A00 0x00000000 0x361A8600 0x361A8600
- 0x00400000 - 0x014089E4: C:\GAMES\Fallout - New Vegas\FalloutNV.exe
- 0x77390000 - 0x77534000: C:\Windows\SYSTEM32\ntdll.dll
- 0x766F0000 - 0x767E0000: C:\Windows\System32\KERNEL32.DLL
- 0x75510000 - 0x7574A000: C:\Windows\System32\KERNELBASE.dll
- 0x64C20000 - 0x64CC0000: C:\Windows\SYSTEM32\apphelp.dll
- 0x76550000 - 0x766EC000: C:\Windows\System32\USER32.dll
- 0x75CB0000 - 0x75CC8000: C:\Windows\System32\win32u.dll
- 0x708A0000 - 0x7092D000: C:\Windows\WinSxS\\COMCTL32.dll
- 0x75A60000 - 0x75A84000: C:\Windows\System32\GDI32.dll
- 0x76A70000 - 0x76AEC000: C:\Windows\System32\ADVAPI32.dll
- 0x5B920000 - 0x5BAAF000: C:\Windows\SYSTEM32\d3d9.dll
- 0x76800000 - 0x768E5000: C:\Windows\System32\gdi32full.dll
- 0x76900000 - 0x769BF000: C:\Windows\System32\msvcrt.dll
- 0x76AF0000 - 0x76B6B000: C:\Windows\System32\msvcp_win.dll
- 0x76330000 - 0x763A6000: C:\Windows\System32\sechost.dll
- 0x76B70000 - 0x76C90000: C:\Windows\System32\ucrtbase.dll
- 0x763B0000 - 0x7646F000: C:\Windows\System32\RPCRT4.dll
- 0x76C90000 - 0x76F10000: C:\Windows\System32\combase.dll
- 0x75CE0000 - 0x76296000: C:\Windows\System32\SHELL32.dll
- 0x72550000 - 0x7255F000: C:\Windows\SYSTEM32\kernel.appcore.dll
- 0x75800000 - 0x758E3000: C:\Windows\System32\ole32.dll
- 0x711E0000 - 0x717ED000: C:\Windows\SYSTEM32\
- 0x64110000 - 0x64136000: C:\Windows\SYSTEM32\dwmapi.dll
- 0x66840000 - 0x668B1000: C:\GAMES\Fallout - New Vegas\GalaxyWrp.dll
- 0x66970000 - 0x6697E000: C:\GAMES\Fallout - New Vegas\d3dx9_38.dll
- 0x73420000 - 0x73428000: C:\Windows\SYSTEM32\WSOCK32.dll
- 0x762C0000 - 0x76323000: C:\Windows\System32\WS2_32.dll
- 0x662B0000 - 0x662E7000: C:\Windows\SYSTEM32\DINPUT8.dll
- 0x5F1C0000 - 0x5F23F000: C:\Windows\SYSTEM32\DSOUND.dll
- 0x18000000 - 0x18068000: C:\GAMES\Fallout - New Vegas\binkw32.dll
- 0x72560000 - 0x72588000: C:\Windows\SYSTEM32\WINMM.dll
- 0x66820000 - 0x66840000: C:\GAMES\Fallout - New Vegas\libvorbisfile.dll
- 0x70DF0000 - 0x70E15000: C:\Windows\SYSTEM32\Wldp.dll
- 0x7ACE0000 - 0x7B121000: C:\GAMES\Fallout - New Vegas\Galaxy.dll
- 0x666C0000 - 0x66745000: C:\Windows\SYSTEM32\MSVCP110.dll
- 0x665E0000 - 0x666B6000: C:\Windows\SYSTEM32\MSVCR110.dll
- 0x729A0000 - 0x729B5000: C:\Windows\SYSTEM32\VCRUNTIME140.dll
- 0x723D0000 - 0x72414000: C:\Windows\SYSTEM32\powrprof.dll
- 0x64180000 - 0x6419D000: C:\Windows\SYSTEM32\winmmbase.dll
- 0x762A0000 - 0x762B9000: C:\Windows\System32\bcrypt.dll
- 0x66490000 - 0x66555000: C:\GAMES\Fallout - New Vegas\libvorbis.dll
- 0x70840000 - 0x70892000: C:\Windows\SYSTEM32\MSWSOCK.dll
- 0x751F0000 - 0x75223000: C:\Windows\SYSTEM32\IPHLPAPI.DLL
- 0x05A40000 - 0x05A56000: C:\Windows\SYSTEM32\XINPUT1_3.dll
- 0x76F40000 - 0x77374000: C:\Windows\System32\SETUPAPI.dll
- 0x75AF0000 - 0x75B2B000: C:\Windows\System32\cfgmgr32.dll
- 0x7A6B0000 - 0x7AA78000: C:\Windows\System32\d3dx9_38.DLL
- 0x76F10000 - 0x76F35000: C:\Windows\System32\IMM32.DLL
- 0x649A0000 - 0x649B1000: C:\Windows\system32\napinsp.dll
- 0x647F0000 - 0x64806000: C:\Windows\system32\pnrpnsp.dll
- 0x64770000 - 0x64780000: C:\Windows\system32\wshbth.dll
- 0x6E3F0000 - 0x6E406000: C:\Windows\system32\NLAapi.dll
- 0x6E350000 - 0x6E3E1000: C:\Windows\SYSTEM32\DNSAPI.dll
- 0x75CD0000 - 0x75CD7000: C:\Windows\System32\NSI.dll
- 0x64760000 - 0x6476E000: C:\Windows\System32\winrnr.dll
- 0x66800000 - 0x66814000: C:\GAMES\Fallout - New Vegas\Data\NVHR\nvhr_avx2.dll
- 0x71840000 - 0x7184D000: C:\Windows\SYSTEM32\UMPDC.dll
- 0x66330000 - 0x66483000: C:\Modding\MO2\usvfs_x86.dll
- 0x75C50000 - 0x75C95000: C:\Windows\System32\SHLWAPI.dll
- 0x75310000 - 0x753A6000: C:\Windows\System32\OLEAUT32.dll
- 0x649C0000 - 0x64AAD000: C:\Windows\SYSTEM32\inputhost.dll
- 0x75BC0000 - 0x75C47000: C:\Windows\System32\shcore.dll
- 0x6A9B0000 - 0x6AA4B000: C:\Windows\SYSTEM32\CoreMessaging.dll
- 0x70770000 - 0x70832000: C:\Windows\SYSTEM32\PROPSYS.dll
- 0x6AF20000 - 0x6AFFB000: C:\Windows\SYSTEM32\wintypes.dll
- 0x6AA50000 - 0x6ACCE000: C:\Windows\SYSTEM32\CoreUIComponents.dll
- 0x75A90000 - 0x75AEF000: C:\Windows\System32\bcryptPrimitives.dll
- 0x6AEF0000 - 0x6AF19000: C:\Windows\SYSTEM32\ntmarta.dll
- 0x717F0000 - 0x71808000: C:\Windows\SYSTEM32\profapi.dll
- 0x665B0000 - 0x665DD000: C:\GAMES\Fallout - New Vegas\nvse_steam_loader.dll
- 0x724F0000 - 0x724F8000: C:\Windows\SYSTEM32\VERSION.dll
- 0x40350000 - 0x4049B000: C:\GAMES\Fallout - New Vegas\nvse_1_4.dll
- 0x18B90000 - 0x18BA7000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ActorCauseSaveBloatFix.dll
- 0x404B0000 - 0x404D6000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\Alpha Fixes.dll
- 0x404F0000 - 0x4051F000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\AnhNVSE.dll
- 0x40530000 - 0x40564000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\BetterCaravan.dll
- 0x66590000 - 0x665AA000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ClimateControl.dll
- 0x5B870000 - 0x5B8DD000: C:\Windows\SYSTEM32\MSVCP140.dll
- 0x66570000 - 0x66590000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\CloudUpgrade.dll
- 0x667F0000 - 0x667FB000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\CobbCrashLogger.dll
- 0x72A50000 - 0x72BD8000: C:\Windows\SYSTEM32\dbghelp.dll
- 0x405B0000 - 0x405C7000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\DoF-Fix.dll
- 0x405E0000 - 0x40604000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\DynamicPipBoyLight.dll
- 0x40620000 - 0x40644000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ExternalEmittanceFix.dll
- 0x40660000 - 0x4067B000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\FogCulling.dll
- 0x40690000 - 0x406A6000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\HDPipboy.dll
- 0x406C0000 - 0x406D9000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\HighResBloom.dll
- 0x406F0000 - 0x40706000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\HighResLocalMaps.dll
- 0x40720000 - 0x40746000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ImprovedLightingShaders.dll
- 0x40760000 - 0x407E1000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\jip_nvse.dll
- 0x40800000 - 0x40852000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\johnnyguitar.dll
- 0x75CA0000 - 0x75CA6000: C:\Windows\System32\PSAPI.DLL
- 0x40870000 - 0x408E9000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\kNVSE.dll
- 0x40900000 - 0x40932000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\MCM.dll
- 0x40950000 - 0x40956000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\mlf.dll
- 0x40970000 - 0x40996000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\MoonlightNVSE.dll
- 0x409D0000 - 0x409E7000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\MuzzleFlashFix.dll
- 0x409F0000 - 0x40A10000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\nvse_console_clipboard.dll
- 0x40AC0000 - 0x40B9F000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\nvse_stewie_tweaks.dll
- 0x72BE0000 - 0x72D47000: C:\Windows\WinSxS\\gdiplus.dll
- 0x40A30000 - 0x40A5F000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\NVTF.dll
- 0x7B130000 - 0x7B32F000: C:\Windows\SYSTEM32\d3dx9_43.dll
- 0x40A70000 - 0x40A88000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\PipBoyShadingFix.dll
- 0x40CA0000 - 0x40DD6000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ShowOffNVSE.dll
- 0x5A000000 - 0x5A131000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\supNVSE.dll
- 0x72F40000 - 0x73396000: C:\Windows\SYSTEM32\WININET.dll
- 0x40FF0000 - 0x40FFB000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\ui_organizer.dll
- 0x5A1E0000 - 0x5A1E6000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\weapon_lag_fix.dll
- 0x5A200000 - 0x5A268000: C:\GAMES\Fallout - New Vegas\Data\NVSE\Plugins\yUI.dll
- 0x72810000 - 0x72884000: C:\Windows\system32\uxtheme.dll
- 0x71180000 - 0x711A1000: C:\Windows\SYSTEM32\SspiCli.dll
- 0x5A370000 - 0x5A3C9000: C:\Windows\System32\fwpuclnt.dll
- 0x662F0000 - 0x662F8000: C:\Windows\System32\rasadhlp.dll
- 0x71850000 - 0x7185E000: C:\Windows\SYSTEM32\msasn1.dll
- 0x64780000 - 0x647A6000: C:\Windows\SYSTEM32\cryptnet.dll
- 0x753B0000 - 0x754B0000: C:\Windows\System32\CRYPT32.dll
- 0x711D0000 - 0x711DA000: C:\Windows\SYSTEM32\cryptbase.dll
- 0x769C0000 - 0x76A0C000: C:\Windows\System32\WINTRUST.DLL
- 0x767E0000 - 0x767F9000: C:\Windows\System32\imagehlp.dll
- 0x6E4F0000 - 0x6E503000: C:\Windows\SYSTEM32\CRYPTSP.dll
- 0x6E4C0000 - 0x6E4EF000: C:\Windows\system32\rsaenh.dll
- 0x5BAB0000 - 0x5EF49000: C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks.dll
- 0x75230000 - 0x75304000: C:\Windows\System32\MSCTF.dll
- 0x6ACD0000 - 0x6AD8A000: C:\Windows\SYSTEM32\textinputframework.dll
- 0x723C0000 - 0x723CA000: C:\Windows\SYSTEM32\HID.DLL
- 0x6E700000 - 0x6E724000: C:\Windows\SYSTEM32\DEVOBJ.dll
- 0x76470000 - 0x764EE000: C:\Windows\System32\clbcatq.dll
- 0x5F150000 - 0x5F1BB000: C:\Windows\System32\MMDevApi.dll
- 0x5F790000 - 0x5F8C6000: C:\Windows\SYSTEM32\AUDIOSES.DLL
- 0x5ACA0000 - 0x5ACAF000: C:\Windows\SYSTEM32\resourcepolicyclient.dll
- 0x5FD10000 - 0x5FDA6000: C:\Windows\System32\DriverStore\FileRepository\nvmdig.inf_amd64_3412f856dd9f8e1c\nvldumd.dll
- 0x63310000 - 0x63410000: C:\Windows\SYSTEM32\drvstore.dll
- 0x5FDB0000 - 0x62933000: C:\Windows\System32\DriverStore\FileRepository\nvmdig.inf_amd64_3412f856dd9f8e1c\nvd3dum.dll
- 0x6E330000 - 0x6E34E000: C:\Windows\SYSTEM32\gpapi.dll
- 0x6D4C0000 - 0x6D4EC000: C:\Windows\SYSTEM32\dxcore.dll
- 0x6E640000 - 0x6E6D4000: C:\Windows\SYSTEM32\TextShaping.dll
- 0x66100000 - 0x66264000: C:\Windows\SYSTEM32\dcomp.dll
- 0x637D0000 - 0x63E6E000: C:\Windows\SYSTEM32\nvapi.dll
- 0x6D290000 - 0x6D42A000: C:\Windows\System32\quartz.dll
- 0x5A1A0000 - 0x5A1B8000: C:\Windows\System32\devenum.dll
- 0x6DB90000 - 0x6DD73000: C:\Program Files (x86)\K-Lite Codec Pack\Filters\DirectVobSub\vsfilter.dll
- 0x64920000 - 0x64993000: C:\Windows\SYSTEM32\WINSPOOL.DRV
- 0x64BB0000 - 0x64BF2000: C:\Program Files (x86)\K-Lite Codec Pack\MPC-HC\LAVFilters\
- 0x725D0000 - 0x727E0000: C:\Windows\WinSxS\\COMCTL32.dll
- 0x6DD80000 - 0x6E26F000: C:\Program Files (x86)\K-Lite Codec Pack\MPC-HC\LAVFilters\avformat-lav-59.dll
- 0x70930000 - 0x70B19000: C:\Program Files (x86)\K-Lite Codec Pack\MPC-HC\LAVFilters\avutil-lav-57.dll
- 0x794E0000 - 0x7A675000: C:\Program Files (x86)\K-Lite Codec Pack\MPC-HC\LAVFilters\avcodec-lav-59.dll
- 0x66300000 - 0x66327000: C:\Program Files (x86)\K-Lite Codec Pack\MPC-HC\LAVFilters\swresample-lav-4.dll
- 0x71810000 - 0x71832000: C:\Windows\SYSTEM32\ncrypt.dll
- 0x647B0000 - 0x647D8000: C:\Windows\SYSTEM32\NTASN1.dll
- 0x71860000 - 0x71C5A000: C:\Program Files (x86)\K-Lite Codec Pack\Filters\ffdshow\
- 0x75750000 - 0x757FF000: C:\Windows\System32\COMDLG32.dll
- 0x66270000 - 0x66296000: C:\Windows\SYSTEM32\DINPUT.dll
- 0x64C00000 - 0x64C09000: C:\Windows\SYSTEM32\msdmo.dll
- 0x66790000 - 0x667B2000: C:\Windows\System32\qasf.dll
- 0x70E20000 - 0x7102D000: C:\Windows\System32\WMVCore.DLL
- 0x668C0000 - 0x668FD000: C:\Windows\System32\WMASF.DLL
- 0x70CC0000 - 0x70DC6000: C:\Windows\System32\mfperfhelper.dll
- 0x667C0000 - 0x667D7000: C:\Windows\System32\mp3dmod.dll
- 0x71C60000 - 0x71DD9000: C:\Windows\SYSTEM32\mfplat.DLL
- 0x66900000 - 0x66929000: C:\Windows\SYSTEM32\RTWorkQ.DLL
- 0x66930000 - 0x66949000: C:\Windows\SYSTEM32\MSACM32.DLL
- 0x6AE90000 - 0x6AEC3000: C:\Windows\SYSTEM32\l3codecp.acm
- 0x71030000 - 0x71104000: C:\Windows\System32\msmpeg2adec.dll
- 0x66560000 - 0x66568000: C:\Windows\SYSTEM32\avrt.dll
- 0x6D430000 - 0x6D491000: C:\Program Files (x86)\ReClock\ReClockDS.dll
- 0x71DE0000 - 0x71EC9000: C:\Windows\SYSTEM32\DDRAW.dll
- 0x72420000 - 0x724E2000: C:\Windows\SYSTEM32\dxgi.dll
- 0x66950000 - 0x66957000: C:\Windows\SYSTEM32\DCIMAN32.dll
- 0x6E270000 - 0x6E2A3000: C:\Program Files (x86)\ReClock\AC3Lib.dll
- 0x6A980000 - 0x6A994000: C:\Program Files (x86)\ReClock\Compressor.dll
- 0x6AED0000 - 0x6AEEB000: C:\Program Files (x86)\ReClock\Resampler.dll
- 0x6E2B0000 - 0x6E2D2000: C:\Program Files (x86)\ReClock\Timestretch.dll
- 0x6E410000 - 0x6E44A000: C:\Windows\SYSTEM32\wdmaud.drv
- 0x6E2E0000 - 0x6E2E7000: C:\Windows\SYSTEM32\ksuser.dll
- 0x6E310000 - 0x6E31A000: C:\Windows\SYSTEM32\msacm32.drv
- 0x6E320000 - 0x6E328000: C:\Windows\SYSTEM32\midimap.dll
- 0x72D50000 - 0x72E43000: C:\Windows\System32\Windows.UI.dll
- 0x71ED0000 - 0x71F43000: C:\Windows\System32\WindowManagementAPI.dll
- 0x74400000 - 0x7458F000: C:\Windows\SYSTEM32\twinapi.appcore.dll
- 0x6D900000 - 0x6D993000: C:\Windows\SYSTEM32\mscms.dll
- 0x6D9A0000 - 0x6D9C5000: C:\Windows\SYSTEM32\USERENV.dll
- 0x6D9D0000 - 0x6D9DC000: C:\Windows\SYSTEM32\ColorAdapterClient.dll
- 0x6D9E0000 - 0x6DA11000: C:\Windows\System32\Windows.Internal.Graphics.Display.DisplayColorManagement.dll
GAME CRASHED AT INSTRUCTION Base+0x0004DDC0 IN MODULE: C:\GAMES\Fallout - New Vegas\FalloutNV.exe
Please note that this does not automatically mean that that module is responsible.
It may have been supplied bad data or program state as the result of an issue in
the base game or a different DLL.

load order:

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
10 a YUP - Base Game + All DLC.esm
11 b NavmeshOverhaul.esm
12 c Vanilla Enhancements.esm
13 d Navmesh Overhaul VNV Patch.esm
14 e BraveNewWorld.esm
15 f New Vegas Landscape Overhaul.esm
16 10 Uncut Wasteland.esm
17 11 NVInteriors_Core.esm
18 12 Simple Open Freeside.esm
19 13 New Vegas Redesigned II.esm
20 14 Monster Wars.esm
21 15 AWorldOfPain(Preview).esm
22 16 TLD_Travelers.esm
23 17 Momod.esm
24 18 NVInteriors_ComboEdition.esm
25 19 vault22FloralOverhaul.esm
26 1a Mojave Wildlife (Vanilla-Style + No Chanced).esp
27 1b Mojave Raiders.esm
28 1c Simple Open Strip.esm
29 1d AWOPDeadMoney.esm
30 1e VanessaFollowerNV.esm
31 1f Cyberware.esm
32 20 Better Character Creation.esm
33 21 Functional Post Game Ending Lite.esm
34 22 Helmet Overlay.esm
35 23 Animated Player Interactions.esm
36 24 WMVM.esm
37 25 DYNAVISION 3.esm
38 26 IntimacyOverhaul_v1.0.esm
39 27 YUP - NPC Fixes (Base Game + All DLC).esp
40 28 Unofficial Patch NVSE Plus.esp
41 29 JSawyer Ultimate.esp
42 2a ExRB.esp
43 2b JSawyer Ultimate - Push's Tweaks.esp
44 2c Little More Lamplight.esp
45 2d DLC Enhancements.esp
46 2e Mojave Raiders.esp
47 2f NVR2 - YUP Patch.esp
48 30 DNWeathers.esp
49 31 ArizonaArmy.esp
50 32 Atmospheric Lighting Tweaks.esp
51 33 Casino Crowds.esp
52 34 Monster Wars - Epic Battles Plugin.esp
53 35 mil.esp
54 36 AWOPDeadMoneyVendorPatch.esp
55 37 NVMIM.esp
56 38 Crafting Consistency Fix.esp
57 39 ExRB_Cut-Sewers.esp
58 3a The Mod Configuration Menu.esp
59 3b Vanilla UI Plus.esp
60 3c CPI Icons.esp
61 3d JustAssortedMods.esp
62 3e NPCsSprint.esp
63 3f Real Recoil.esp
64 40 Real Recoil Tweaks.esp
65 41 Follower Tweaks.esp
66 42 FO3WeaponsRestoration.esp
67 43 BraveNewWorld-YUP.esp
68 44 T4-plugin.esp
69 45 FalloutNVCheatTerminal.esp
70 46 Companion Sandbox Mode3.esp
71 47 More Perks v3.esp
72 48 NVR2 - BNW Patch.esp
73 49 TrooperOverhaul-Dragbody.esp
74 4a NCRTrooperOverhaul.esp
75 4b DelayDLCRedux.esp
76 4c Mojave Arsenal.esp
77 4d Famine.esp
78 4e Famine - Flora.esp
79 4f Food Effect Tweaks.esp
80 50 Player Combat Priority.esp
81 51 PCP Reduced Chance To Attack Doggo Patch.esp
82 52 NVR2 - Mojave Raiders Patch.esp
83 53 NVR2 - JSUE Patch.esp
84 54 EVEM - YUP Patch.esp
85 55 EVEM - Crafting Consistency Fix Patch.esp
86 56 EVEM - JSUE Patch.esp
87 57 Vanilla Enhancements - JSawyer Ultimate Push Tweaks Patch.esp
88 58 EVEM - Mojave Arsenal Patch.esp
89 59 Uncut Wasteland - YUP Patch.esp
90 5a Functional Post Game Ending Lite - JSUE Patch.esp
91 5b Essential DLC Enhancements Merged - JSUE Patch.esp
92 5c Mojave Raiders Tweaks.esp
93 5d Mojave Raiders - JSUE Patch.esp
94 5e Mojave Raiders - EVEM Patch.esp
95 5f Hitstop.esp
96 60 B42Inertia.esp
97 61 Street Light Corrections.esp
98 62 Classic Fallout Weapons Remastered v1.2.esp
99 63 mil_Add-On.esp
100 64 MCPipBoy2000MK6.esp
101 65 BraveNewWorld-JSU.esp
102 66 mil-Shop.esp
103 67 The Groovatron NV.esp
104 68 Strip Lights Region Fix - Uncut Wasteland.esp
105 69 Cloud Shadows.esp
106 6a Interior Rain.esp
107 6b Quick Grenade Hotkey.esp
108 6c Enhanced Vision.esp
109 6d Simple Explosive Entry.esp
110 6e Cyberware OWB.esp
111 6f Quickthrow.esp
112 70 Cyberware-Quickthrow Patch.esp
113 71 Economy Overhaul.esp
114 72 JIP Companions Command & Control.esp
115 73 JIP Improved Recipe Menu.esp
116 74 JIP MiniMap.esp
117 75 JustLootMenu.esp
118 76 NewVegasTrueScopes.esp
119 77 FPS Weapon Lowering.esp
120 78 Bouncing Natural Breasts.esp
121 79 JustHitMarker.esp
122 7a VK_VGExtraIcons.esp
123 7b LiveDismember.esp
124 7c Animated Ingestibles.esp
125 7d JSRSforFNV.esp
126 7e MojaveDelight.esp
127 7f CC - Rain.esp
128 80 WAP Year One and Bonus.esp
129 81 Bash_Spread.esp
130 82 IntimacyOverhaul Vanessa Patch.esp
131 83 Strip Lights Region Fix.esp
submitted by suhermansahid to FalloutMods [link] [comments]

2023.05.29 17:41 Lanayru7 Incarnon stat-stick

Edit note: There's a comment with a link in the comment section that will guide you to a post from another user that already has all of this covered as well as many other interactions with the stat-sticks, please check it out instead of reading this.
So, yesterday I was playing Khora with the "classic" Cronus stat-stick, not doing so well because you gotta charge that combo meter to do some real damage and I tend to forget about that.Going through my arsenal I remembered that I had the Ceramic Dagger, which got it's Incarnon Genesis version not so long ago. If you remember or have it yourself, you can see that it has an "Interesting" evolution where if you get kills with your Primary Gun, you get permanent combo count. See where i'm going?Basically I tried building it for a stat-stick, charging that combo, hitting a Permanent X7 combo meter and even tho the stat-stick build was incompleted (one mod was lvl 1 due capacity and I had no riven) I could pretty much 2-3 shot anything, 1 shot once I had the augment mod of Khora charged.I DO NOT know if there was already a mechanic like this before, but i'm just leaving this here in case you guys wanna try it yourselves and/or make suggestions/corrections.
Stat-stick/Ceramic Dagger build was:
-Primed Pressure Point (Max)
- Sacrificial Steel (Max)
-Blood Rush (Max)
-Gladatior Might (Max)
-Organ Shatter (Max)
-Primed Fever Strike (Max)
-Shocking Touch (Lvl 1 due CURRENT capacity for MY Ceramic Dagger, not problem of the build itself)
-Dind't have any for the last slot. Could go for a riven or choose other yourself
PD: I think the Ack & Brunt Incarnon Genesis had an evolution where you can freeze the combo meter by switching to another weapon so there's the posibility for a permanent X12 tho I haven't tried it.
submitted by Lanayru7 to Warframe [link] [comments]

2023.05.29 17:17 ilikemoose42 H: Trades W: Unyielding, AP, weapon weight, heavy leather left arm, plus a few other things

I am looking for a unyielding, AP, heavy leather left arm, with weapon weight, or maybe cavalier or sentinel.
A unyielding, intelligence, sentinel, wood left arm.
A Vampire, power attack, strength, chainsaw.
An AA, bash, 90% reduced weight, Minigun.
Chameleon, weapon weight reduction, excavator power armor, with a good second star, I don't need a left leg, or chest, and am mostly after a left arm.
Maybe a unyielding, +1 strength, weapon weight reduction, marine chest.
I will pay caps for weightless trapper, or forest scout armor, with slowly removes rads. For trapper I need a RA and forest scout armor I need a CP, LA, LL. If you have more then one piece I may offer more then caps
Now what I have for trade.

Rare outfits

tattered field jacket
blue ridge caravan outfit and and gas mask
both scout masks
white powder jumpsuit
responder fireman helmet
winter man mask
crazy guy mask
deathclaw mask
brahmin mask
demon mask
hag mask
buffoon mask
raven mask


Some enclave plasma rifles ready for rolling, and some mod boxes too.


aristocrats, explosive, less vats cost, double barrel shotgun
aristocrats, explosive, less vats cost, handmade
anti armor, explosive, V.A.T.S. critical meter fills 15% faster, radium rifle
anti armor, 50 more vats critical damage, less vats cost, pepper shaker
berserkers, 50 more vats critical damage, less vats cost, fixer
bloodied, explosive, breaks 50% slower, fixer
bloodied, faster fire rate, 90 reduced weight, minigun
bloodied faster fire rate 90 reduced weight gatling laser
bloodied, explosive, faster reload, submachine gun
bloodied, 50 more vats critical damage, less vats cost, gatling plasma
bloodied, 50 more vats critical damage, less vats cost, lever action
bloodied, faster fire, rate, 90 reduced weight, radium rifle
bloodied, faster fire, rate, less vats cost, railway rifle
bloodied, explosive, faster reload, ripe rifle/pistol
bloodied, faster fire rate, breaks 50% slower, ultracite gatling laser
executioner, explosive, less vats cost, fixer
junkies, explosive, faster reload, handmade
junkies, explosive, 90 reduced weight, handmade
junkies, explosive, less vats cost, light machine gun
junkies, explosive, less vats cost, 50 cal machine gun
junkies, explosive, less vats cost, pipe revolver
quad, 50 more vats critical damage, faster reload, fixer
quad, explosive, less vats cost, pipe revolver
quad, faster fire rate, faster reload, gatling gun
quad, faster fire rate, faster reload, assault rifle
quad, explosive, less vats cost, assault rifle
quad, explosive, less vats cost, bolt action pipe rifle
quad, explosive, faster reload, hunting rifle
quad, 50 more vats critical damage, less vats cost, gauss rifle
tse, less vats cost, pipe bolt action pistol/rifle
tse, faster reload, pump action shotgun
tse, less vats cost, combat shotgun
tse, faster reload, handmade
tse, less vats cost, radium rifle
tse, 90 reduced weight, 50 cal machine gun
tse, 90 reduced weight, gatling gun
two shot, faster fire rate, less vats cost, railway rifle
two shot, 50 more vats critical damage, faster reload, fatman
vampire, faster fire rate, less vats cost, railway rifle
vampire, explosive, less vats cost, railway rifle
vampire, explosive, faster reload, pipe revolver
vampire, explosive, less vats cost, assault rifle
vampire, explosive, faster reload, combat rifle
vampire, explosive, faster reload, radium rifle
vampire, explosive, less vats cost, pipe revolver


anti armor, 50 more vats critical damage, less vats cost, chainsaw
anti armor, swing speed, + 1 strength, pole hook
anti armor, swing speed, + 1 strength, shovel
anti armor, swing speed, + 1 strength, shishkebab
aristocrats, power attack, breaks 50% slower, chainsaw
aristocrats, swing speed, + 1 strength, chainsaw
berserkers, power attack, + 1 strength, chainsaw
berserkers, swing speed, + 1 strength, chainsaw
bloodied, power attack, breaks 50% slower, chainsaw
bloodied, power attack, 90 reduced weight, chainsaw
bloodied, power attack, + 1 strength, chainsaw
bloodied, AP, 90 reduced weight, chainsaw
bloodied, power attack, + 1 strength, grognak axe
bloodied, swing speed, + 1 strength, assaultron blade
bloodied, swing speed, + 1 strength, sledgehammer
bloodied, swing speed, + 1 strength, hatchet
bloodied, swing speed, + 1 strength, multi purpose axe
furious power attack, + 1 strength, chainsaw
junkies, swing speed, +1 strength, pole hook
junkies, swing speed, +1 strength, cultist dagger
junkies, swing speed, +1 strength, death tambo
junkies, swing speed, +1 strength, chinese officer sword
junkies, swing speed, +1 strength, tire iron
junkies, swing speed, +1 strength, pickaxe
instigating, swing speed, +1 strength, super sledge
vampire, +25% damage while standing still, + 1 strength, chainsaw
vampire, swing speed, less vats cost, chainsaw
vampire, power attack, less vats cost, chainsaw
vampire, power attack, breaks 50% slower, chainsaw


assassins, AP, sentinel, sturdy robot left leg
chameleon, ap, sentinel, heavy combat armor right arm
overeaters, + 25 fire resistance, weapon weight reduction, urban scout right arm
overeaters, receive 7% less explosion damage, sentinel, sturdy metal right arm
overeaters, + 1 perception, cavalier, trapper left arm
overeaters, poison resistance, weapon weight reduction, urban scout chest
overeaters, AP, cavalier, trapper left arm
overeaters, 25% disease resistance, weapon weight reduction, trapper left arm
overeaters, 1 strength, cavalier, forest scout right leg
overeaters, hunger and thirst 10% slower, sentinel, heavy leather left arm
overeaters, Fire resistance, weapon weight reduction, wood left leg
overeaters, Fire resistance, cavalier, wood right leg
overeaters, poison resistance, cavalier, heavy combat right arm
overeaters, radiation resistance, AWR, forest right arm
overeaters, poison resistance, AWR, marine right arm
unyielding, radiation resistance, cavalier, marine chest
unyielding, 1 strength, harder to detect while sneaking, forest scout chest
unyielding, 1 strength, sentinel, sturdy leather chest
unyielding, 1 strength, sentinel, heavy metal chest
unyielding, 1 strength, cavalier, forest scout left arm
unyielding, AP, cavalier, urban scout right leg
unyielding, 1 perception, weapon weight reduction, light leather left arm
unyielding, 1 intelligence, cavalier, heavy leather left arm
unyielding, 1 intelligence, weapon weight reduction, wood right arm
unyielding, 1 intelligence, sentinel, wood right leg
unyielding, 1 luck, sentinel, light leather right leg
unyielding, poison resistance, cavalier, forest scout left arm
unyielding, AP, sentinel, heavy combat armor chest
unyielding, AP, weapon weight reduction, light combat armor right leg
unyielding, AP, cavalier, trapper right arm
unyielding, radiation resistance, harder to detect while sneaking, marine left arm
unyielding, radiation resistance, harder to detect while sneaking, sturdy left leg
unyielding, 1 luck, sentinel, heavy raider chest
unyielding, 1 intelligence, cavalier, marine right leg
unyielding, AP, harder to detect while sneaking, sturdy robot right leg
unyielding, 25% cryo resistance, AWR, marine left leg
unyielding, radiation resistance, AWR, forest scout left leg
unyielding, poison resistance, weapon weight reduction, heavy raider right arm
unyielding, poison resistance, cavalier, forest scout left arm
unyielding, poison resistance, harder to detect while sneaking, trapper left arm
unyielding, receive 7% less explosion damage, sentinel, heavy robot left arm
unyielding, receive 7% less explosion damage, FDC weight reduction, heavy raider left arm
unyielding, radiation resistance, cavalier, heavy combat right leg
unyielding, radiation resistance, cavalier, wood right leg
unyielding, Fire resistance, harder to detect while sneaking, wood left leg
vanguard, radiation resistance, weapon weight reduction, heavy combat armor chest
vanguard, radiation resistance, weapon weight reduction, heavy robot chest
vanguard, ap, harder to detect while sneaking, forest scout right arm
vanguard, 1 strength, sentinel, heavy combat armor left arm

power armor

assassins, AP cavalier, excavator torso
assassins, radiation resistance, sentinel, excavator right leg
assassins, poison resistance, AWR, excavator right leg
Auto stim, AP, sentinel, excavator torso
Auto stim, AP, sentinel, excavator right leg
Auto stim, AP, FDC weight, excavator torso
Auto stim, AP, FDC weight reduction, excavator torso
Overeaters, receive 7% less explosion damage, weapon weight reduction, t45 right arm
Overeaters, Fire resistance, weapon weight reduction, excavator right leg
Overeaters, radiation resistance, weapon weight reduction, excavator torso
Overeaters, 25% disease resistance, weapon weight reduction, excavator right leg
Overeaters, + 1 endurance, FDC weight reduction, excavator left leg
Overeaters, 25% disease resistance, AWR, excavator left leg
Overeaters, 25% disease resistance, AWR, excavator left leg
Overeaters, Fire resistance, sentinel, excavator right arm
Overeaters, + 1 strength, sentinel, excavator left arm
Overeaters, poison resistance, sentinel, excavator torso
Overeaters, poison resistance, cavalier, excavator torso
Overeaters, + 1 strength, AWR, T60 right leg
Overeaters, + 1 intelligence, weapon weight reduction, ultracite right leg
troubleshooter's , 1 strength, AWR, excavator right leg
vanguard's, AP, weapon weight reduction, excavator right leg


I have most rare plans such as.
I believe I have all the rare Ultracite power armor plans
dense trapper torso plan
dense marine torso plan
T60 full set of plans
And much more. If there is a plan you are after feel free to ask if I have one.
submitted by ilikemoose42 to Market76 [link] [comments]

2023.05.29 17:15 Dewgong444 The Khornumverate (3 Khorne LoW Demon Engines) returns from BAO with their Primarch

As we near the end of 9th edition, which will certainly go down as one of the editions of all time, I figured it'd be best to go out with a bang. To roll out the big guns. To really bring the biggest (and therefore best) models I have to the table. So I made a Word Bearers list with all 3 Khorne LoW Demon Engines, and showed it to my team. One of whom asked me if Angron would fit if it were World Eaters. I was obliged to answer yes, as there is technically a legal list there. So I made it. I told my teammate it might be the most ridiculous list I ever made. The team then strong-armed (slightly suggested) me into taking it to BAO. So let's actually see what we got going on here.
World Eaters Arks of Omen Detachment:
That there ladies and gentlemen, is 1 giant amount of 2k points. 4 LoWs, 84W at T8 5++, generating 16 total BTP possible. It is .... legally a list. So that's what we took to BAO. This amalgam of trying to get the least amount of drops possible I suppose. But we're not here to critique lists, we're here to talk about how BAO went. Once again my memory is a mess after a major and I forgot to take pictures to remind myself of how the games went so I apologize in advance for any mistakes and the TL;DR format.
Regarding deployment/reserves, every game had everyone on the board except the berzerkers which went into strategic reserves.
Round 1: Mission - 12 Tear Down Their Icons
Opponent: Dark Eldar w/10-man Court, Djin Blade Archon, Drazhar, 6 MSU kabalites kitted, 13 incubi in 3 units, 5 mandrakes, 2x3 Reavers, 3 raiders, 3 venoms, 2x5 wracks, Precision Blows Succubus
TL;DR: I went first and did some nice plink shooting, while return fire left Angron on 3. We popped some transports on 2, and in return Angron went down while the LoS got dropped to 1. Berzerkers take Drazhar out, most incubi go down to shooting, and the LoS is able to take out the succubus. Some back and forth trading ends with me edging my opponent out on primary, with both of us on fumes at the end.
Result: 81-55 Win for the WE
Round 2: Mission - 22 Conversion
Opponent: World Eaters w/ Invocatus WL, 2x Demon Princes, 10 jackals, 3x5 zerkers w/ Icon + Evi, 3x5 Eightbound, 2x3 Exalted Eightbound, 1x3 + 2x1 spawn, Rhino
TL;DR: I went first but most of my opponent stuff was in reserve or behind a wall, so I was able to pop a rhino and set myself up with the scorpion and LoS protecting Angron while the Kytan runs around my right. He does HI into the scorpion with 5 eightbound and loses 3 to do about half to it. The scorpion will barely hold out next turn when a demon prince joins the party. My LoS helps to hold down the middle while Angron waits to get involved and the Kytan holds run down my right to contest a mid objective. His reserves come in and do work, ripping my off my home and left objective. I will never regain my home objective, but Angron will hold down that left objective against 5 eightbound and 3 exalted eightbound. The LoS will hold down the center while the berzerkers and kytan will eventually make it to his backfield. An unfortunately low score on Bring It Down and Banners will bring my opponent down just below my own score.
Result: 85 -77 Win for the Primarch
Round 3: Mission - 23 Scouring
Opponent: Iron Hands (base) w/ Feirros, Primaris Libby, 3x10 Heavy Intercessors w/ Executors, 5 infiltrators, Character Contemptor w/volkite, Primaris Apothecary, 4 servitors, 6 TH/SS Termies, 6+5 Eradicators w/ Heavy Melta
TL;DR: Turns out a lot of D2 with rerolls hurts. Like a lot. I was just far enough back to not get eradicator'd T1, and some unfortunately aggressive infiltrators provide Angron and his 'No Fall Backsies' a route into 5 eradicators. Angron will be there, killing gravis marines, for THREE ROUNDS as more meat gets sent into the grinder with a 5++, 5+++. Meanwhile my scorpion gets blanked on T2 and my Kytan also falls that turn. A failed berzerker charge into the other eradicators puts me on the back foot, but my salvation arrives when his terminators fail their 4" counter-charge the next turn. The LoS get dropped low, but is able to stick around just long enough to be a massive annoyance. My berzerkers will help tip primary by living the rest of the game on my opponent's right objective. And once again winning primary tips the score in my favor.
Result: 96-68 victory for Angery Ron
Round 4: Mission - 31 Tide of Conviction
Opponent: Word Bearers w/ Ghollax Prince, Master of Possession, Dark Apostle, 2x8 Accursed Cultists, 1x10 melee cultists, Master of Executions, 2x10 Plague Marines w/ everything, 10 Possessed w/ Black Rune, 5 Possessed, 2x1 Venomcrawler, 2 Worthy Offering Brigands
TL;DR: My opponent went first and was able to position well, but only got 5 damage on the LoS with the brigands as they rolled 3 1s on the melta guns round 1. This will be a game-long theme, as none of my LoWs will take melta wounds at any point (except 2 bubonic axes on the scorpion in 4). I get forward to set up early, but the kytan gets ripped apart by 7 possessed with full wound rerolls. Angron and the scorpion will get into them, taking them down to 3 but also removing some accursed cultists while the LoS does its best to drive down the middle. Some berzerkers hold down my right long enough to fend off my opponent. He's able to get his reserved accursed cultists back into my home objective on 4 while the Scorpion eventually fell to plague marines and a Master of Execution doing 12 damage to it and I legitimately though I'd lost the game (sorry my opponent). However, a resurrected Angron made his charge and was able to swap it back to me. Angron was able to hold down my territory on 4 and 5 while the Lord of Skulls and lone spawn take 2 different objectives from my opponent, resulting in a primary score different of 18-4 in Round 5, a 14-point swing entirely dependent on who went 2nd (which is why I do not like this mission). That swing helps propel Angron to a win.
Result: 76-61 victory for best Traitors
(INTERMISSION) I'm in third place after 4 rounds which is quite fun. If you'd like to get off Angron's Wild Ride now and sleep contentedly in my definitely-3rd-place-finish, no one will begrudge you. Live in that dream world.
Round 5: Mission - 32 Death and Zeal
Opponent: Whirlwind Space Wolves w/ Guilliman, Primaris Chappy, 3x10 Wulfen, 2x1 Cyberwolves, 16 total skyclaws w/ the fixings, 10 Desolators I bitched too much about sorry Round 5 opponent
TL;DR: Wulfen hurt real bad and GW's baffling design space where anti-LoS AND double shooting should be nerfed to hell except for 1 datasheet which does both well lead to my demise. In all seriousness, I did get a little overly frisky with the wulfen who promptly ripped Angron limb from limb, and I did get out-maneuvered early on which led to me taking increasingly larger and larger risks as the game got progressively further away from me and my opponent played his role extremely well. Angron and the Kytan went down in 1, Scorpion in 2, LoS in 4, and my opponent lost everything but 9 wulfen and a cyberwolf, but all I had was Angron and 1 berzerker. He was able to just stretch me out and out-primary me by a lot (45-11) leading to my first loss.
Result: 53 - 84 loss to worst Primarch who avenges Nuceria
Round 6: Mission - 33 Secure Missing Artifacts
Opponent: Tau Sept w/ Longstrike, Coldstar, Ethereal, 10 breachers, 10 karnivores, 10 man Strike team, 2x4 Kroot Hounds, Kroot Shaper, Ghostkeel, Riptide, 10man Pathfinder, Piranha, 5 vespid, Sun Shark Bomber, Devilfish, Tidewall Gunrig
TL;DR: The Longstrike goes 'LMAO'. I did get first which was nice, but there was nothing to do other than position well. My opponent was great, played pretty much perfectly (except 1 tiny mistake which didn't end up mattering), and spiked some insane rolls on Longstrike which at that point were more humorous than annoying as the game was well out of hand by then. I'd been dodging the matchup all event, and it was time that fate finally caught up with me. If people want me to give more details on how this went turn-by-turn I can, but I think we all know how this'll turn out.
Result: 45 - 97 predictable (yet fun) result
That's it, I've once again 4-2 in a major for the 4th time IN A ROW (2022 LVO, BAO, SoCal, 2023 BAO), which is nice to get 4 wins but annoying I seemingly can't break through the meta ceiling. I did end up in 18th which is nice (and I was in 3rd at the end of Round 4), but I won't lie, a small part of me really wanted to go 5-1 to mess with Goonhammer's heads when they do their meta review.
submitted by Dewgong444 to WarhammerCompetitive [link] [comments]