GTA Online's slot machines are rigged and the NPCs are
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The Current State Of RDO For Veterans, Casuals & Newcomers Alike.
I've seen a lot of back and forth between veteran players, casuals & newcomers alike about this update, Rockstar and the game in general. Some are against thier actions, some defend them and some are neutral. Personally I love the game I played during BETA and now on PC, but I also despise it for it's issues. This latest update feeling like one big warning to stop playing altogether. For now, I'm taking a break from playing. So I've compiled and left a list of issues, general facts and lack-of for people to better judge & talk about the current situation of the game below: •Online was first released in BETA November 2018, during BETA they introduced Microtransactions with a very scarce amount of content. •Online later came out of BETA in May 2019 still scarce in content, and then in September it's first major update introducing 3 core roles. •As a comparison to GTA Online, RDO lacks the Rockstar Editor, Creator Mode, Private Free Roam, aim locked Free Roam/PVP Modes (Free Aim or Auto Aim) & even text chat on PC. •There was a 7 month period with no news or any information about an update alongside the community protesting as clowns to garner some communication from Rockstar to no avail. •The collector role was nerfed/randomized due to how rockstar underestimated the ingenuity of the community, one of the main reasons being it was the best paying and easiest to do with a player guided map. Rather than also balancing other roles to make them equal. Such as bounty targets/target rewarding a measly $2 •Naturalist update releases, a sort of rehash of the collector role that lacks in useful content such as re-skins of the exact same legendary coat, being punished for killing animals despite a separate role & dailies that depend on it, pumping animals full of 20 rounds of sedative ammo just to take a sample, overpriced tonics & gold pamphlets that allow you to become an animal in a limited area for a limited amount of time for seemingly no purpose. •We get outlaw passes, limited time content that relies solely on purchased or earned Gold along with XP or gold rank ups. This taking up a decent portion of content that people tend to get fixated on. This tactic alongside limited time stock clothing is just to put pressure on the purchase of Gold Bars (If you're running low) and to keep player numbers afloat for a longer period. (Fallout 76 has a similar tactic with Atomic Shop Items only being available for a limited time and the Legendary Run) We even have/had legendary bounties, emotes and legendary animals drip fed to us to drag out the update. •Most of the new content that is added is either locked behind a Role or the Outlaw pass, hair styles, clothing, skills, horses, weapon styles, even emotes and walking styles. So essentially, we have to pay to unlock content so we can then buy or earn said content in game. Sounds a lot like buying a DLC pack with extra steps (As a comparison to GTA Online they can get 200+ new clothing options, hair styles, multiple vehicles, emotes, weapons, walking styles and tattoos immediately available to purchase or are free such as emotes and walking styles) •There was a period after a botched update for about 1 to 2 days where the game was utterly broken and couldn't actually be played on consoles, they eventually reverted to a previous patch. People lost hard earned streaks and got no compensation for their screw up unless directly reported on an individual basis. •There is often rampant hacking with modders even being able to stop themselves from being reported and being able to crash your system or boot you from a session, alongside bad Peer to Peer connection rather than dedicated servers. Hackers have even gotten players banned for tricking people into opening nearby illegitimate spawned treasure chests. •There are many bugs and glitches that still haven't been patched to this day. Not to mention new bugs that come with new updates. For instance: (Not being rewarded XP & money, gold bar coupons not being rewarded, the infamous hanging gun bug, black screens, crashing, not being rewarded money for sales, NPC's suddenly firing their whole clip at you within less than a second, cloth wraps reverting to a different colour, gun belts floating, UI Errors such as not being able to use coupons or browse the full selection of bar decor and much more) •Next to no advertising or info about this latest update before it released besides a small paragraph at the end of a social club post about the $5 Sale Of RDO. GTA Online on the other hand getting 3 in-game teases and 2 separate video teasers and a main post introducing a new island to a game that has been around for 7 years and 3 console generations now. •We now have the daily challenge nerf that not only resets your streak automatically but is also rewarding half as much gold. As an example, with the old system if you did 5 daily challenges a day for 4 weeks you'd end up with 49 gold. If you did the same with the new system you'll get 24 gold. If you were to stay at the same pace and do 5 challenges a day with the new system you'd have to do it for 8 weeks straight or alternatively 10 challenges a day for 4 weeks to earn the same as the old system. •With this latest update, technically they've added time limited pay-to-win skills/benefits behind an outlaw pass. Standard Ammo Capacity Upgrades, multiple meat cooking and wilderness camp fast travel (Outlaw Pass 5 has also leaked and is in the game files and has further ammo skill upgrades included such as arrows and varmint ammo) That's a slippery slope that could potentially lead to bigger and better things being P2W. •We have to pay an extra 15 Gold towards the "Prestigious Bounty Hunter License" despite having already bought a license for the role. This update alongside the standalone sale of RDO is nothing but a way to draw in and nickel & dime new unaware players of thier money. All the new players lured in by a cheap game will most likely know nothing of what the game was previously like. I saw one post of someone on here who bought it and spent £45 on gold bars to get the pass, roles and also advance the pass. And he didn't yet receive his free gold bar benefit tokens back from it. Don't forget that everyone before this had paid upwards of £45 or £89 for the base game or ultimate edition which includes Online benefits. "It's free content bro, quit complaining" Just because it's technically free does not mean it's exempt from criticism. Especially being a live service game & the way they market and dish out their content. Might as well BE a paid DLC pack. "You're just entitled gamers who want everything free and easy" At the end of the day it's a game, we play it because we want to have fun or to escape from the realities of day to day life. Not to feel like we're working a minimum wage job to survive. Why would you defend a nerf that makes the game harder not just for veterans but newcomers alike and sucks the general enjoyment out of the experience? "They need money to give us free content bro" If that's the case, then the online content and live service they're currently providing people is pretty lacking and crap, plain and simple. If anything spending money towards the game in it's current state is only going to encourage them to stick with their new strategy. That being said, not everything they do is terrible. Some changes are good, such as the new $$$ bounties. At the end of the day, we shouldn't be FORCED into a harder grind experience just to HOPE for some good future content. You can clearly see what title Rockstar & Take Two favor most, GTA Online their cash cow. If the content they put out for RDO was actually decent and bug free there wouldn't be this much uproar from everyone. People might actually be more inclined to buy gold bars if the content was good and consistent. If we're expected to further fund the content online they should at the very least listen and communicate with the community. They're a multi million/billion dollar studio, not a small indie dev team. I'm sure they can afford to produce better content and live services than what's currently available for a AAA experience. The game is a bit like a slot machine, you can pay little for lesser reward but loose less cash (Grind) or double down for improved reward but bigger loss (Pay for gold) Either way when the wheels stop (Content Update) You're gunna get something, but it doesn't mean it's going to be what you wanted or what you were hoping for no matter what option you choose.
Leveling, Scaling, and Narrative Impact on Assassin's Creed Progression
Since Black Flag, Assassin’s Creed has been gradually adding more RPG mechanics and part of that has been leveling. While it wasn’t too bad in AC4 where it would rarely ask you to grind a tiny bit to get a better ship, it became a bigger nuisance in more recent titles, Origins, and Odyssey. While the leveling of Origins and Odyssey are very bad, and I will go into that more momentarily, the biggest reason appears to be due to the poor definition of the genre that Ubisoft have confined themselves to. Assassin’s Creed’s Genre at its core is an action-adventure title, which is a very broad genre to be fair. Ac1-Syndicate are all Action Adventure Sandbox titles though, whereas Origins and Odyssey attempt to be open-world action RPGs. They are not open world though. Sandbox and Open World seem very similar, and they are, but despite many people blending them together are distinct genres and styles of world design. An Open-World is the idea that your game’s world is completely open from the beginning or very near to it. While Zelda Breath of the Wild is called “Open-air” it adheres to this very well. As soon as you get the paraglider, you can go anywhere at all. There is an easier way to do things due to weather conditions, but the tools to succeed are always available regardless of the direction you go in. Skyrim, Oblivion, Morrowind, Fallout 3, and Fallout New Vegas, are a few more popular RPG examples of an Open World. After you complete the tutorial, you can go anywhere. Some areas are easier than others, but you can go anywhere. A Sandbox, however, does restrict your movement based on narrative progress. Assassin’s Creed 1-3 all do this where certain districts and cities can’t be explored until certain points in the game. Every Borderlands does this too, with more areas becoming available as your progress narratively. Think about GTA IV how you can’t cross a bridge until certain story moments. I do want to quickly say that you may also hear sandbox be used as a way to describe weapon pools in video games, which is an accurate term, and while AC’s weapon/tool sandbox is ripe for criticism, for the purpose of this post, sandbox will only be referring to an open vs narratively linear structure. So why am I saying that Origins and Odyssey aren’t really open world? After all, after beating the tutorial you can go anywhere on the map. This is true but only technically. During my first playthrough of Origins right after the tutorial, I turned around to head up the black mountain because I heard there was an achievement up there. On my way up a random large cat spawned from nowhere and one-shotted me on easy. The same happened in Odyssey where I was trying to explore some of Greece before continuing the main story and while I was just riding my horse down the road a random bobcat jumped from the bushes and killed me in 1 hit, on easy. The game doesn’t present physical barriers anymore to prevent travel, but instead a soft one. If you go somewhere before the game wants you to, you will be punished by characters 4 or more levels higher, because once something is about 4 levels higher than you, you literally have no effective way to combat it, even on easy. You do next to no damage to them while they do far more damage to you. Think for a moment about other good games with similar structures to AC. Was there ever a point where you can’t progress in dark souls because of the level? No, players do Soul Level 0 all the time. What about Skyrim? Nope, enemies can be killed just as easily at level 1 vs 81, or even more so if you don’t reset your combat skills in Skyrim. But it’s okay in Assassin’s Creed. The leveling system isn’t that bad. Just don’t explore outside the designated areas and focus on the main quest. Except that you literally can’t just focus on the main quest because side missions and PoI are required to be a high enough level at multiple points. This was especially apparent in Episode 7 of Odyssey which had a 4 level jump between sequences and was such a long grind that so many players complained it had to be patched to be fixed mildly. The grind was annoying in Origins for sure, but it was dialed up to 11 or actually 99 in Odyssey with over doubling your max level while adding next to no extra content. After 100%ing all main content (obviously not radiant quests but all DLC, POI, actual side missions, story, etc.) I was in the mid-60s. I used boosts from the new story mode to get to level 99 which subsequently got me banned from using story modes. Oh no, how dare I try to make the most of my experience by using the tools you provide to reach max level and gain some money because it takes literally a million XP to level up and over a million of a single currency to level up some items and you need a ton of different currencies for every item and upgrade. Gotta have that 1.5 million drachmae, 250,000 wood, and 125,000 metal to upgrade a 3ft sword. Cause that economic system makes sense. People would constantly complain about how annoying the optional collectibles for old AC games were. But they offered very little in terms of rewards if anything. You didn’t have to collect all the chests or feathers unless you wanted an achievement. But now, beyond just achievement hunting the optional bandit camps aren’t optional. In odyssey, every mission takes you to at least one of the 730+ POI. To stay leveled you’re constantly having to do copy/pasted bandit camps raiding the same camps, killing the same enemies. Now the collectibles just require a little more effort than before. This forces players to play the game for longer than they would normally because they have to do these areas to progress, allowing the leveling system to pad the game time and give Ubisoft a reason to say their game is successful. Sure players are logging 100+ hours in odyssey but a similar percent of players is actually finishing the campaign when compared to AC2, which we can get good numbers on based on the % of players with certain Xbox achievements. I just checked and Odyssey’s story completed achievement was obtained by about 26% of the players; Origins was 27%; AC1 was 27%; and (original release) Brotherhood was nearly 40%. The unfortunate reality is that beyond good talking points for Ubi execs, the leveling system has another major issue, being that it is inherently shady and addictive. It’s clear that Ubisoft designed the leveling in Origins and odyssey to sell MTX and be addictive. You level up quickly at first and slow down a lot towards the end, which is normal at first glance until you really notice how much you slow down. By that point, the leveling system has you addicted. The bright flashing lights, loud sounds that drown out everything else, this is a regular psychological tactic that slot machines use. While it doesn’t make a lot of sound for losing, you suddenly get a big loud noise and bright colors and flashing for winning. This triggers a reaction in your brain to create a sort of happy high similar to cigarettes and alcohol. So when players see they get rewarded for completing another copy/pasted bandit camp, they care less about the quality and more about the high they’re getting from leveling up. Compare this to the far more user-friendly system in Skyrim which has a medium-sized notification below your compass but decently above your crosshair so it’s not in your direct line of sight, and a single note/tone to denote the skill level up. Dark Souls only gives a basic audio cue for leveling up which has to be done manually in menus at a bonfire where it’s very possible and easy to lose the ability to level up prior to reaching the bonfire. Instead of figuring out innovative ways to level up like in other critically acclaimed games, Assassin’s Creed decided to look towards gambling psychological tricks, and when that leveling high slows down, you can always just buy a permanent boost for actual money. What’s that, you found a way to level up fast without buying our microtransactions? Ban them from using part of our single-player game where they can only impact their own experience. All this comes at the cost of a sense of real progression. How do you know you progressed in Odyssey? Well, ease of killing enemies isn’t it since all enemies are scaled with you. The best way to know you’re progressing is because the level of enemies is higher and the damage text you hit them with is now saying it’s over 9000 rather than that measly 8500 you hit with previously. New enemies aren’t introduced, and if anything now that grunt that you handled at level 1 is level 99 with you and hits just as hard at level 99 as he did at level 1. New weapons aren’t introduced. Armor more or less looks the same except not it has a gold background instead of purple. Oh boy, really innovative and exciting there. In the old games, all this progression was tied to the narrative. You want better gear, kill the next target, watch Ezio’s story unravel. You get to see new factions, characters, enemies, and situations that you’re put into. Your skills progress too, with new items like a poison dart or a second hidden blade at your disposal. You feel your arsenal and everything getting stronger as you progress through the story, which makes sense due to the animus having us relive memories. It makes sense that our ancestor would get better over the decades of his life that we spend with him. In Odyssey, though our progression is based on how many bandits and mercenaries we kill. Nothing new is unlocked by progressing the story in Odyssey except more story, which is extremely padded because we gotta have more leveling and go to more forts and camps. This cheapens the narrative impact on the character development in gameplay and story which was intertwined in previous games as a cohesive unit. I understand if Ubisoft wants to keep AC as an open-world RPG, but it needs to do that right, and completely re-evaluate the leveling system and how it ties to the narrative progression. The current system has less weight in both gameplay and story, and just pads game time rather than helping create a unique experience like Dark Souls or Skyrim do. Players should feel more powerful through gameplay and not because text is telling them they’re doing more damage, and it should scale up at a reasonable extent to not create the toxic relationship Odyssey has with its leveling system. I sincerely hope that the rumors for Kingdom are true in regards to creating a Skyrim based level system where individual skills are leveled up based on use and do not affect your ability to explore the open world.
PISTOLS⚠️ The AP Pistol is, pound for pound, the best-in-class weapon, purely based on its full-auto firing mode. Don’t underestimate this gun: with the extended clip it carries 36 rounds, and can produce a real mess against weaker AI. If you’re down on ammo and in a clinch, you could do far worse. It would be great if you watch my video about this: https://youtu.be/pJZBI9siz50 MACHINE GUNS⚠️ This category contains both SMGs and LMGs, but the SMGs are, unfortunately, a useless class. You’re almost always better off using an assault rifle. The only exception is the Micro SMG, which can be fired from cars. Apart from the AP pistol, it’s the only full-auto weapon capable of doing so. That aside, the best machine gun to have equipped in this slot is the Combat MG. It features slightly higher damage than the MG (3.2/10 compared to 3/10), but the real benefit comes from increased fire-rate (6.5/10 compared to 6/10), accuracy and clip-size (200 rounds compared to 100 rounds, both extended). Both guns have the same range at 6/10, but the Combat MG is a fine choice when attacking vehicles, and especially helicopters. There’s a reason the game gifts you one in the fourth round of a Survival. But, assuming you aren’t level 80, go for the normal MG. It doesn’t unlock until rank 50, unfortunately, so until then you’re going to be stuck with the Assault SMG and it’s 2.2/10 damage. Really, though, the only circumstances you should be using a machine gun over an assault rifle against human targets is either because you need full stopping power at the longer end of mid-range or you have an ammo problem. There is an oddity in this class. The Gusenberg Sweeper came free with the Valentine’s Day Massacre Special DLC, and hasn’t been carried over into the new-gen versions, presumably because it’s so OP. It features a very high rate of fire (600 RPM) with significantly higher damage than the basic, AK-47-based assault rifle (5/10 compared to 3/10). It also has a slightly greater range. Did you get it? Lucky you. ASSAULT GUNS⚠️ The assault rifle will likely be your default weapon for most combat situations, as they’re more powerful than SMGs and more accurate than machine guns. The Special Carbine is my go-to assault rifle. It was part of The Business Update DLC, and it’s unlocked from rank 1 in GTA Online. Fully tricked out it’s a devastating gun, a truly multi-role weapon capable of the toughest jobs that has no problem scoring head-shots at range. If you’re looking for an alternative, the Bullpup Rifle has exactly the same stats. Some higher level players prefer the Advanced Rifle because it has an increased fire-rate over the standard Carbine, but it’s less accurate and the extra rounds-per-minute don’t compensate for the drop-off in damage. The Advanced Rifle debate is an odd one, because many, illogically, see it as the preferred option. The Advanced Rifle was one of the original assault rifles in GTA 5 before DLC added more, so its relatively high fire-rate over the standard Carbine Rifle put it at the top of older tests. Now, though, the stats make the Special Carbine or Bullpup an easy choice, as they beat the Advanced Rifle on damage (5.7/10 over 3.4/10), accuracy (6/10 over 5/10) and fire-rate (7.3/10 over 7/10). Straight up: they’re better guns. SNIPER GUNS⚠️ There isn’t much of a choice here. The basic Sniper Rifle unlocks at rank 21, but the Heavy Sniper doesn’t appear until a far distant rank 90. The Heavy is the superior weapon, with better range, damage and accuracy. More than one long-time player has claimed the Heavy is the best gun in the entire game, but you’re a long way off owning one if you only started with the new-gen GTA 5 release. The only alternative is the Marksman Rifle, a recent addition from the Last Man Standing Update. I actually use this a fair amount. It has the best fire-rate of any of the three sniper rifles (4/10 compared to the Heavy’s 2/10), the pay-off being a relatively short scope with no zoom. I don’t have the Heavy yet as I’m rank 65-ish, but I tend to find I use both the Marksman and Sniper Rifle in equal measure, depending on the distance to the target. SHOTGUN⚠️ There are a two schools of thought in the shotgun class. The first is based on one-shot kills. This is normally used for a situation in which you’re looking to deliver as much damage as possible to a hard target (probably another player) at very close range. The second is willing to sacrifice the immediate take-down for an increased fire-rate and longer range. This is better for a more open scenario with mixed distances, such as a Deathmatch. The gun you’ll pick will depend on your play style and the situation in which you find yourself. GTA Online definitely has a “thing” for shotguns; whichever way you decide to go, there’s hardware to suit your needs. The obvious, correct overall choice in this category is the Assault Shotgun. This beast of a gun has a 32-round extended clip and fires full-auto, making it pretty difficult to argue with. Its fire-rate is off the chart at 5/10 compared to the Sawed Off, Bullpup and Pump, which all stand at 2/10. The Assault’s extremely powerful, but it’s not the only option. It’s fire-rate and range come at the expense of damage. The two hardest hitting shotguns in the game are the Bullpup Shotgun and the Sawed-Off Shotgun. Both suffer from glacial fire-rates but are seriously powerful, the Sawed-Off being the most potent. The Bullpup causes less damage, but is more accurate, has a higher range and carries more shells. I prefer the Bullpup: you really do have to be standing close to get the most from the Sawed-Off, and in a situation in which you need to take down more than two enemies there’s going to be a reload issue. As a final note, I’d count the Heavy Shotgun out. It was added with the Last Man Standing Update and looks good on paper as it causes more damage than the Assault Shotgun, but it suffers from significant damage drop-off at range and the mag only extends to 12 rounds. So yeah: Assault in general, Bullpup for “personal” work. HEAVY GUNS⚠️ You won’t even get a heavy weapon until you buy the grenade launcher at rank 60. The only other two weapons in the same class are the RPG at rank 100 and the Minigun at rank 120. Even when you hit 100, you’re probably going to keep the grenade launcher equipped. The RPG’s only advantage is its ability to fire an explosive in a straight line, and is therefore useful for taking out choppers, but the grenade launcher carries ten rounds and fires semi-auto. It’s capable of turning even the most desperate situation into a total bloodbath (although it’ll cost you: Ammu-nation charges nearly $4,000 for a full clip), and even a single, well-placed shot can save any day. When you get to 120, it’ll be Minigun all the way. It’s the most powerful weapon in the game by so many miles, a gun in front of which police choppers turn into immediate matchsticks. All others transmute to pieces of exploding meat when you finally get your hands on one of these. That’s life, I guess. That's all for today see you guys later. Oh wait forgot to mention Sticky bomb best C4 replacement
A Comprehensive List of Changes in Persona 5: Royal (5/3 to 6/5)
Introduction
Purpose
I wanted to create a comprehensive list of every last change I could find between the old game and the new game both to help players discover things that they may have missed, and to give people making walkthroughs or optimal daily guides an outline that will save them some time when writing up their own material.
Methodology and notes about this list
This list is intended to document changes on a semi-specific level. I am simply listing things that I notice while playing through the game. I am being pretty meticulous with my documentation, but this list is not designed to document every single minor detail (such as individual stat changes to weapons and items or arcana-type changes to personas, for example). I am noting whatever I can as I go along and looking things up to verify that they have been changed if I can find a video or wiki article on the old game. I also intend for this guide to be as spoiler-free as possible in regards to the story, so even though I am writing down all the new things I notice, I will leave information about cutscenes and story elements as vague as I can so as not to ruin the experience for anyone. To keep things maintainable, I have broken up the list up into logical date spans from the last deadline of the previous palace to the deadline for the next palace; the first list covers the prologue to the deadline for Kamoshida's palace, the second from the day after Kamoshida's deadline to Madarame's deadline, and so on and so forth.
About the author
I played Persona 5 and am currently playing through P5R on a PS4 Pro but have not tried the PS3 version of the game. I completed my first run and New Game+ back-to-back on 11/11/2019 and 1/12/2020 respectively, so the game is still fairly fresh on my mind. I spent ~250 hours on the base game, a good chunk of which was devoted to optimizing a perfect roster of personas for Joker in NG+. I have gotten the Platinum Trophy for Persona 5.
Changes (5/3 to 6/5)
Technical
Graphics
The Wilton Hotel Buffet now has updated lighting and new models/textures.
Saves & PSN
Achievements for completing palaces don't pop until the associated deadline/confession. Previously, the achievements would trigger immediately after finishing the palace.
Sound Effects & Music
The driving sound effect that morgana makes when moving around while in bus form has been changed.
Gameplay
Thieves Den
You unlock the Thieves Den on 5/5 once you finish the follow-up story events after completing Kamoshida's palace.
The Thieves Den introduces the player to Jose for the first time if they haven't already met him in Mementos.
The Thieves Den is an in-game area that acts similar to a rewards gallery from other games that show off the player's accomplishments and let you view a lot of extra content from the game.
Most of the extra content in the Thieves Den must be unlocked using a unique currency called "P Medals". P Medals can be earned by completing a variety of achievement-style tasks in your daily life, in the Velvet Room, in Mementos, and in Palaces.
There is a variety of extra content included in the thieves den:
There is a vending machine that allows the player to purchase and display models of characters, personas, buildings, items, and a variety of other assets.
The player can change the background music that plays while wandering around the Thieves Den to any of the games songs. Songs cost anywhere in the range of 3-10 P Medals based on their popularity and length.
The anime and in-game cutscenes, as well as the trailers and anime opening, can now be unlocked for viewing in exchange for P Medals
There is now an art gallery that showcases in-game art, concept art, and some of the art used in marketing and promotional materials.
There are tiles on the second floor of the Thieves Den that will allow you to change into unlocked outfits for Joker, or will allow you to change into other characters entirely while within the Thieves Den.
There is now a new card game called Tycoon that can be played to earn P Medals. P Medals are awarded based on the difficulty level (of Tycoon, not the overall difficulty) and performance during the match. There are also challenges that can be completed within Tycoon to earn bonus P Medals.
Story & Cutscenes
On 5/5, more of the VIP's from Shido's palace are now at the Wilton Hotel Buffet for you to eavesdrop on.
Ryuji now sends a group message with a photo of the Phantom Thieves' celebration at the Wilton Hotel.
There are more NPC conversations that hint at Madarame's appearance and the scandal about his art students.
"What's bonkin'?"
The new Councillor confidant, Dr. Takuto Maruki, is introduced on 5/13 during a school assembly.(I AM FERDINAND VON AEGIR)
There is another brief cutscene on 5/13 involving the player, Maruki, and Kasumi.
There is now a new cutscene on 5/24 of Ryuji and Dr. Maruki
There is now a cutscene on 5/30 where Kasumi is being harassed by Eren Jaeger.
There is a special Shujin-sponsored park cleanup event on 5/30 involving a large chunk of the cast. (And some slightly stale(...or perhaps salty?) memes) This event causes you to skip to the evening time slot, so be aware that you will miss out on your afternoon activity and cannot infiltrate the palace or go to mementos on this day.
Daily Life
From 5/6 and onward, you can no longer earn guts points for studying at the library, and will earn extra knowledge points instead.
Hot Coffee has been replaced with Surprise Sando for the same price(¥700). It also still gives the same amount of guts. (Maybe this was to avoid association with GTA's Hot Coffee mod? I have no idea why they changed this.)
Ore no Beko (the beef bowl shop) now has a special Yakiniku Day, which is a particularly busy day that can earn you bonus proficiency points if you manage to remember all the customers' orders.
You will now also receive some Big Bang Burger consumables as an additional bonus for completing the Comet Burger (the first BBB challenge)
Dr. Maruki will now teach and ask questions on some days.
Kichijoji is a new explorable area unlocked on 6/5, and introduces a variety of new shops and activities.
The Penguin Sniper bar is where Ryuji takes you on 6/5, which also introduces you to the rest of Kichijoji. There are a couple activities at the bar.
Playing Darts will increase your Baton Pass rank. (see the combat section below for details) It will also grant you proficiency points based on your performance, and will grant points towards social links with all applicable attending party members.
You can play darts with one other ally at a time. Sometimes a second party member will ask to join in, allowing you to rank two party members up in a single time slot.
There are three levels of difficulty, 301, 501, and 701. Each difficulty level indicates how many points you must score exactly to win. Going under 0 points on a game (i.e. scoring more than 301 on a 301 difficulty game) will cause a bust and any points you scored during that turn will be voided.
The game uses motion controls for aiming, and you can flick your controller or press X to throw your dart. I highly suggest using X as I found it to be far more responsive than the flick method.
If the remaining poitns left on your teammates final turn is beneath a certain threshold, (I found it to be around 100 points or so) you may be given an opportunity to encourage them. Choosing the right response will increase their rank to 3 immediately if they are also able to finish off the game. The lower the score is, the more likely they will finish off the round, so be aware.
There are a couple of items, a book and unique dart set, that will make playing darts easier. (See the Items & Equipment section for more details)
Playing Billiards will increase your technical damage rate. (see the combat section below for details) It will also grant you two points towards a random social stat, and grant points towards multiple social links with attending party members. Billiards is not a minigame, it is treated as a basic activity that you can perform like the diner so there are no new mechanics associated with it.
There is an information clerk available during the daytime who can provide information about Kichijoji.
Mitsubachi Bungu (the stationary store) sells a handful of confidant gifts.
Furigi no Neuchi (the secondhand clothing store) will buy sooty equipment from you in exchange for money and shop points. Shop points can be exchanged for a variety of items, or for a "Clothing Grab Bag" that contains four random pieces of gear.
The Hagoromo Meat Shop has cheap SP-restorative consumables that can only be purchased during the evenings.
Houraku (the Chinese bun shop) sells a small selection of single-ally, HP-restorative items.
MealPort (the imported grocery store) sells a variety of all-ally, HP Restorative items.
Stoneon (the crystal healing shop), sells a variety of accessories that provide passive Amp skills. They also sell Black Rocks which can be used for persona itemization.
The Mantra Ganda Incense Shop is locked as of 6/5, when Kichijoji is first introduced.
The Jazz Club is locked as of 6/5, when first travelling to Kichijoji. (it is also only open in the evenings)
The Temple in Kichijoji is also locked as of 6/5.
Makoto can be seen following the player and Ryuji around Kichijoji on 6/5.
Palaces & Mementos
Morgana can now dash while in bus form in Mementos.
Shadows will now respawn while wandering around the same floor in Mementos.
Jose is introduced on 5/7 right before heading out of Mementos. He informs you that he will trade you items and other perks in exchange for finding flowers in Mememntos. He also says that he will come up with some games for you to participate in in exchange for these bonuses as well.
Jose also gives you a mysterious star item, that he claims can grant a wish. It is unclear at this point how exactly it can be used...
Chests in palaces now look like the surrounding scenery in the palace, instead of using a generic model.
Madarame's boss fight now has a new second phase.
There are new Mementos requests that now have investigation phases in the real world to ID the target.
Combat
Technical damage to enemies will now cause them to be downed as if they had been crit or had a weakness exploited.
Baton Pass Rank is a new mechanic that, when ranked up, increases the effects of a baton pass. On first rank, damage is increased when performing a baton pass, on second rank, damage is increased further and you will recover a little bit of HP, and on third rank your damage and HP recovery increases again, and you now recover a bit of SP.
Technical rank is a new mechanic that, when ranked up, increases the effects of a technical attack (combination attacks that are triggered when combining status effects and various damage types on an enemy) You start at rank 1, and can achieve higher ranks by purchasing and/or using certain items (see the Items & Equipment section for details) At rank 2, technical damage is slightly increased. At rank 3, technical damage is increased further and there is a slightly higher chance of downing enemies with a technical attack. At rank 4, technical damage is increased even further, and hitting an enemy with a technical attack guarantees that the enemy will be downed.
Items & Equipment
There are now more books available at the bookstore, likely due to being able to access Speed Reader earlier than in the previous game, which required you to purchase and read all other 3-step books in Jinchobo (Book Town) first.
After playing darts for the first time, (not including the event on 6/5 with Ryuji) you can buy a book and a unique dart set from the bookstore in Shinjuku and Next Ace in the underground mall, respectively.
The specialty dart set is available immediately, and will allow you to use third eye to slow down time when aiming. The book is not available until unlocking Shinjuku, so I have not been able to access it yet as of 6/5.
After playing billiards for the first time, the clerk approaches you and mentions that there is a special book that can improve your proficiency at the game, but it is only sold at Next Ace (the sporting goods store). You can also buy a Jump Cue from Next Ace in the underground mall, allowing you to perform jump shots. The book and the Jump Cue are required to increase your technical rank to 2 and then 3, respectively. After rank 3, the club owner will give you a book on massé trick shots. After reading it and playing billiards again, you will achieve Technical Rank 4.
Personas & The Velvet Room
Persona traits are introduced upon officially entering Madarame's palace for the first time after 5/18. Traits are special bonus characteristics of individual personas that imbue the persona with a variety of effects.
Traits can be inherited when fusion occurs, three traits can be selected; the trait of the first persona, the trait of the second persona, or the trait unique to the resulting persona.
The Electric Chair (persona itemization) ritual will be unlocked once you secure a route to the treasure and return to the entrance of Madarame's palace.
The Electric Chair can be used multiple times a day, rather than just once per day. You will still require a black item or blank card to perform the itemization, however.
Advanced fusion is now significantly easier from a persona management perspective, and is consequentially much cheaper. (see the Dialog & UI section for details)
Confidants
Mishima's confidant now requires you to complete Mementos requests in order to make progress towards his social link.
Mishima now hangs out at Central Street on most nights until Shinjuku is unlocked.
After the initial cutscene with Maruki on 5/13, you will gain him as the new Councillor confidant. You will also be railroaded into your first confidant rank cutscene with him on the same day. Based on the first bonus you get with him, I assume that his confidant perks will be related to nullifying status ailments, restoring SP, and granting buffs to the party.
Each rank up with Dr. Maruki will increase your SP by 5, and give you a free consumable item.
After completing the first rank of his social link, Yoshida's schedule is adjusted so that he only gives speeches on Sunday evenings.
The personas (and the associated skills) required to advance the Strength confidant have been altered.
Sojiro's confidant now requires you brew coffee at LeBlanc at least once before being able to advance his social link past rank 2.
The Faith confidant (Kasumi Yoshizawa) is unlocked on 5/30. She initially can only achieve a max rank of 5. I am unsure if it changes to a normal 10-rank social link later on in the story or not.
Working at Ore No Beko can occasionally grant points towards Yoshida's social link.
The time for Operation Maidwatch is now up to the discretion of the player, and be initiated by speaking to Mishima at night. The initial flyer event with Ryuji seems to occur after finishing up Madarame's palace and stealing the treasure.
Dialog & UI
There are no longer empty lines of "--------" in selection menus to indicate hidden options that have not been unlocked yet.
There is now a "¥" indicator in the group guillotine interface that lets you know if one of the requisite personas for an advanced fusion is available in the compendium.
Advanced fusion/Group Guillotine now will automatially prompt you to purchase personas that are not in your current stock if they are already registered in the compendium. This makes the advanced fusion process FAR easier than before, where you would have had to release multiple personas from your stock to hold all the sacrificial personas required an advanced fusion.
Due to Reddit's character limitations on posts,these change lists have been broken up into separate posts, with the deadline for each palace being the delimiting factor. You can find the previous list here and the next list here. Thank you so much for reading, and a huge thanks to everyone who has helped out so far!
PISTOLS The AP Pistol is, pound for pound, the best-in-class weapon, purely based on its full-auto firing mode. Don’t underestimate this gun: with the extended clip it carries 36 rounds, and can produce a real mess against weaker AI. If you’re down on ammo and in a clinch, you could do far worse. MACHINE GUNS This category contains both SMGs and LMGs, but the SMGs are, unfortunately, a useless class. You’re almost always better off using an assault rifle. The only exception is the Micro SMG, which can be fired from cars. Apart from the AP pistol, it’s the only full-auto weapon capable of doing so. That aside, the best machine gun to have equipped in this slot is the Combat MG. It features slightly higher damage than the MG (3.2/10 compared to 3/10), but the real benefit comes from increased fire-rate (6.5/10 compared to 6/10), accuracy and clip-size (200 rounds compared to 100 rounds, both extended). Both guns have the same range at 6/10, but the Combat MG is a fine choice when attacking vehicles, and especially helicopters. There’s a reason the game gifts you one in the fourth round of a Survival. But, assuming you aren’t level 80, go for the normal MG. It doesn’t unlock until rank 50, unfortunately, so until then you’re going to be stuck with the Assault SMG and it’s 2.2/10 damage. Really, though, the only circumstances you should be using a machine gun over an assault rifle against human targets is either because you need full stopping power at the longer end of mid-range or you have an ammo problem. There is an oddity in this class. The Gusenberg Sweeper came free with the Valentine’s Day Massacre Special DLC, and hasn’t been carried over into the new-gen versions, presumably because it’s so OP. It features a very high rate of fire (600 RPM) with significantly higher damage than the basic, AK-47-based assault rifle (5/10 compared to 3/10). It also has a slightly greater range. Did you get it? Lucky you. ASSAULT GUNS The assault rifle will likely be your default weapon for most combat situations, as they’re more powerful than SMGs and more accurate than machine guns. The Special Carbine is my go-to assault rifle. It was part of The Business Update DLC, and it’s unlocked from rank 1 in GTA Online. Fully tricked out it’s a devastating gun, a truly multi-role weapon capable of the toughest jobs that has no problem scoring head-shots at range. If you’re looking for an alternative, the Bullpup Rifle has exactly the same stats. Some higher level players prefer the Advanced Rifle because it has an increased fire-rate over the standard Carbine, but it’s less accurate and the extra rounds-per-minute don’t compensate for the drop-off in damage. The Advanced Rifle debate is an odd one, because many, illogically, see it as the preferred option. The Advanced Rifle was one of the original assault rifles in GTA 5 before DLC added more, so its relatively high fire-rate over the standard Carbine Rifle put it at the top of older tests. Now, though, the stats make the Special Carbine or Bullpup an easy choice, as they beat the Advanced Rifle on damage (5.7/10 over 3.4/10), accuracy (6/10 over 5/10) and fire-rate (7.3/10 over 7/10). Straight up: they’re better guns. SNIPER GUNS There isn’t much of a choice here. The basic Sniper Rifle unlocks at rank 21, but the Heavy Sniper doesn’t appear until a far distant rank 90. The Heavy is the superior weapon, with better range, damage and accuracy. More than one long-time player has claimed the Heavy is the best gun in the entire game, but you’re a long way off owning one if you only started with the new-gen GTA 5 release. The only alternative is the Marksman Rifle, a recent addition from the Last Man Standing Update. I actually use this a fair amount. It has the best fire-rate of any of the three sniper rifles (4/10 compared to the Heavy’s 2/10), the pay-off being a relatively short scope with no zoom. I don’t have the Heavy yet as I’m rank 65-ish, but I tend to find I use both the Marksman and Sniper Rifle in equal measure, depending on the distance to the target. SHOTGUN There are a two schools of thought in the shotgun class. The first is based on one-shot kills. This is normally used for a situation in which you’re looking to deliver as much damage as possible to a hard target (probably another player) at very close range. The second is willing to sacrifice the immediate take-down for an increased fire-rate and longer range. This is better for a more open scenario with mixed distances, such as a Deathmatch. The gun you’ll pick will depend on your play style and the situation in which you find yourself. GTA Online definitely has a “thing” for shotguns; whichever way you decide to go, there’s hardware to suit your needs. The obvious, correct overall choice in this category is the Assault Shotgun. This beast of a gun has a 32-round extended clip and fires full-auto, making it pretty difficult to argue with. Its fire-rate is off the chart at 5/10 compared to the Sawed Off, Bullpup and Pump, which all stand at 2/10. The Assault’s extremely powerful, but it’s not the only option. It’s fire-rate and range come at the expense of damage. The two hardest hitting shotguns in the game are the Bullpup Shotgun and the Sawed-Off Shotgun. Both suffer from glacial fire-rates but are seriously powerful, the Sawed-Off being the most potent. The Bullpup causes less damage, but is more accurate, has a higher range and carries more shells. I prefer the Bullpup: you really do have to be standing close to get the most from the Sawed-Off, and in a situation in which you need to take down more than two enemies there’s going to be a reload issue. As a final note, I’d count the Heavy Shotgun out. It was added with the Last Man Standing Update and looks good on paper as it causes more damage than the Assault Shotgun, but it suffers from significant damage drop-off at range and the mag only extends to 12 rounds. So yeah: Assault in general, Bullpup for “personal” work. HEAVY GUNS You won’t even get a heavy weapon until you buy the grenade launcher at rank 60. The only other two weapons in the same class are the RPG at rank 100 and the Minigun at rank 120. Even when you hit 100, you’re probably going to keep the grenade launcher equipped. The RPG’s only advantage is its ability to fire an explosive in a straight line, and is therefore useful for taking out choppers, but the grenade launcher carries ten rounds and fires semi-auto. It’s capable of turning even the most desperate situation into a total bloodbath (although it’ll cost you: Ammu-nation charges nearly $4,000 for a full clip), and even a single, well-placed shot can save any day. When you get to 120, it’ll be Minigun all the way. It’s the most powerful weapon in the game by so many miles, a gun in front of which police choppers turn into immediate matchsticks. All others transmute to pieces of exploding meat when you finally get your hands on one of these. That’s life, I guess. That's all for today see you guys later. Oh wait forgot to mention Sticky bomb best C4 replacement
Non-standard fixed and tweaks for performance - COMPILATION
I decided to compile all the tips and tricks that I've found across this sub and elsewhere for the less than common tweaks. I'm not going to include stuff like lower your graphics, obviously, you'll have to tinker with that yourself. So, here goes:
Increase pagefile, by kalesthenewbacon This is a fairly simple thing to do and helps out because GTAV just loves using the pagefile even if you have a lot of RAM taking up a lot of RAM leaving no space for your background applications running (thanks ChaosDuckDK). I can't find the original thread that I found this in, if you're the guy who figured it out let me know I'll edit it in. The steps:
Control Panel -> System -> Advanced
In the "advanced" tab, find "performance", and click "properties/settings"
Click advanced in the window that opens.
"Virtual memory" -> "Change"
Here is when it gets complicated. GTAV will use the page file that is on the disk it's installed for, if there is one. If there isn't, it will use the system page file. So if you have GTAV installed on a different partition/disk, make sure to create a new page file on the partition GTAV is installed. Either way, the pagefile on your system is probably determined automatically. Instead, enter manual values. There are two: the "initial" size and the maximum size. Set your "initial" size to what is the "system recommended settings" and the maximum size to double of your RAM - so if you have 8192MB of RAM, set it to 16384 MB. If you have GTAV on a non-system partition, you can keep the system pagefile as it is and just create a new one with these values on the partition where GTAV is.
RAM fixes, by rarest_pepe and Syncfx I've put these together as they are related. The simpler thing is: if you have two (or more) sticks of RAM, check your motherboard's manual for how to set them up properly for Dual Channel function. It's entirely possible that you plugged them in "wrong" and they are running in Single Channel, lowering performance. It has to do with simply which slots they are using (maybe you're using slots 1 and 2, because it seemed logical, but for Dual Channel you need to use 1 and 3). Second thing is the Memory speed, which is also determined by the motherboard, but this time, via BIOS. First, what you need to do:
Install it, start it and take a look at the Memory tab, "DRAM Frequency"
Compare it to the advertised frequency of your manufacturer.
The value in DRAM Frequency should be HALF of what your advertised frequency is (this is because DDR means Double, or something. Doesn't matter)
If it is lower than half, restart your computer, go into BIOS
Now, depending on the settings you currently have, you need to change it. For me, it was "Automatic". I set it manually to my advertised speed but that didn't help for some reason - the detected frequency in CPU-Z only slightly increased, but not to the correct one. But my BIOS had an option to enable "XMP", which is another automatic profile (but better, apparently) and that helped it. Now my RAM is running at the speed it's supposed to!
For Nvidia/Geforce Experience users by Anal-Cheese (nice username mate) This has been all over Reddit recently, even in other gaming subs, but I'll keep it in - as it turns out, even if you don't have an Nvidia Shield, the Geforce Experience software is constantly ready to stream to it and is taking performance off of your CPU. So, you should disable that if you don't use the Shield. How?
Go to Start, search "services", open them
Find "Nvidia Streamer Service", disable it, change Startup Type to Disabled
Reboot your computer otherwise it won't take effect.
Fairly simple tweak.
Windows Priority tweak by AssSombrero (another great username) and Goftrey GTA seems to greatly benefit by this tweak. It increased my FPS by 10, just this fix alone. This is the standard thing that probably many of you already do for games anyway - go to task manager, set priority to High, etc. Warning: NEVER EVER set anything to "real time" unless you know what you're doing. Which you probably don't. What you can also do, is set the Rockstar Social Club overlay's priority to low, as well as GTALauncher's priority to low. They hog up resources uselessly. Well, AssSombrero actually made a .bat file that sets this for you automatically on game-startup. Thanks to him, and thanks to bilago we now know that while simple, it is an outdated and pointless method. His method of creating a .REG file for Windows is easier and ensures all processes start the correct way, and it works for all version - Steam or Rockstar Social Club.
Run the file once, as an admin, Windows will ask you if you want to add it to the registry. Yes you do.
You can delete the .reg file afterwards.
Thanks! I'm keeping the old method here in case the REG file doesn't work for someone or they don't want to mess around with it for any reason (there is no reason, this is completely safe). If you use bilago's method you can just start GTAV however you normally do it.
Open up notepad
Enter the following code:
start steam://rungameid/271590 timeout 60 wmic process where name="GTA5.exe" CALL setpriority "high priority" wmic process where name="gtavlauncher.exe" CALL setpriority "idle" wmic process where name="subprocess.exe" CALL setpriority "idle"
Save the file, and change its filetype to .bat instead of .txt
(if you have Steam) Start Steam, and run the .bat file when you want to launch the game instead of starting it through Steam
What this does is, it starts GTAV, waits 60 seconds (so everything loads etc), then sets the priorities accordingly. WORKS GREAT. Can really improve FPS and alleviate a lot of stuttering.
Disk install for Rockstar Social Club/GTAV by TeenNinjaTurtle A simple tweak - if you have RSSC and GTAV on different drives/partitions, make sure to move one or the other so that they are on the same disk. This seems to alleviate problems for a lot of people. Obviously, if you have an SSD, the best option is to have both on SSD as that alleviates load times like hell. If you guys have any other tips that are non-intuitive and not common sense but seem to work you with the performance, feel free to share below, I'll add it. Maybe we can get one of the mods to put this into a link somewhere on the right so people don't have to look for tweaks one by one. If you need help moving the RSSC to the same drive your GTAV is, please check this post by my dog magician Bilago to see how to move it and then add a "link" on the old drive to the new drive so your stuff doesn't get messed up.
Remove custom radio tracks AND RESCAN by MordecaiWalfish This is a good, simple point - a lot of people reported stuttering/bad performance due to the custom "Self Radio". A lot of people's first choice to fix that would often be to just delete the MP3s and turn off scanning. But after you've deleted the MP3s, as MordecaiWalfish notes, make sure to perform a FULL SCAN so the game realizes there's no custom music and doesn't try to play it. Especially true for people with low-speed HDDs or old HDDs.
If your game crashes when you try to aim out of a cabike by steak21 Enable the "Landing Page" in Menu -> Options -> Saving and Startup. You probably have it disabled and it is caused by this.
Performance/stuttering issues around grass The word on the streets is that if you get performance issues mainly around a lot of tall grass, you should disable MSAA. Apparently, grass quality does not affect this as much as MSAA. This makes sense, because MSAA basically renders the scene multiple times at the same time and then works the jaggies away by supersampling the scene on top of each other (or something). If you face this issue but still hate aliasing as we all do, you can enable FXAA through your graphics card control panel which seems to work just fine.
My first gold, tables are being flipped (╯°□°)╯︵ ┻━┻) Thank you!!
Anthony Vapes: Double Single coil RTA Review: Digiflavor Pharaoh Mini RTA and OBS Crius 2 RTA Review
Hi All, Anthony Vapes back here with a double review of 2 single coil RTAs. Today i’ll be reviewing the Digiflavor Pharaoh Mini and OBS Crius 2. Disclaimer: These products were sent to me from elementvape.com for the purpose of this review.
Review Disclaimer
I review products for what they are with no account of where it comes from or who makes it. The test results are the results for what is in my hand. Due to possible QC difference your experience may vary. I spend more time with products then most reviewers and try to be thorough, do disassemblies to check for design flaws, do accuracy testing, and stress testing, something that is typically done in maintenance industries to try and “force” a failure or diagnose a potential failure point to give me an idea of a devices longevity. With that said, there is no way for myself or anyone to predict if a device will last 6 months, 1 year, 5 years etc. Any manufactured item from cars to phones to computers to mods have a possibility of arriving DOA or having a small % failure rate. There is no way to predict this or quantify this. That’s why warranties and lemon laws exist. I can only review what I have in my hand for better or for worse. Contrary to popular belief, there is no special review samples of higher quality. Most of the time personally i get retail versions, the few times i’ve gotten early releases they are usually worse than the final retail version.
Digiflavor Pharaoh Mini RTA
Introduction:
The Digiflavor Pharaoh Mini RTA is the follow up smaller version of the original Pharaoh RTA which was quite bulky. The Pharaoh Mini weighs a lot less and they removed the useless top airflow section as well which was a good idea. It features a 2ml Capacity as well a 5ml extension and comes with 2 810 drip tips and a 510 drip tip and adapter. It’s available in 2 colors black and SS
Manufacturer's Specs:
A Rip Trippers Project
24mm Base Diameter
2mL Standard Juice Capacity
5mL Maximum Juice Capacity - Expansion Tube & Chimney
Premier Stainless Steel Construction
Superior Pyrex Glass Reinforcement
Interchangeable Build Deck Designs
Preinstalled Clamp-Style Two-Post Design
Centrally Secured via Phillips Screws
Spring-Loaded Clamps for Easier Set-ups
Domical Top Cap Design
Shorter Shalf Section - Flavor Enhancement
Large Dual Slotted Airflow Control - Click-Clock Adjustments
7mm 810 Red Delrin Widebore Drip Tip
10mm 810 ULTEM Widebore Drip Tip
10mm 510 Black Delrin Wideore Drip Tip
510 Drip Tip Adapter
Included in box:
1 Pharaoh Mini RTA
1 Replacement Glass Tube - 5mL
1 Chimney Extension
1 Chamber Lock
1 Chamber Lock Key
1 Red 810 Delrin Drip Tip
1 Black 510 Delrin Drip Tip
1 510 Drip Tip Adapter
1 Allen Key
Spare Parts & O-Rings
Instructional Manual
Pictures:
Stock Shot: pic Stock Shot Build Decks: pic Box and Extras: pic Disassembled: pic Coil Installed: pic Wicking Top View: pic Wicking Side View: pic Hand Check: pic
Initial Impressions and features
When I first got this RTA it was just as i expected from the name, a smaller pharaoh RTA. It’s a single coil RTA with the same 2 spring loaded clamp deck and bottom airflow. While it’s nothing new since it’s the 3rd pharaoh, I like the “If it aint broke don’t fix it” way of thinking. It’s one of the best and easiest decks to build on. This time around though they got rid of the top airflow which i found to be useless on the original one and allows it to be smaller and lighter so that’s a nice improvement. In typical Digiflavor fashion they give you a ton of accessories as well which always makes me happy. It comes in 2ml configuration with an extra 2ml glass and also a 5ml adapter and 1 5ml glass. Also this time around they use a tank locking system similar to the crown 3 so needs the included tool or large flat head screwdriver to disassemble it if you want to clean it out. Only for the tank though, you can still remove the base and build deck without taking the lock off. Overall I was pretty impressed with it from the start.
Build Deck (pics above)
Let’s talk about the build deck now. Anyone who has used either the pharaoh RDA or pharaoh RTA will be familiar with the deck. It’s the exact same but smaller. It uses the dual spring loaded clamps on opposite sides. It’s an extremely easy and beginner friendly deck to build on and one of my favorite style single coil decks. As usual they opted to go with phillips screws, anyone who has read my reviews before knows they are my least favorite but they are good quality and come with a spare set as well. It has bottom airflow right under the coils and can fit around a max 3.5mm ID coil. Maybe a 4MM with thinner wire. Pictured above is a handmade coil from my buddy u/bdbuilders305 3mm ID .16 ohms and at the risk of sounding like a shill he makes some excellent handmade coils. The deck like the pharaoh RTA is removable and replaceable they show an option for a dual coil velocity style deck but personally I couldn’t find it for sale anywhere and it’s not included, so i wouldn’t put much stock in it and consider this a single coil RTA for the purpose of this review. Wicking is very simple as well. It has nice sized slots for your cotton to go into. Just slide them in the slots and make sure not to overstuff. Outside of that not much to discuss. It’s very straightforward and simple and extremely easy to wick. Overall I really love the build deck on this and think it’s great for beginners getting into the RTA world.
Performance
Performance wise, I used it exclusively as a single coil RTA as it’s intended to be. I used 2 fancy coil builds and 2 contact round builds and 1 spaced build ranging from 2.5mm ID to 3.5mm ID. I found 3 to be a nice sweet spot but honestly every build worked very good in it. Flavor i get from this is excellent. It has much less air then the original pharaoh RTA and doesn't need as big of a build as the original one. It’s still a full DTL hit, I wouldn’t consider it restricted at all. Seems like a little more air then the popular SMM but provides way more flavor. I’d say it’s good in the range of 30-60 watts. Very impressed with the performance of it. Leakwise not a single drop from anywhere on it. It does have a press fit JFC but mine is night and tight and there is an o-ring in it as well. No seeping from the 510 pin or anything and extremely minimal condensation. Barely noticable.
Overall Impressions, Details, and Extras
It’s a bottom airflow RTA and the AFC is smooth and on a stopper. It clicks into place and very easy to adjust on the mod. It’s a top fill with 3 large holes to accommodate any style of bottle. It comes with 2 810 drip tips one ultem and one red delrin. It also comes with a 510 adapter and a black delrin 510 tip as well. Personally I prefer using the 510 tip for a single coil RTA. There are a lot of parts and o-rings on this RTA as well as seen above in the disassembly picture. Including the drip tip and adapter 9 parts and IIRC about 4-6 o-rings. The RTA uses a locking system like the crown 3 that needs to be unscrewed to remove the class. It doesn't need to be unscrewed to rebuild or rewick. The design is simple the pharaoh logo and word are on opposite sides of the chamber inside. Outside of that no visible branding. It comes standard with 2ml capacity but includes a 5ml capacity kit which consists of a glass, adapter, and longer locking screw. Quality is excellent especially at the price point which i’ve come to expect from Digiflavor. All the threading is nice and smooth. Overall very impressed with the RTA
Pros:
Build Quality
looks good
Price Point (around 30 bucks)
two 810 tips and one 510 tip included plus 510 adapter
build deck and good quality post screws
Included Tools and extras
top fill design is great
airflow adjustment is easy and smooth
2ml or 5ml capacity options
excellent flavor
Cons:
Option for dual coil deck seems unavailable
Conclusion
So with all that said, do I recommend this RTA? I don’t like to do hard yes or no, but this will lean heavily towards the yes. It’s one of the best flavor single coil RTAs i’ve had to date. It’s also quite versatile and doesn't need a massive build it’s easy to build on, great quality, great price and I struggled to find anything wrong with the RTA. It’s one of the best options to date for a single coil RTA. I’ve added this to my spreadsheet The Digiflavor Pharaoh Mini can be purchased here for 32.95
OBS Crius 2
Introduction:
The OBS Crius 2 is a new single coil RTA from OBS. It features a unique single post build deck and bottom and side air flow. It’s a side fill “GTA” style RTA with a decent 3.5ml capacity. It’s available in 5 colors SS, Black, Blue, Gold, and Rainbow
Stock Shot Colors: pic Included Coil: pic Box and Contents: pic Build Deck: pic Build Deck 2: pic Coil Installed: pic Disassembled: pic Built and Wicked: pic Built and Wicked 2: pic Handcheck: pic
Initial Impressions and features
When I first got this RTA i was pretty impressed with the deck design. It’s something new but also quite functional and not different just ot be different. It uses the dual air bottom and side like the original ammit but has more air flow. I liked the standard OBS fill style as well with a pop up top that exposes the fill hole from the side. The “GTA” style RTAs are great as well as they don’t leak, are easy to wick, and provide great flavor. The Resin 510 drip tip is a nice touch as well.
Build Deck (pics above)
Let’s talk about the build deck now. It’s a interesting build deck i haven’t seen before. They call it a 1 post deck which i’m OK with. It has a small positive and negative “nubs” and a clamp that comes down on top connecting the 2. The clamp is a non conductive zirconia material. It uses a triangle head screw, 1st time I seen this on vape gear personally. I doubt many people will have triangle head screwdrivers on hand but the included one is decent and the screw itself is great quality. It’s not a spring loaded clamp but the screw has a lock under the deck so when you unscrew the clamp it raises up. Excellent idea and no worries about the longevity of a spring. What it winds up being is an extremely simple and easy to use deck where you insert your leads under the clamp and keep the coil in place with your jig and just tighten 1 screw to lock the coil into place. I think beginners will find it very easy to learn on. Wicking is also quite simple as well like most GTA style RTAs. the wick holes are large and can accomodate plenty of cotton just feed them through to the bottom of deck. No special tricks or anything needed.
Performance
Performance wise, I used it exclusively as a single coil RTA as it’s intended to be. I used 2 fancy coil builds and 2 contact round builds and 1 spaced build ranging from 3mm ID to 4mm ID. I found 3 to be a nice sweet spot but honestly every build worked very good in it. I also used the included coil which was good at around 40-45 watts. Flavor i get from this is excellent. It has quite a bit of air and is a full DTL vape. I’d say it’s good in the range of 40-80 watts. Very impressed with the performance of it. Leakwise not a single drop from anywhere on it. GTA style means no JFC is needed so no press fit parts to worry about. No seeping from the 510 pin or anything and extremely minimal condensation. Barely noticable.
Overall Impressions, Details, and Extras
Overall I was pretty impressed with the RTA. I’ve had a few OBS products. The Crius Plus which was solid, and the engine which i really disliked. The crius 2 is the best OBS product i’ve used for sure. The quality is excellent especially at the price point. It’s also an extremely simple RTA that breaks down into only 3 parts. Your base, your glass, and your top cap. Very easy to take apart and clean. All the threading is nice as well. The top fill is very easy to use. Just pull it up to expose the large fill hole then close it down. Also due to this design it’s nearly impossible to over tighten when putting it together. The resin 510 tip is a nice addition as well. I wish more RTAs included resin tips. I prefer them to ultem or delrin personally. Bottom Airflow is on a stopper and smooth and easy to adjust while on the mod. I was disappointed a little that they didn’t include a spare post screw or spare clamp though. But the triangle head should last a long time and not strip. The black one has a matte finish like other black OBS atomizers and looks nice. OBS logo is engraved in the top cap and crius 2 is engraved on the chamber. Overall really impressed with this RTA
Pros:
Build Quality
looks good
Price Point (around 30 bucks)
Resin 510 tip
build deck and good quality post screw
Side fill design is great
airflow adjustment is easy and smooth
excellent flavor
Cons:
3.5mm capacity is a little small
no spare post screw included
Conclusion
So with all that said, do I recommend this RTA? I don’t like to do hard yes or no, but this will lean heavily towards the yes. It’s one of the best flavor single coil RTAs i’ve had to date. It’s also quite versatile and doesn't need a massive build but can also handle a massive build if you want. it’s easy to build on, great quality, great price and I struggled to find anything wrong with the RTA. It’s one of the best options to date for a single coil RTA. I’ve added this to my spreadsheet The OBS Crius 2 can be purchased here for 32.95 Feel free to check out my google sheet of recommendations located here googlesheet this sheet will be updated regularly so feel free to bookmark it. I want to thank you guys for reading. This is Anthony Vapes, just keeping it honest as always, hopefully you all can say you’re doing the same and i’ll catch you on my next review. Big thanks again to elementvape.com for sending me these for the purpose of this review.
Giveaways In Progress
I Shipped out the packages for kaewyn , lestermagento, and thelistofjustin for the 1st 3. I still have 2 more going so check out the Innokin ares and Lift reviews here for a chance to win an Ares MTL RTA or a special prize. Contest ends at the end of 2017 and i’ll announce the winners next week Also if you missed my last few reviews Coil Art Dpro133 Kit and Azeroth Sqounk Kit here Innokin Ares MTL RTA and Lift STA here Vaporesso Revenger X and Swag kit here Smoant Gaia and Smoant Rabox Mini here Joyetech ATOPACK dolphin here VooPoo Alpha One: here Zues RTA here Eleaf invoke kit here Vapesoul Vone kit and Wintel EIF Rambo here Conspiracy RDA here C-II and Solo 2 here Ehpro Fusion kit here Vaptio N1 Pro here Aspire Speeder and Smok Priv V8 kit here GTRSGT150 and Ijoy Captain PD1865 kit here C3D1 and VT Inbox here Modefined Sirius here Aeris Vapors and SUA Vapers Juice here Peerless RDTA and Desire Mad Dog Kit here Syntheitcloud Alpine RDTA here Smoant Charon 218 adjustable and Smoant Charon 2118 TS (touch screen) here Therion 75c here Bushido 2 RDA here Tesla ⅔ VV mod here Dot and aura RDAs here Cthulhu Ceto & MRDA here Dead Rabbit and Sumo RDA double Review here Eleaf Ikonn 220 ikonn 200 Smok T-Priv kit t-priv Innokin Kroma-A Kit kroma-a Smok GX2/4 gx2/4 Vaporesso Revenger Kit revenger Coil Art Dpro RDA dpro Carrys T4-R tanks T4-R Vaping AMP Tanker: tanker Asvape Cobra: Cobra Vaptio turbo l rdta and frogman tank. vaptio Geekvape Aegis aegis Sigelei Vfeng vfeng SOI Subzero X Hybrid Mech and RDA SOI Aspire NX 100 NX100 Vaporesso Tarot Pro 160 Mod tarot Laismo Wyvern 235 mod - wyvern Lost vape Drone BF DNA167 mod drone Ammit 25 review ammit Pico 25 kit Review: pico Azathoth RDA review: azathoth Minikin review: minikin Cuboid Tap: tap CKS Icon Review: icon Vapefly fantasy and fantasy mini review: vapefly
Modern games cater too much to human compulsions, Division 2 being a prime example
Back in the day, time spent on games weren't exactly time spent honing an important life-skill, but people played to explore what was around the next corner, to get the physical satisfaction of learning to play well and to get the gratification of beating a game. Then after a limited amount of hours, you would put the game away and maybe even have a good memory that almost feels like something you lived rather than just something you played. If it was really good, you would play it again some years later. Prime examples of this are to me: The secret of Monkey Island, Civilization, Doom, Half life and GTA: Vice City What's the situation often today? You'll play the same game for 1.000 hours, like a retiree mindless playing a slot machine, and you don't even know why any more. Division 2 is a great example. Yeah yeah, all the content is not out yet, and "GIT GUD" and all the other arguments. Fact are, when everything is released, the original content in a game like Division 2 could be played through in 20 hours tops. Everything else is grinding and farming. Now, at the end of the day, we all find ourself somewhere on the spectrum between nihilism (nothing matters) and existentialism (trying to find meaning in the meaninglessness), but whenever you're playing a modern game, try to take a step back and ask yourself "would I play this in and of itself" and "why am I REALLY playing this?"
Am I playing to get the gear needed to play more (fake sense of achievement)
Am I playing the same content again to get the right drop (gambling addiction)
Am I playing the same content again to get a collectible (endorphin rush)
Am I playing the game to collect resources or craftables (hording, which is an evolutionary craving)
Am I playing to clear out an area or get all the achievements (OCD)
If you answer yes to any of those, then you're probably being manipulated, and you really need to ask yourself "To which extent is this just wholesome entertainment and to which extent is it compulsiveness or escapism" And don't even get me started on all the other psychological tricks game developers use to make you spend more time and money on their game. Modern game testing looks more like a psych-evaluation with sensors registering your eye-movement and vitals, not to see if you're entertained, but to see if you're hooked. Caveat: Some games have a social aspect of working together as a team to beat a challenge or beat another team. That's in my view positive, but the underlying factors are often still at play. Ask yourself: "Are we enjoying the actual game and working to improve our ability to play as a team or are we just grinding and farming in a group" and it adds another dilemma: Am I really being social - or am I actually avoiding being social. Games should be entertainment for a while. Not monetized time-sinks.
Despite all the frustrations concerning mid-mission disconnects and the horrendous lag, MGO3 is a pretty fun multiplayer experience. With that said, I just wanted to share a few survival tips for my fellow newbies who are planning to dive out into the battlefield. I hope you find this useful! As a quick note, please remember that these are but mere observations and general advice coming from a fellow MGO newbie (As of this post, I am currently running ENF7/INF16/SCO12 so I don't consider myself the prime authority concerning advanced MGO strategies). I welcome tips and words of wisdom from our more seasoned soldiers in the community, so please don't be shy in sharing your opinions. I will make sure that you are duly credited for them! QUICK NOTE: WallaWallasPSN has created a WIP database for the various unlocks and upgrades for each character class. If you want more detail concerning those, I strongly suggest you follow THIS LINK: MGO UNLOCKS AND UPGRADES TABLE UPDATE: This post has finally become somewhat of a community effort, hence the numerous quote lines. I refuse to take credit for some of the intel contained within this topic, so I prefer to quote the contributor's message instead. I'd like to ask everyone to contribute what they know so far about the game so we can share intel concerning MGO and its functions for everyone to enjoy. Thank you again to those who were kind enough to provide us with valuable information! I will continue to update this post daily as I get more intel. For those of you who don't see your intel here, or were not credited, please inform me ASAP so I can rectify it. Thank you for the contributions, and keep the intel flowing! GENERAL TIPS
EDIT YOUR RADIO COMMS! You can do this by accessing the options screen (hold down the left corner of the touchpad for PS4, I have no idea for XBOX and PS3). Seriously, this will help you and your team A LOT.
AUTOMATCH FOR MORE GEAR POINTS (GP)! You may or may not have seen it in the tips screens, but it really does give you more (approximately 100 GP for a win and half of that for losing). Plus it's more convenient than searching through the match pages and being matched with a run that will force you to disconnect. Also, remember that you get more points if your TEAM WINS, so work together!
FINALIZE YOUR CUSTOMIZATION! Make sure your character appearance is what you want! Once you've created your character there is no turning back, unless you're okay with deleting the character and creating a new one.
SPAM THAT RADIO (L1 for PS4) BUTTON WHEN YOU'RE BEING HELD UP! This will let your entire team know that you're in a lot of trouble.
SHOOT THOSE RED BALLOONS! Remember that your team will always be BLUE while the opposing team will always be RED. So if you see a RED BALLOON, SHOOT IT! Red Balloons means that one of your teammates is about to be fultoned, so do your team a favor and TAKE THAT BALLOON OUT!
USE YOUR WORMHOLES! At some point during a mission, Donna Burke will tell you that your "Wormhole is available". This means that you can use your wormhole device (accessed by holding right on your D-Pad and selecting the device at the bottom of the screen) to pop right beside your designated buddy (which is either assigned to you from the start or one that you made along the way with another player). Use this to get a tactical advantage against your opponents!
KEEP AN EYE ON THE RADAR! Red flashes means that there is an enemy nearby. If you see it, be vigilant and prepare to take the sucker down!
WATCH YOUR WEIGHT! There is a weight-speed indicator at the top right part of your character customization screen. S is the fastest, while D is the slowest. By carefully customizing your character's equipment, you can strike a balance between effectiveness and mobility.
DIVE OFTEN DURING A FIREFIGHT! Avoid sprinting around too much. Make use of the dive (SQUARE for PS4) button to get to areas. I have a sort of tactic that I use which I call the frog leap. You can do this by hitting the dive button (square), followed by the crouch button (X) then another dive towards cover or a different direction. This has saved me so many times in the past, even against heavy arms fire coming from Walker Gears.
INTERROGATE YOUR ENEMIES! By using CQC Choke (Hold R2 near an opponent), you will be able to grab them. Use this time to interrogate them and reveal the location of their teammates.
AS OF CURRENT, GEAR EQUIPMENT IS JUST FOR SHOW. They don't affect your performance at all. I've yet to confirm the existence of gear pieces that affect character performance. If you have intel concerning this, please inform me so I can update this post!
And now for some helpful tips from the community! From pbzeppelin1977
You turn quicker without aiming so its very useful, especially on walkers, to look normally then aim which turns your character much faster. Many times I see a red flash behind me on the radar so I run straight ahead while turning my camera then aim for an instant 180 and shoot them in the face.
You can cancel the reload animation by hitting the quick weapon swap button ( square ps4) Just make sure the bullets are confirmed as being in the weapon. Saves a precious 1-2 seconds on some weapons.
If your teammate is in a CQC hold, don't try to shoot through them to rescue them. They're now a human shield, and you can kill them. You need to actually aim at the enemy holding them and go for a headshot, or run up and CQC them yourself.
Walker Gear have a melee attack. Just press R2 and they'll do a charge forward. I haven't used it on an enemy, so I don't know if it stuns or not.
TC NOTE: It does! I've gotten hit by that charge attack a few times already, and I can safely say that it does. Some interrogation tips from cjm3407r:
After multiple games of getting frustrated with grabbing someone interrogating, then trying to throw them to the ground/choking them out, but I end up letting them go. I assumed there was a bug/lag going on because my first interrogate, I immediately stunned-> fulton'd them. But I clearly had a hold of a person that didn't utilize their break free action. I went into a 1v1 much with my buddy, and we tested that you really only have enough time to interrogate or to stun if they are correctly spamming (Y, triangle). Two things out of this: Defender: If you are grabbed spam your top button (Y, triangle). If the opponent decides to interrogate, they shouldn't be able to also stun-> fulton you. It is crazy how fast you actually get out of their grip. Attacker: If you decide to interrogate, be ready for them to break free. I have not been able to immediately regrab so don't just stand there and try. Both: As i just said you cannot regrab a person that you just let go of and to the OP's post use that dive. When I let go of an interrogated enemy i usually dive immediately use third person camera (non aiming 3rd person) to look at the enemy (much faster as OP pointed out) and then press the left trigger and gun them down.
This is relevant to the person who was grabbed, although I think you have an earlier option to regrab/throw the original attacker. But as players become more experienced, I assume you should be expecting dives if you break free.
One thing I haven't seen, and it took me an educated guess to work it out so for those who aren't aware: When approaching a Walker gear from behind, you can press the CQC button to grab the pilot and knock her out. However you can also press the Action button to shank her and automatically climb into the Walker to operate it yourself. It's essentially a lethal GTA-style hijack.
Whoa, here's an "I didn't know this!" useful tip from Lurefaks:
If you're marked use the cardboard box to remove it, if you hide in it a short time the marker gets transferred to the box. Use it as a decoy!
Here's a tip I figured out in the nick of time: Your non-lethal weapons can shoot down Fulton Balloons. Be it Pistol, Rifle, or shotgun, they're as effective as regular bullets when it comes to popping those balloons (or so it seems).
Character Classes ENFORCERS As far as I know, there is no easy way to level up as an Enforcer. Despite the game saying that this is the mid-difficulty character class, Enforcers have it rough when faced against an opposition composed primarily of Infiltrators. The odds are pretty much stacked against you at the beginning of your run. You will have no stealth camo, nor will you have weapons with decent accuracy. What you will have though is one hell of a body, lots of ammunition and pretty powerful machine guns. Our shieldbrother Doesthisunithaveasol gives us some tough intel:
This is super useful. When fighting against more than one person or even a Walker, two hand your shield and look downwards while crouching. You'll cover your head and feet and you'll live a lot longer than you normally would un protected. If your buddy is close by have them cover you by either getting behind your shield and shooting over your head or use you as bait as they go around and flank. This is also really helpful for pushing upwards through fire and tight corridors.
In other words, press TRIANGLE (PS4) when you're holding up your shield (Hold L2) to fully put it up, giving you a somewhat absolute defense. Additionally, pressing R2 will do the fabled shield bash. Paladin Enforcers go! In later levels, your Enforcer will have the ability to throw a grenade upon death, giving your close ranged killer the palitz for taking you out. I have yet to continue with my Enforcer so I will update this as soon as I get more intel. A quick intel update concerning this function from enelby is as follows:
My main is an enforcer. Please add under the grenade perk section that there is currently a bug and Id say the grenade goes off on death roughly 30% of the time for me. When it does go off its great, killed a lot of infiltrators that way. But its unreliable, I believe this is a bug.
Needless to say if you are running an Enforcer, I highly suggest you stick with it. If the developers did their design well, Enforcers should come up on top as soon as they hit decent levels. Perhaps a full body blast suit in the future? Who knows. Keep your fingers crossed for that walking tank dream. From Turbo_Anbu
Enforcers EVENTUALLY get a grenade launcher attachment for rifles and demolish 3 lets all your nades explode on contact. He's great for Comm's as he can clear any point really fast but it takes awhile to get those perks. Enforcer is no joke a struggle to level up in the beginning and ascending them is going to be a pain that's for sure.
Fellow soldier The_Choob has this amazing contribution to give us concerning the Enforcer class:
My Enforcer is sitting at 28 currently and I can confirm that you unlock some pretty awesome stuff as you go, however this is by far the most challenging class, especially early on. Around 20~ you unlock a sleep grenade launcher which is amazing for crowd control. Three abilities that really stand out (and you acquire them around 15-28):
Weapons+ Tier 3: You gain a second primary weapon slot.
Shield+ Tier 2: You can now fire secondary weapons much more accurately while raising your shield.
And my personal favorite...
Field Report+ Tier 3: Not only do you see ally/enemy deaths, and release a pulse beacon when an enemy is within a close proximity... But you now receive the "suspicious" indicator whenever anyone aims at you. Just like in single player, if someone takes notice of you, you will know it and also their rough position thanks to that radial indicator. This has saved my ass so many times.
Thanks, soldier! Some words of wisdom from our comrade Snack-Toxin:
Once you hit level 10/11, you will unlock the PB Shield. This item will be invaluable for what I am about to suggest.
To truly excel in the role, Automatch Comm Control only. If you combo the PB Shield with the Macht 37, your survival chances with this method greatly increases and you will make the opposition's life a lot harder when it comes to mounting an offense or defense on the Comm Links.
At level 12 you'll unlock Shield+ lvl1. Equip this as soon as you can, you'll be able to raise your shield quicker when engagements get rough.
My main is an enforcer. With demolitions 2/3, you only drop a grenade on death if you have grenades in inventory AND you die from a bullet/explosion. CQC knife kills keep you from dropping, along with having no grenades in reserve.
Enforcers are very easy to level up if you focus on playing C&C (I am assuming he means Comm Control). They dominate that game mode because all of the fighting takes place around certain areas of the map, making their grenades more powerful for offense and their shields more powerful for defense.
INFILTRATORS Ah, the dreaded Infiltrator class. The screen tips state that this class is geared towards advanced players, but on the contrary I found the Infiltrator class to be easier to use than the Enforcer. You will get a Stealth Camo PP at Level 3 so prepare to stick it out until then. The Infiltrator has some decent preset loadouts. Once you hit level 10 (my current level for this class), you will be able to arm your Infiltrator with some nifty non-lethal gear, such as a Bullhorn shotgun that shoots STN bullets. Hell, it'll even come with a silencer so your opponents will literally never know what hit them. Infiltrators also get E.Locators later on (at around level 10 or so I believe). I've found this to be extremely useful in trying to scout out stalking locations and marking enemies, making stealth kills a cinch. Infiltrators run like the wind and hit like a storm, so it kinda worries me that at some point this will all level out, making it a bad choice to grind with at the start. Take this as a precaution because that's how it usually is. Infiltration veteran joeystax shares some sage advice:
Hi I am a level 33 Infil so I will add some tips: As your infiltrator levels up the Scout and Enforcer classes steamroll and start to become much stronger. The Infiltrator takes on a much more secondary role here. At this point you should be either using interrogation 3 to provide support to your teammates or Fulton punch to take on a more prominent role. Interrogation 3 is just flat out better in every way though, no matter if you're playing bounty, C&C, or C&D.
SCOUTS I've just hit level 5 on my scout Currently at level 12 with my scout and I have to say that I am having a blast with this class. It's great to be an asset to the team with the ability to mark targets and snipe them from afar. Even if you don't kill anything, marking alone will net you a steady score (+50 for marking and another +50 if your marked target is taken out), so if you're not good at confrontations, this is your best bet. I forgot which level you're supposed to get these, but at some (early) point you will have a pair of NVG goggles, as well as the E.Locator. The E.Locator is that flashing red or blue grenade thing that you see being thrown around the battlefield; it automatically detects any opponent within its radius, making it an awesome support tool. I've found it to be invaluable during Comm Control missions since it allows my team to check if there are any campers in a control point. Take note that E.Locators MARK opponents that pass through its field. This means that, if thrown in a densely populated location, you will mark all the enemies there and will be awarded marking points as well as assist points if they are taken out. By equipping the Support+ skill (the skill that increases the quantity of your support items), you can pretty much blanket the battlefield with E.Locators. Abuse the heck out of your NVG once you get it, even in broad daylight. This will help you get a better view of the battlefield. At later levels, it will help you to mark stealth camo targets, thus decreasing the effectiveness of Infiltrators. Remember that you are primarily a support class, so make sure that you help your entire team out! Some wise intel from our comrade saudade0513:
Level 20 scout here, my rule of thumb is to shoot first and If I miss the first shot, immediately pull out binoculars and mark him as he runs away. This way it's a win/loss scenario no matter what. Best thing to do as a scout is find a vantage point with good cover and watch over ONE team mate and just be his guardian angel. I can't tell you how many times I racked up points simply watching one guy, marking targets for him and then shooting down fultons if he gets cqc'd. I recommend you mark the target, let the enemy attempt to fulton your team mate, shoot the balloon and pray your teammate isn't a nub to get downed again. It depends on the situation obviously. Most players attempt to fulton but some will try to slit throats which is fine because that means they stay still for a decent opportunity to head shot before they kill your teammate.
Veteran scout /zkDredrick has this to share for future scouts:
So heres a fantastic setup for aspiring Scout Masters once they hit level 20: Sniping+2 LethalWeapons+ Tactical+ *Sniping and Lethal Weapons both reduce your recoil and improve accuracy, and stacked together your shots are almost recoilless. Its amazing. (Muzzle Break is also a must) *Scout 2 will let you zoom in an extra level allowing you to actually have a zoom in on the starting assault rifle with the red dot scope for long range combat. *Tactical 2 gives you 2 extra E.Locators which are an amazing support weapon.
RESEARCH OPERATION: Regarding the Scout's cloak detection ability and NVG function The following are contributions from fellow soldiers concerning the Scout's cloak detection ability, as well as their NVG function. If you guys have any specific information concerning the Scout's ability to detect a cloaked enemy, please send us you intel! UPDATE 1: Intel required! zkDredrick states that NVG +3 is the one that can detect cloaked enemies, but we need solid confirmation UPDATE 2: According to Bloodhand you can see camo enemies as early as NVG+2! Thanks for the intel, soldier! Troops, please confirm this intel. UPDATE 3: Awkward_Lobster has this to share:
You can already mark enemies while they are in camo, but it takes quite a bit longer than usual.
So I'm guessing that as MARKING+ (I forgot the name of the skill) increases in level, it also increases mark speed of camo units? And does this mean NVG+ increases NVG battery life? Intel please! UPDATE 4: Klonik has this to share concerning the Scout's NVG equipment, which zkDredrick also concurs:
I just check. NVG-2 just have more battery and better vision but still cant see detect stealth. For the record NVG2 is extra battery, and improved daytime performance.
UPDATE 5: zkDredrick returns with some intel concerning NVG+3
NVG3: GREATLY enhanced battery and Daytime performance, and also allows the user to see players with Stealth Camo 3. NVG 1/2>Stealth 1/2 Stealth 3>NVG 1/2 NVG 3>Stealth 3
Mission Types I won't cover any tips that are already provided in the game. What I will do, though, is give general tips concerning each mission type, based on my observations. Please feel free to correct me if I am wrong. BOUNTY HUNTER It has been said multiple times already in this subreddit, so PLEASE pretty PLEASE do not shoot enemies who are clearly knocked unconscious. Either let your teammate fulton them, or fulton them yourself. Remember that fultoning enemies will decrease bounty points placed on you or your teammate, as well as awarding the bounty points of the one being fultoned to your team. This has saved my team so many times already in the past, creating incredible clinch wins despite the odds. CLOAK AND DAGGER If you are DEFENDING the data discs, stop running around and hunting for your targets. I have experienced coordinated disc thefts from a team that may be using voice chat before, with one stealing the first data disc to send our entire team running towards that target, and another stealing the second disc and making a dash towards the goal. If you are on the defense and you do lose the data disc, then you might want to consider running TOWARDS THE DROP OFF POINTS, since that's where they'll be taking those discs. A small albeit useful tip from Pussrumpa:
Plush Traps and Fulton Cannons persist after death in C&D, I have several matches solo and even more for my surviving team this way. Place them intelligently, think from the enemy perspective.
In C&D you should place stuffed animals near disc drop off points. Halfway through the match a player will inevitably make their way to one and netting you those 200-400 extra points can be the difference between a win and a loss. It will also let you know where the enemy is.
If you are on the OFFENSIVE, DO NOT RUSH. The odds are pretty much stacked against you, and every time someone in your team gets spotted, everyone loses their camo for a few seconds. Sneak carefully towards the discs and do not grab it immediately. Make sure that the enemy team is at a decent distance away from you before doing so. Once you have it, run like hell. If you see an opponent, run the other way. Don't even try to engage. Some excellent advice coming from fellow soldier joeystax:
In C&D your camo is almost completely invisible in dense foliage. Try to stay prone in the foliage for as long as possible. People will be meters away from you and still not see you at all. You can use the wormhole when you have a disc in your possession. Stay away from your buddy and as soon as you grab the disc, use the wormhole to disappear. From that point on, stealthily make your way back to base.
If you're pretty confident about what you can do, you may want to consider taking the guards out. Remember that this is a no respawn mode, meaning that for every guy you take out, that's one less dude for you to worry about. You've got the element of surprise on your side, so put it to good use. Take out a few of your opponents first before doing a snatch and run. COMM CONTROL This one's my personal favorite. Comm Control is pretty much like Capture Points in Team Fortress with a twist. If you are on the assault (meaning that you will be downloading the data), your objective should be to keep the download going. Remember that for each comm link you capture, the data gets uploaded faster. Please refrain from camping out one comm link, as that will decrease your chances of a faster upload. When starting the mission, it's a pretty standard tactic to run towards the nearest comm link. However, I find it more tactical to divide and conquer by running towards the farthest comm link and capturing it, seeing as the opponent will more often than not try to make a dash towards the comm link nearest to us. If you lose a comm link, do not panic and try to capture it back; remember that the enemy may have concentrated their efforts there, so it's strategic to go for the comm link farthest from the one that was captured. In the event that you have captured all the comm links, you should then concentrate your efforts in defending the one farthest from your base. Remember that you can spawn near captured comm links, so use this to your advantage! The defending side follows the same principles as the assault side. However, in this scenario your objective should be to prevent the data from being uploaded until time runs out. You can slow down or completely halt the download by pushing the enemy forces back. Enforcers should keep the pressure on by keeping away any capture attempts on the comm links, Infiltrators should utilize their stealth to take out any solo operatives trying to capture undefended locations, and scouts should do their best to mark targets for the entire team. Needless to say, even though you start out with a tactical advantage, defense is extremely hard. The odds will quickly tip against you if you're not careful, so practice constant vigilance. pbzeppelin1977 has some general tactical intel to add:
In Comm Control it's often useful to sacrifice yourself to cap/neutralise the Comm instead of running away 3 seconds before when someone turns up. As important as your K/D is you'll get more points for winning and simply disrupting one Comm will stop/slow their timer of only for a short while but St the same time when you cap it it's still more progress. You can booby trap the discs in C&D with C4 and they can't do anything with nonlethal weapons. You can do this with Comm Control but flying bullets and explosives often prematurely set them off. Running while stealthed does not make it run out quicker. Many locations, especially on rush maps, can get you easy points by throwing support weapons, stun, firebomb, echo locator etc, early on. Along the southern Road in Amber Station for example.
I find it beneficial to customize your loadouts based on the game mode you're playing. I say this mostly because a custom loadout for C&D (Attacking Team) will potentially be much better than any of the default ones offered. Especially for Infiltrators, because you don't need the stealth camo perk due to the perma stealth when on the attacking team. This allows Infiltrators to pick up something else in it's place. I recommend Non-Lethal aim for all classes and Interrogation for Infiltrators, but perk choice will vary according to each person's playstyle. Also, don't forget to add attachments to your weapons! Note: If you do make a custom loadout for C&D don't forget to switch loadouts when it's your team's turn to defend! You will have no weapons if you don't swap out!
And with that said, here ends my first update. I hope you found this information useful, and I look forward to seeing you in the battlefield!
[ROUGH GUIDE] Beginner Tips For MGO3 (x-post from /r/mgo)
Despite all the frustrations concerning mid-mission disconnects and the horrendous lag, MGO3 is a pretty fun multiplayer experience. With that said, I just wanted to share a few survival tips for my fellow newbies who are planning to dive out into the battlefield. I hope you find this useful! As a quick note, please remember that these are but mere observations and general advice coming from a fellow MGO newbie (As of this post, I am currently running ENF7/INF16/SCO12 so I don't consider myself the prime authority concerning advanced MGO strategies). I welcome tips and words of wisdom from our more seasoned soldiers in the community, so please don't be shy in sharing your opinions. I will make sure that you are duly credited for them! UPDATE: This post has finally become somewhat of a community effort, hence the numerous quote lines. I refuse to take credit for some of the intel contained within this topic, so I prefer to quote the contributor's message instead. I'd like to ask everyone to contribute what they know so far about the game so we can share intel concerning MGO and its functions for everyone to enjoy. Thank you again to those who were kind enough to provide us with valuable information! I will continue to update this post daily as I get more intel. NOTE TO CONTRIBUTORS: So far, we need intel concerning the following:
Gear equipment, and if there are any that affect performance
A breakdown of the upgrades you get per level, per class
Any other additional intel you may be willing to share
Thank you for the contributions, and keep the intel flowing! GENERAL TIPS
EDIT YOUR RADIO COMMS! You can do this by accessing the options screen (hold down the left corner of the touchpad for PS4, I have no idea for XBOX and PS3). Seriously, this will help you and your team A LOT.
AUTOMATCH FOR MORE GEAR POINTS (GP)! You may or may not have seen it in the tips screens, but it really does give you more (approximately 100 GP for a win and half of that for losing). Plus it's more convenient than searching through the match pages and being matched with a run that will force you to disconnect. Also, remember that you get more points if your TEAM WINS, so work together!
FINALIZE YOUR CUSTOMIZATION! Make sure your character appearance is what you want! Once you've created your character there is no turning back, unless you're okay with deleting the character and creating a new one.
SPAM THAT RADIO (L1 for PS4) BUTTON WHEN YOU'RE BEING HELD UP! This will let your entire team know that you're in a lot of trouble.
SHOOT THOSE RED BALLOONS! Remember that your team will always be BLUE while the opposing team will always be RED. So if you see a RED BALLOON, SHOOT IT! Red Balloons means that one of your teammates is about to be fultoned, so do your team a favor and TAKE THAT BALLOON OUT!
USE YOUR WORMHOLES! At some point during a mission, Donna Burke will tell you that your "Wormhole is available". This means that you can use your wormhole device (accessed by holding right on your D-Pad and selecting the device at the bottom of the screen) to pop right beside your designated buddy (which is either assigned to you from the start or one that you made along the way with another player). Use this to get a tactical advantage against your opponents!
KEEP AN EYE ON THE RADAR! Red flashes means that there is an enemy nearby. If you see it, be vigilant and prepare to take the sucker down!
WATCH YOUR WEIGHT! There is a weight-speed indicator at the top right part of your character customization screen. S is the fastest, while D is the slowest. By carefully customizing your character's equipment, you can strike a balance between effectiveness and mobility.
DIVE OFTEN! Avoid sprinting forward too much. Make use of the dive (SQUARE for PS4) button to get to areas. I have a sort of tactic that I use which I call the frog leap. You can do this by hitting the dive button (square), followed by the crouch button (X) then another dive towards cover or a different direction. This has saved me so many times in the past, even against heavy arms fire coming from Walker Gears.
INTERROGATE YOUR ENEMIES! By using CQC Choke (Hold R2 near an opponent), you will be able to grab them. Use this time to interrogate them and reveal the location of their teammates.
AS OF CURRENT, GEAR EQUIPMENT IS JUST FOR SHOW. They don't affect your performance at all. I've yet to confirm the existence of gear pieces that affect character performance. If you have intel concerning this, please inform me so I can update this post!
And now for some helpful tips from the community! From pbzeppelin1977
You turn quicker without aiming so its very useful, especially on walkers, to look normally then aim which turns your character much faster. Many times I see a red flash behind me on the radar so I run straight ahead while turning my camera then aim for an instant 180 and shoot them in the face.
You can cancel the reload animation by hitting the quick weapon swap button ( square ps4) Just make sure the bullets are confirmed as being in the weapon. Saves a precious 1-2 seconds on some weapons.
If your teammate is in a CQC hold, don't try to shoot through them to rescue them. They're now a human shield, and you can kill them. You need to actually aim at the enemy holding them and go for a headshot, or run up and CQC them yourself.
Walker Gear have a melee attack. Just press R2 and they'll do a charge forward. I haven't used it on an enemy, so I don't know if it stuns or not.
TC NOTE: It does! I've gotten hit by that charge attack a few times already, and I can safely say that it does. Some interrogation tips from cjm3407r:
After multiple games of getting frustrated with grabbing someone interrogating, then trying to throw them to the ground/choking them out, but I end up letting them go. I assumed there was a bug/lag going on because my first interrogate, I immediately stunned-> fulton'd them. But I clearly had a hold of a person that didn't utilize their break free action. I went into a 1v1 much with my buddy, and we tested that you really only have enough time to interrogate or to stun if they are correctly spamming (Y, triangle). Two things out of this: Defender: If you are grabbed spam your top button (Y, triangle). If the opponent decides to interrogate, they shouldn't be able to also stun-> fulton you. It is crazy how fast you actually get out of their grip. Attacker: If you decide to interrogate, be ready for them to break free. I have not been able to immediately regrab so don't just stand there and try. Both: As i just said you cannot regrab a person that you just let go of and to the OP's post use that dive. When I let go of an interrogated enemy i usually dive immediately use third person camera (non aiming 3rd person) to look at the enemy (much faster as OP pointed out) and then press the left trigger and gun them down.
This is relevant to the person who was grabbed, although I think you have an earlier option to regrab/throw the original attacker. But as players become more experienced, I assume you should be expecting dives if you break free.
One thing I haven't seen, and it took me an educated guess to work it out so for those who aren't aware: When approaching a Walker gear from behind, you can press the CQC button to grab the pilot and knock her out. However you can also press the Action button to shank her and automatically climb into the Walker to operate it yourself. It's essentially a lethal GTA-style hijack.
Whoa, here's an "I didn't know this!" useful tip from Lurefaks:
If you're marked use the cardboard box to remove it, if you hide in it a short time the marker gets transferred to the box. Use it as a decoy!
Character Classes QUICK NOTE: WallaWallasPSN has created a WIP database for the various unlocks and upgrades for each character class. If you want more detail concerning those, I strongly suggest you follow THIS LINK: MGO UNLOCKS AND UPGRADES TABLE ENFORCERS As far as I know, there is no easy way to level up as an Enforcer. Despite the game saying that this is the mid-difficulty character class, Enforcers have it rough when faced against an opposition composed primarily of Infiltrators. The odds are pretty much stacked against you at the beginning of your run. You will have no stealth camo, nor will you have weapons with decent accuracy. What you will have though is one hell of a body, lots of ammunition and pretty powerful machine guns. In later levels, your Enforcer will have the ability to throw a grenade upon death, giving your close ranged killer the palitz for taking you out. I have yet to continue with my Enforcer so I will update this as soon as I get more intel. A quick intel update concerning this function from enelby is as follows:
My main is an enforcer. Please add under the grenade perk section that there is currently a bug and Id say the grenade goes off on death roughly 30% of the time for me. When it does go off its great, killed a lot of infiltrators that way. But its unreliable, I believe this is a bug.
Needless to say if you are running an Enforcer, I highly suggest you stick with it. If the developers did their design well, Enforcers should come up on top as soon as they hit decent levels. Perhaps a full body blast suit in the future? Who knows. Keep your fingers crossed for that walking tank dream. From Turbo_Anbu
Enforcers EVENTUALLY get a grenade launcher attachment for rifles and demolish 3 lets all your nades explode on contact. He's great for Comm's as he can clear any point really fast but it takes awhile to get those perks. Enforcer is no joke a struggle to level up in the beginning and ascending them is going to be a pain that's for sure.
Fellow soldier The_Choob has this amazing contribution to give us concerning the Enforcer class:
My Enforcer is sitting at 28 currently and I can confirm that you unlock some pretty awesome stuff as you go, however this is by far the most challenging class, especially early on. Around 20~ you unlock a sleep grenade launcher which is amazing for crowd control. Three abilities that really stand out (and you acquire them around 15-28):
Weapons+ Tier 3: You gain a second primary weapon slot.
Shield+ Tier 2: You can now fire secondary weapons much more accurately while raising your shield.
And my personal favorite...
Field Report+ Tier 3: Not only do you see ally/enemy deaths, and release a pulse beacon when an enemy is within a close proximity... But you now receive the "suspicious" indicator whenever anyone aims at you. Just like in single player, if someone takes notice of you, you will know it and also their rough position thanks to that radial indicator. This has saved my ass so many times.
Thanks, soldier! Some words of wisdom from our comrade Snack-Toxin:
Once you hit level 10/11, you will unlock the PB Shield. This item will be invaluable for what I am about to suggest.
To truly excel in the role, Automatch Comm Control only. If you combo the PB Shield with the Macht 37, your survival chances with this method greatly increases and you will make the opposition's life a lot harder when it comes to mounting an offense or defense on the Comm Links.
At level 12 you'll unlock Shield+ lvl1. Equip this as soon as you can, you'll be able to raise your shield quicker when engagements get rough.
My main is an enforcer. With demolitions 2/3, you only drop a grenade on death if you have grenades in inventory AND you die from a bullet/explosion. CQC knife kills keep you from dropping, along with having no grenades in reserve.
Enforcers are very easy to level up if you focus on playing C&C (I am assuming he means Comm Control). They dominate that game mode because all of the fighting takes place around certain areas of the map, making their grenades more powerful for offense and their shields more powerful for defense.
INFILTRATORS Ah, the dreaded Infiltrator class. The screen tips state that this class is geared towards advanced players, but on the contrary I found the Infiltrator class to be easier to use than the Enforcer. You will get a Stealth Camo PP at Level 3 so prepare to stick it out until then. The Infiltrator has some decent preset loadouts. Once you hit level 10 (my current level for this class), you will be able to arm your Infiltrator with some nifty non-lethal gear, such as a Bullhorn shotgun that shoots STN bullets. Hell, it'll even come with a silencer so your opponents will literally never know what hit them. Infiltrators run like the wind and hit like a storm, so it kinda worries me that at some point this will all level out, making it a bad choice to grind with at the start. Take this as a precaution because that's how it usually is. Infiltration veteran joeystax shares some sage advice:
Hi I am a level 33 Infil so I will add some tips: As your infiltrator levels up the Scout and Enforcer classes steamroll and start to become much stronger. The Infiltrator takes on a much more secondary role here. At this point you should be either using interrogation 3 to provide support to your teammates or Fulton punch to take on a more prominent role. Interrogation 3 is just flat out better in every way though, no matter if you're playing bounty, C&C, or C&D.
SCOUTS I've just hit level 5 on my scout Currently at level 12 with my scout and I have to say that I am having a blast with this class. It's great to be an asset to the team with the ability to mark targets and snipe them from afar. Even if you don't kill anything, marking alone will net you a steady score (+50 for marking and another +50 if your marked target is taken out), so if you're not good at confrontations, this is your best bet. I forgot which level you're supposed to get these, but at some point you will have a pair of NVG goggles, as well as the E.Locator. The E.Locator is that flashing red or blue grenade thing that you see being thrown around the battlefield; it automatically detects any opponent within its radius, making it an awesome support tool. I've found it to be invaluable during Comm Control missions since it allows my team to check if there are any campers in a control point. Abuse the heck out of your NVG once you get it. At later levels, it will help you to mark stealth camo targets, thus decreasing the effectiveness of Infiltrators. Remember that you are primarily a support class, so make sure that you help your entire team out! Some wise intel from our comrade saudade0513:
Level 20 scout here, my rule of thumb is to shoot first and If I miss the first shot, immediately pull out binoculars and mark him as he runs away. This way it's a win/loss scenario no matter what. Best thing to do as a scout is find a vantage point with good cover and watch over ONE team mate and just be his guardian angel. I can't tell you how many times I racked up points simply watching one guy, marking targets for him and then shooting down fultons if he gets cqc'd. I recommend you mark the target, let the enemy attempt to fulton your team mate, shoot the balloon and pray your teammate isn't a nub to get downed again. It depends on the situation obviously. Most players attempt to fulton but some will try to slit throats which is fine because that means they stay still for a decent opportunity to head shot before they kill your teammate.
RESEARCH OPERATION: Regarding the Scout's cloak detection ability and NVG function The following are contributions from fellow soldiers concerning the Scout's cloak detection ability, as well as their NVG function. If you guys have any specific information concerning the Scout's ability to detect a cloaked enemy, please send us you intel! UPDATE 1: Intel required! zkDredrick states that NVG +3 is the one that can detect cloaked enemies, but we need solid confirmation UPDATE 2: According to Bloodhand you can see camo enemies as early as NVG+2! Thanks for the intel, soldier! Troops, please confirm this intel. UPDATE 3: Awkward_Lobster has this to share:
You can already mark enemies while they are in camo, but it takes quite a bit longer than usual.
So I'm guessing that as MARKING+ (I forgot the name of the skill) increases in level, it also increases mark speed of camo units? And does this mean NVG+ increases NVG battery life? Intel please! UPDATE 4: Klonik has this to share concerning the Scout's NVG equipment, which zkDredrick also concurs:
I just check. NVG-2 just have more battery and better vision but still cant see detect stealth. For the record NVG2 is extra battery, and improved daytime performance.
UPDATE 5: zkDredrick returns with some intel concerning NVG+3
NVG3: GREATLY enhanced battery and Daytime performance, and also allows the user to see players with Stealth Camo 3. NVG 1/2>Stealth 1/2 Stealth 3>NVG 1/2 NVG 3>Stealth 3
Mission Types I won't cover any tips that are already provided in the game. What I will do, though, is give general tips concerning each mission type, based on my observations. Please feel free to correct me if I am wrong. BOUNTY HUNTER It has been said multiple times already in this subreddit, so PLEASE pretty PLEASE do not shoot enemies who are clearly knocked unconscious. Either let your teammate fulton them, or fulton them yourself. Remember that fultoning enemies will decrease bounty points placed on you or your teammate, as well as awarding the bounty points of the one being fultoned to your team. This has saved my team so many times already in the past, creating incredible clinch wins despite the odds. CLOAK AND DAGGER If you are DEFENDING the data discs, stop running around and hunting for your targets. I have experienced coordinated disc thefts from a team that may be using voice chat before, with one stealing the first data disc to send our entire team running towards that target, and another stealing the second disc and making a dash towards the goal. If you are on the defense and you do lose the data disc, then you might want to consider running TOWARDS THE DROP OFF POINTS, since that's where they'll be taking those discs. A small albeit useful tip from Pussrumpa:
Plush Traps and Fulton Cannons persist after death in C&D, I have several matches solo and even more for my surviving team this way. Place them intelligently, think from the enemy perspective.
In C&D you should place stuffed animals near disc drop off points. Halfway through the match a player will inevitably make their way to one and netting you those 200-400 extra points can be the difference between a win and a loss. It will also let you know where the enemy is.
If you are on the OFFENSIVE, DO NOT RUSH. The odds are pretty much stacked against you, and every time someone in your team gets spotted, everyone loses their camo for a few seconds. Sneak carefully towards the discs and do not grab it immediately. Make sure that the enemy team is at a decent distance away from you before doing so. Once you have it, run like hell. If you see an opponent, run the other way. Don't even try to engage. Some excellent advice coming from fellow soldier joeystax:
In C&D your camo is almost completely invisible in dense foliage. Try to stay prone in the foliage for as long as possible. People will be meters away from you and still not see you at all. You can use the wormhole when you have a disc in your possession. Stay away from your buddy and as soon as you grab the disc, use the wormhole to disappear. From that point on, stealthily make your way back to base.
If you're pretty confident about what you can do, you may want to consider taking the guards out. Remember that this is a no respawn mode, meaning that for every guy you take out, that's one less dude for you to worry about. You've got the element of surprise on your side, so put it to good use. Take out a few of your opponents first before doing a snatch and run. COMM CONTROL This one's my personal favorite. Comm Control is pretty much like Capture Points in Team Fortress with a twist. If you are on the assault (meaning that you will be downloading the data), your objective should be to keep the download going. Remember that for each comm link you capture, the data gets uploaded faster. Please refrain from camping out one comm link, as that will decrease your chances of a faster upload. When starting the mission, it's a pretty standard tactic to run towards the nearest comm link. However, I find it more tactical to divide and conquer by running towards the farthest comm link and capturing it, seeing as the opponent will more often than not try to make a dash towards the comm link nearest to us. If you lose a comm link, do not panic and try to capture it back; remember that the enemy may have concentrated their efforts there, so it's strategic to go for the comm link farthest from the one that was captured. In the event that you have captured all the comm links, you should then concentrate your efforts in defending the one farthest from your base. Remember that you can spawn near captured comm links, so use this to your advantage! The defending side follows the same principles as the assault side. However, in this scenario your objective should be to prevent the data from being uploaded until time runs out. You can slow down or completely halt the download by pushing the enemy forces back. Enforcers should keep the pressure on by keeping away any capture attempts on the comm links, Infiltrators should utilize their stealth to take out any solo operatives trying to capture undefended locations, and scouts should do their best to mark targets for the entire team. Needless to say, even though you start out with a tactical advantage, defense is extremely hard. The odds will quickly tip against you if you're not careful, so practice constant vigilance. pbzeppelin1977 has some general tactical intel to add:
In Comm Control it's often useful to sacrifice yourself to cap/neutralise the Comm instead of running away 3 seconds before when someone turns up. As important as your K/D is you'll get more points for winning and simply disrupting one Comm will stop/slow their timer of only for a short while but St the same time when you cap it it's still more progress. You can booby trap the discs in C&D with C4 and they can't do anything with nonlethal weapons. You can do this with Comm Control but flying bullets and explosives often prematurely set them off. Running while stealthed does not make it run out quicker. Many locations, especially on rush maps, can get you easy points by throwing support weapons, stun, firebomb, echo locator etc, early on. Along the southern Road in Amber Station for example.
And with that said, here ends my first update. I hope you found this information useful, and I look forward to seeing you in the battlefield!
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