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This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
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Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
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Movie of the Week: …That’s a lot of Hawkmoon
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As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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Moving into High-Level PvE: Guide for Beginners (Part 1, Season 12 update)

Season 12 Update: What’s New

· Updated mods section to reflect new mod structure
· A few updated thoughts on Stasis classes
· Significant update to Warmind Cell section, including information on Seventh Seraph weapons
· New recommendations for defensive and offensive mod loadouts
· Recommendations updated for Season 12 mods
· Weapons recommendations
Part 2 of this guide is here: https://www.reddit.com/DestinyTheGame/comments/k5fzne/moving_into_highlevel_pve_guide_for_beginners/

Before We Get Started

Why you should trust me

I’ve got a few hundred raid completions, including flawless completions of the post-year 1 raids, and I’ve soloed each of the dungeons flawlessly as well. But also: I’m not an amazing player; I’d say I’m above average but I am nowhere near as talented as some of the people whose videos you can watch online, or indeed who are in my clan. I am someone who has to work hard to get good and who makes up for a lack of talent with stubbornness and a willingness to learn from my mistakes.
So this advice is not for the amazing D2 player. It’s for someone who’s just starting to move into raiding or is thinking about working on raid triumphs, or soloing a dungeon for the first time, or maybe dreaming of earning the Conqueror title. My main goal is to help you become a better teammate—to know what weapons, mods, and armor you need in different situations, and to learn how to use them. Hopefully I’ll answer your basic questions and give you a starting point from which you can learn more.

What do I mean by high-level PvE content?

  1. Raids: multi-encounter structures that require team coordination and adaptation to/knowledge of various raid-specific mechanics (ball throwing, buff swapping, tethering, cranium charging, etc.)
  2. Sublight challenges: master and grandmaster nightfalls, master nightmare hunts, solo 1280 lost sectors, 1280 empire hunts, or any new content where players are likely to be 0-25 light levels below the enemies they face. This content includes raids and dungeons in their initial season of being offered.
  3. Solo challenges: attempts to accomplish 1 and 2 by yourself or with a suboptimal team (like doing a raid with three people instead of six).

General Advice

As you begin to push into more challenging content, one lesson is key: dying is not good. That’s kind of a strange lesson to have to learn, but the reality is that Destiny does not punish you much for dying in ordinary content. That makes it easy to develop habits that will serve you poorly in raids and other situations, where dying can lead to a cascading series of mishaps that will cause a wipe or an extinguish mechanic. So one of your main goals as you start playing in these situations is to try to get better at not dying.
The other thing to begin to learn—and which the game does not really force you to learn—is how to make weapons, armor, and ability builds that synergize both internally, in relation to your own character, and externally, in relation to your teammates and the environment. Understanding, for instance, not only your role in a given raid encounter but the roles of your teammates, and knowing what classes or weapons they’re running so that you can communicate with them about what to do next, are both critical to becoming a stronger team player. And understanding how your armor and weapons, your mods and class abilities, all interact is critical to your being able to maximize your impact as a solo player.
All this advice is focused on building up the basic sets of gear that will help you through difficult PvE content. I have probably forgotten many things, and of course you can always do things with an off-meta or weird loadout, either because you’re a masochist or because you want to challenge yourself. What’s below focuses on the basics.

Part 1: Armor and Armor Mods

In general a good PvE build will be a fully masterworked set of armor with high recovery and discipline or intellect. (Resilience sounds good but has only a very small impact on PvE combat.) For raids you might end up using melee abilities, but for sublight content you will mostly be fighting at range, and meleeing only in a panic. Grenades have a wide variety of important uses (hence discipline), and supers (and super energy) are also always useful (hence intellect), so spec into one of those if you can. In general armor stats matter much less in PvE than PvP; your armor mods will almost certainly not be focused on other things, which we’ll discuss in a second.
For now it’s worth noting that high-end PvE content tends to feature a pretty limited set of class and subclass options, along with a certain number of key exotic armor pieces.
Hunters: (1) Top or bottom tree void, with Orpheus Rigs (especially top tree) or Sixth Coyote or Wormhusk Crown (the last two for solo especially). (2) Bottom tree solar with Celestial Nighthawk for one-shot boss damage, mainly in raids. (3) Middle tree solar with Assassin’s Cowl for heal on knife melee, for solo content. (4) Stasis, especially for solo content where the grenades and debuffs help with champions.
Titans: (1) Top tree void, for the bubble, along with the Helm of Saint-14 (in some circumstances), or (2) middle tree void, for the barrier, with Ursa Furiosas for orb generation. In some situations, particularly when using Xenophage, Titans will run with Actium War Rigs for the reload benefit.
Warlocks: (1) Top tree void with Contraverse Hold gauntlets for frequent charged grenade use, or (2) Bottom tree void with Nezarec’s Sin, for a devour-focused build especially useful for soloing content (in which case you would want to be running a void energy weapon). (3) Much more often, middle tree solar with either Phoenix Protocol for super regen or Lunafaction Boots for reload benefit, for almost any content involving groups. (4) Middle tree arc with Geomag Stabilizers for some high-end content like grandmaster nightfalls.
Season 12 has added stasis subclasses to all three groups. One of the huge advantages of all stasis supers is that they allow for significant crowd control—for slowing and stunning enemies to take them temporarily or permanently out of the fight. This is true for supers, melees, and grenades. Of the three stasis classes I find the Warlock and Titans supers a bit weak for high-end content, but the grenades and melees to be very strong (especially when paired with the correct seasonal mods).
Note that the most common subclasses for group content are the ones that boost the entire team (Titan bubble, Warlock well), protect the entire team (Titan barrier), make allies invisible (Hunter smoke grenade on bottom tree), or control/manage and debuff enemies (Hunter tether, the stasis classes). Solo players tend to focus intensely on survival abilities—the Warlock devour, the Hunter invis, or the healing melees of top tree void Titan, bottom tree arc Titan, or top tree Arc hunter.
The other thing to say is that roaming supers—arc Hunter, solar or arc Titan, top and bottom arc Warlock, middle void Warlock—are generally not good in high-end PvE, especially if you’re sublight. They simply don’t deal enough damage quickly enough to be viable. This kind of content emphasizes one-shot supers like Celestial/Golden Gun or Nova Bomb for damage, and supers like the well or Titan barriebubbles, for protection.
Must-have exotic armor: Hunter: Orpheus Rigs and Celestial Nighthawk (for group play), Sixth Coyote (solo). Titan: Helm of Saint-14, Ursa Furiosa, Actium War Rig (group), Synthoceps (solo). Warlock: Phoenix Protocol, Lunfaction Boots, and Contraverse Hold (group or solo), Nezarec’s Sin (solo). Of the new Season 12 armor exotics, three have some utility here: Icefall Mantle, which can allow a Titan to tank a single champion (at 10-15 light levels below, at 25 this becomes quite hard); Necrotic Grips, good for Warlocks doing low-level add clear in raids, and Precious Scars, the Titan helmet that gives an overshield when rezzing—very useful in grandmaster nightfalls where a rez can often be a deathtrap.
In season 12, changes to the seasonal artifact mean that only solar and stasis subclasses have the ability to stun Overload champions with their grenades; this means that those classes have suddenly become more viable (and void less dominant) for high-end PvE work. More on that later.

Armor Mods

The key difference between high-level PvE content and ordinary content or PvP content is the importance of armor mods. Where PvP builds tend to focus on statistics like Recovery or Mobility, PvE armor tends to focus on damage resistance.
The Destiny mod system is unfortunately pretty bewildering. There are many many choices and it’s not clear how much any of them matters. So let me cover a few things—all of these now updated for Season 12.

The first mod slot

This mod slot allows you to boost your character’s basic stats. For group PvE content, you’ll want to focus on Recovery (which affects how quickly your health begins to regen when you’re not being hit), Intellect (which increases super regen speed), and Discipline (for grenades). For solo content that relies heavily on a single ability to survive—like the Hunter’s dodge, which regens faster with high Mobility, or the Titan’s healing void melee, which regens faster with high Strength—you will want to focus on those things specifically.
In the previous seasons this mod slot could be used for resistance mods, which are central to many PvE builds. But that has all gone away with Season 12, which means that this slot is less interesting, and less important, than it used to be.

Legacy, Combat, and Raid mod slots

These should be focused on one or more of the following goals, in order of importance:
  1. Resistance mods (on chest armor) that reduce incoming damage
  2. Mods that stun or disrupt or otherwise affect champions (arms or class item)
  3. Raid-specific mods (final mod slot only, and only on raid armor)
  4. Charged with Light and Warmind Cell mods (fourth slot)
  5. Ammo Finder (helmet) and Ammo Scavenger (boots) mods.
  6. For grandmaster nightfalls in particular, finisher mods (mainly Special Finisher) that go on your class item and allow you to trade super energy for special ammo drops.

Resistance Mods

Resistance mods come in four types: energy, melee, sniper, and concussive dampener. They all go on your chest armor. Melee reduces any damage done within 5m (does not have to be melee damage) by 25%. Sniper does the same for damage done from 29m or farther. Concussive reduces splash damage from grenades/boomers. These mods stack, with the second mod getting you to 40% damage resistance. The same goes for the energy resist mods.
Since you only have two slots, you will probably want to change them depending on the activity. For Gambit or really any content where you’re at or above the appropriate power level, melee/concussive or melee/melee is quite strong, since you’ll probably be mixing it up with mobs on the regular. For grandmaster nightfalls and other sublight content, snipeconcussive is a good place to start.

Anti-Champion Mods

These mods come in two types: weapon-specific mods, which go on your arms, and grenade or melee mods, which go on your class item. These mods come from the seasonal artifact and therefore change each season (which is why I have to update this guide).
Most high-end content will have two kinds of champions, so you’ll want to go into encounters making sure that you or your fireteam can stun, disrupt, or stagger the appropriate champions with the appropriate weapons.
For season 12 these mods are: Unstoppable Schwarzschild Condenser (2-Cost, Class Item), which allows Void melees to stagger Unstoppables, and Thermal Overload (2-Cost, Class Item), which allows solar and stasis grenades to disrupt Overload champions.
Another very useful champion mod in season 12 is Surge Eater, which restores your grenade whenever you stagger or disrupt a champion. You can combine this with Thermal Overload to stun Overload champions and immediately get your grenade back, allowing you to stun them again as soon as that’s possible.
In general I would say that the most obvious/basic combo this season is Surge EateThermal Overload… the melee mods are going to be hard to use because it’s going to be hard to get close enough to champions (in sublight content) to actually land a melee hit. The same is true for the Unstoppable Shotgun mod, which is also very highly priced at 7 energy.

Raid and Other Activity-Specific Mods (5th slot)

These include mods that affect Last Wish, Garden of Salvation, and the Deep Stone Crypt, as well as Nightmare Hunts on the moon. For Last Wish Taken Barrier and Taken Armaments are both incredibly useful; for GoS you really only need Enhanced Relay Defender.
For Nightmare Hunts I find that only the Nightmare Breaker mods really come in handy; the others not so much. You can read more about them here: https://www.reddit.com/DestinyTheGame/comments/dkpssk/breakdown_of_the_nightmare_mods_banisher_breake.
In Year 2 and Year 3 armor, these mods go in the fourth slot. Year 4 (Beyond Light) armor has a fifth dedicated slot for these mods, which frees up the fourth slot for other things.
Early analysis of the DSC mods suggests that for most six-person content they are not really worthwhile. See here: https://www.reddit.com/DestinyTheGame/comments/k2mi9s/quick_look_at_the_dsc_raid_mods_minus_suppresso?utm_source=share&utm_medium=ios_app&utm_name=iossmf

Charged with Light Mods

The CwL system works as follows: certain mods (colored in green) give you stacks of CwL, up to a maximum of two stacks. Other mods (yellow) spend those stacks. And a third set of mods (white) changes the number of stacks you get or can have (increases your stack maximum, up to five, or gives you two stacks instead of one each time you get a stack).
The basic system is this: (1) Get CwL (2) Spend CwL. The easiest way to get CwL is to use the Taking Charge mod, which gives you charges for picking up a light orb. Combined with a masterworked weapon that drops orbs on fast kills, you can pretty much guarantee that you’ll spend most of the time CwL. You can also get charges from mods that give charges on weapon damage (kills with a certain weapon give you charges) or action triggers (breaking a shield, doing a finisher). For Season 12, Abyssal Charge, in the sixth row of the artifact, will give you CwL for void melee final blows.
So now you have charges. How should you spend them? One option is to look for damage resistance or damage buffs. The best damage resist mod is Protective Light, an absolutely crucial choice that gives you 50% damage resistance when an enemy breaks your shield. I use it almost all the time. Useful damage boost mods include High-Energy Fire (generic 20% damage buff till you kill an enemy), Lucent Blade (for swords), and Surprise Attack (for sidearms).
Other CwL mods will give you chances to drop special ammo, return grenade or melee energy, heal you on grenade kills, and more.
For lower-level PvE content I tend to use damage mods like Lucent Blade or Surprise Attack. For scarier content I’m almost always on Protective Light.
If you have room for mods that increase your stacks, Stacks on Stacks (gives two stacks for each one you earn), Charged Up (increases total stacks by one), and Superpowered (increases total stacks by two) are all useful here.
TL:DR: if you do nothing else use Taking Charge (green) and Protective Light (yellow), and get more fancy once you understand more.

Warmind Cell mods

Like Charged with Light, this system involves creating an opportunity to affect the gameworld (by making a Warmind Cell), and then using that opportunity (the Cell) in a certain way. You create a cell by getting a kill using a Seraph weapon (which now are world drops; Ikelos 1.2 weapons also count as Seraph Weapons). Once the cell exists you can either pick it up or shoot it. Shooting it causes it to explode, and a number of WC mods increase the range of that explosion or add effects to it. Picking up the cell will allow you to throw or, or will (with a Warmind’s Light mod) Charge you with Light, or have some other effect.
Here are the Seraph weapons currently available. Names include “Seventh Seraph” except where noted:
Kinetic: auto rifle, hand cannon
Energy: smg (Seraph and Ikelos), sniper (Ikelos), sidearm, shotgun (Seraph and Ikelos)
Heavy: machine gun
When I’m playing I’ll tend to run an auto/shotgun/Xenophage loadout for max solar explosion damage, unless I’m running a void Warlock, in which case I use the sidearm (void) with Nezarec’s sin. For some explosion-oriented content I’ll run the hand cannon, Jotunn, and the machine gun.
The most basic way to use these cells is to create them and then shoot them. A mod like Global Reach will then give your cell explosions far greater range and effect. But you can also combine numbers of mods to create some pretty cool synergistic builds, as you see here:
https://www.forbes.com/sites/paultassi/2020/03/27/a-destiny-2-solar-inferno-warlock-warmind-cell-build-for-more-room-clearing-fun/#5ec7d0c01c30
You can find a guide to all the Warmind Cell mods here: https://docs.google.com/document/d/1Kqaf2MdmUm1Ll6jCh-Rt0k6j2-nYCwf5lbbRLtXyr7M/edit#
But here are the basics: Solar mods generally affect cell explosion damage; Void mods create buff and debuff effects that do not rely on exploding the cells; and Arc mods create effects upon mod pickup.
The key to Warmind Cell is to understand that cells, once created, belong to everyone. Effects from shooting or picking up the cells are pegged to the person who picks them up or shoots them. So if Person A has Rage of the Warmind on and shoots a cell created by Person B, who does not have it on, then the explosion will be affected by Rage of the Warmind. And if Person B has Warmind’s Protection on, they will get 50% damage protection from mobs standing near a cell created by Person A—even if Person A does not have that mod on.
What this means that an entire fireteam of 6 people can coordinate Warmind Cell mods to create synergistic effects. I describe some of those below.

Recommended Builds

Add-clear Explosion Fun Build
Global Reach (1 neutral), Wrath of Rasputin (1 solar), Rage of the Warmind (5 solar), Incinerating Light (3 Solar), Reactive Pulse (CwL, 3 Arc). Ideally paired with a weapon that causes solar splash damage (Ace of Spaces, Sunshot, Jotunn, Xenophage, Martyr’s Retribution; the Warlock exotic chest Chromatic Fire also causes explosions on kinetic precision kills) and/or a solar subclass.
This build involves creating cells and then using the explosions from the cells to create more cells, killing everything within 30m (that’s the range of the explosion, Rage of the Warmind doubles that). Wrath of Rasputin creates more cells from solar splash so you’ll be making cells from your non-Seraph weapons and your class abilities (if you’re running a solar class).
Incinerating Light charges you with light when you kill three or more things with a cell explosion, and the Reactive Pulse mod creates a 30m Arc explosion when you take damage while surrounded—essentially destroying red-bar enemies all around you.
This is a build for content where you’re higher or even in power level with your enemies; it’s super fun. In a perfect world it turns your character into the walking center of a series of explosions, and feels awesome.
Defensive Build
Global Reach (1 neutral), Wrath of Rasputin (1 solar), Taking Charge (CwL, 3 neutral), Protective Light (CwL, 2 void), Warmind’s Protection (2 void).
This build has a number of variations depending on whether you’re running a solar class and/or coordinating with a team. A maximum defensive build swaps out Wrath of Rasputin for Cellular Suppression (2 void); you generate fewer cells but the cells you make help more, since shooting cells when you have CS on will send out a stunning pulse that will stun red-bar enemies for 10 seconds. Warmind’s Protection gives you a 50% damage buff against enemies near a cell.
If you have a full fireteam with multiple people using Warmind builds you can coordinate some of these buffs (making sure a couple people have Cellular Suppression on, for instance, or having someone else run Grasp of the Warmind (3 void), which allows you to pick cells up and move them to better places.
Here's a list of some fun builds for you:
Neutral, good for anything
  1. Taking Charge, Protective Light, Global Reach, Wrath of Rasputin, Fireteam Medic
  2. Taking Charge, Protective Light, Stacks on Stacks, Global Reach, Wrath of Rasputin
  3. Taking Charge, Protective Light, Reactive Pulse, Supercharged, Stacks on Stacks
  4. Global Reach, Wrath of Rasputin, Fireteam Medic, Warmind’s Protection, Cellular Suppression (this is the build I use most often in non-challenging content)
Aggressive
  1. Global Reach, Wrath of Rasputin, Rage of the Warmind, Fireteam Medic, Power of Rasputin
  2. Taking Charge, High-Energy Fire, Reactive Pulse, Supercharged, Lucent Blade (sword) or Argent Ordnance (Rockets) or Surprise Attack (sidearms)
  3. Fusion Rifle or Shotgun-focused build: Supercharged, Quick Charge, Heavy Handed, High-Energy Fire, Charged Up
  4. Grenade-focused build: Taking Charge, Firepower, Heal Thyself, Supercharged, Stacks on Stacks
Defensive
  1. Taking Charge, Protective Light, Global Reach, Wrath of Rasputin, Warmind’s Protection
  2. Taking Charge, Protective Light, Reactive Pulse, Global Reach, Warmind’s Protection

Part 2 of this guide, on weapons and the current metas, is here: https://www.reddit.com/DestinyTheGame/comments/k5fzne/moving_into_highlevel_pve_guide_for_beginners/
submitted by Ciborium616 to DestinyTheGame [link] [comments]

LW 1.0 H/I France MEC Rush Campaign Log, with strategy notes ~~~ Mecs in May oh my ~~~ (Part 10 — December)

LW 1.0 H/I France MEC Rush Campaign Log, with strategy notes ~~~ Mecs in May oh my ~~~ (Part 10 — December)

Illus.: The base as of Dec 1 — before everything in this post

December, 2016


Scientists — 155 (+9) Engineers — 144 (+7)
Elerium — 5 Alloys — 172 Fragments — 12 Meld — 243
Flight Computers 🛸 9
Power Sources 🛸 1
Credits 💵 $1461 (+$835)
Power 🏗️ 138/169


Alien Resources — 81 Alien Research — 274 (Bonus: –37) XCOM Threat — 2

Mission Table R1×T4

Satellite coverage: complete
Panic: under control

Hangars: R(aven) F(irestorm) all with Phoenix Coilguns
Europe | 6/6 | F F R R F3d F13d Asia | 6/6 | R R R R R15d R7d N.Ame. | 4/6 | R R R R S.Ame. | 6/6 | R R R Africa | 4/6 | R R R R 

Alien Containment:
Sectoid 16, Sectoid Commander 10, Floater 16, Heavy Floater 10, Thin Man 11, Muton 25, Muton Elite 2, Berserker 4, Outsider 20
Alien Weapons:
Pistol 26, Carbine 39, Rifle 37, Heavy Weapon 2, and the worthless Grenade 75

・・・・・・・ Dec ️1 ・・・・・・・

Terror #0/1 🚌 Swarming, China, Roadway (Street Hurricane) 🚌
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
👽 [Chryssalid 4 Greater Hive Queen 1] [Chryssalid 3] [Sectoid 2 Mechtoid 1] [Floater 3 Aircobra 1] [Sectoid Commander 1 Outsider 2]
💀 5 pods, 18 kills
🏆 Sectoid Corpse 3, Sectoid Commander Corpse 1, Floater Corpse 3, Chryssalid Carcass 7, Mechtoid Core 1
🏆 Heavy Floater Captive 1, Outsider Shard 1, Alien Carbine 1, Alien Rifle 1, Alien Grenade 1, Elerium 7, Alloys 10, Fragments 9, Meld 8
🏃 Civilians saved 19/20
📝 It's very easy to blanket this small map with Battlescanners, which you have plenty of, then pick off the pods one by one. Very different from this map early in the campaign.

UFO-103 India Small NOE — Scout 🛸 Research #1/1 🛸

Scout Landing Site 🐸 India, Riparian (River Valley) 🐸 R=275(–37) M=81 T=2
⚔️ scout+++++ engineer gunnerP 2 medicsP scout+ shogun pathfinder
The FCMDR leads the two Medics who will receive +1 Aim and, importantly, +1 Will
💥 wounds 1 light 7d — wait they strangle for 3hp now?
👽 [Thin Man Sniper 1 Seeker 3] [Seeker 4 Stalker 1] [Outsider 2]
💀 2 pods, 11 kills
🏆 Seeker Wreck 8
🏆 Thin Man Captive 1, Outsider Shard 2, Alien Carbine 3, Elerium 38, Alloys 58, Meld 8 (1/1), Flight Computer 2, Power Source 1

Flight Computers 🛸 11 Power Sources 🛸 2


UFO-104 Nigeria Small Low — Scout 🛸 Scout #1/3.5 🛸
💥 Interceptor damage 19d — UFO shot down

Scout Crash Site 🏠 Nigeria, Settlement (Farm) 🏠 R=276(–37) M=71 T=4
📝 All Marauders already have reached MSGT. Let's level up another Concealment Scout, I guess?
⚔️ scout++ sniperP gunnerP rocketeerP engineer scout shogun pathfinder
👽 [Floater 3 Berserker 1] [Seeker 4] [Outsider 2]
💀 2 pods, 10 kills
🏆 Floater Corpse 2, Seeker Wreck 4
🏆 Floater Captive 1, Berserker Captive 1, Outsider Shard 1, Alien Carbine 2, Elerium 12, Alloys 28, Fragments 2, Meld 22 (3/3), Flight Computer 0/2, Power Source 0/1

・・・・・・・ Dec ️2 ・・・・・・・

Psi training 🌀 failure Psi Inspiration Sniper — goes back in 48% 7d

・・・・・・・ Dec ️3 ・・・・・・・

Traded 💹 10 Seeker Wrecks to United Kingdom for 1 CPL
🛡 only for the defense shield really
📝 the soldier has useless stats...no big surprise

Completed 🔥 Firestorm — rebates Elerium 43 Alloys 64
🕶️ 8 kill pilot
3d ETA on Plasma Cannon, enough to move him where he'll be stationed. Which is Asia

Transfer Firestorm 🔁 from Europe to Asia (2d)

StartFoundry Advanced Servomotors (4d) –$225 Elerium –30 Alloys –45 Meld –70 Mechtoid Core –8
Put some of that Meld to good use. Meld has been accumulating since all MEC trooper conversions are finished.

・・・・・・・ Dec ️4 ・・・・・・・

Traded 💹 10 Chryssalid Carcasses to Egypt for $112

Repaired 🛠 Corsair Armor

Psi training 🌀 success Psi Inspiration Gunner
Psi training 🌀 Psi Inspiration Gunner 43% 8d

・・・・・・・ Dec ️5 ・・・・・・・

Firestorm transfer arrives 🔁 at Asia

・・・・・・・ Dec ️6 ・・・・・・・

Covert Extraction 🧛 United Kingdom, Roadway (Highway Construction EWI) 🧛
⚔️ scout++ marauder 2 pathfinders
💀 20 kills
🏆 Fragments 12, Meld 18
💲 150

UFO-105 United Kingdom Small NOE — Fighter 🛸 Bomb #1/2 🛸
💥 Firestorm damage 17h — UFO destroyed ($100 reward)
📝 That was still with a Phoenix Cannon... I guess I shouldn't be sending Firestorms after small UFOs... let my Ravens keep that job. Of course that's a moot point, Firestorms are about to receive their Plasma Cannons and those vaporize a small UFO in one shot.

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18

Rearm Firestorm 🔁 with Plasma Cannon in Asia (7d)
Rearm Firestorm 🔁 with Plasma Cannon in Europe (7d)

Traded 💹 10 Stasis Tanks to Nigeria for $212

Firestorm repaired 🛠 in Europe
Rearm Firestorm 🔁 with Plasma Cannon in Europe (7d)

・・・・・・・ Dec ️7 ・・・・・・・

CompletedFoundry Advanced Servomotors

Build 🔧 Walker Servos (6d) –$42 Elerium –4 Alloys –8 Meld –10
for Gunners, to replace the Alloy Plating that's been losing its relevance since Titan Armor

UFO-106 South Africa Medium Low — Raider 🛸 Scout #2/3.5 🛸
💥 Interceptor damage 11d — UFO shot, 1 Aim Module spent
📝 I'm using Aim Modules in Africa because there are only green pilots here

Rebuild 🎯 Aim Module (3d)

...waiting 4h for soldiers...

Psi training 🌀 success Psi Inspiration Rocketeer
Psi training 🌀 Psi Panic Rocketeer 59% 6d
📝 Tier 2 Psi Training is mostly done, starting with Tier 3 for everybody, highest Will first

Raider Crash Site 🌳 South Africa, Plains (Barrens) 🌳 R=281(–37) M=55 T=6
⚔️ scout+++ sniperP gunnerP rocketeerP engineer medicP shogun pathfinder
👽 [Thin Man 4] [Muton 4] [Floater 4] [Sectoid Commander 1 Outsider 2]
💀 3 pods, 15 kills
💩 I want Muton Elites and Ethereals, not this small fry!
🏆 Sectoid Commander Corpse 1, Floater Corpse 2, Thin Man Corpse 4, Muton Corpse 4
🏆 Floater Captive 2, Outsider Shard 1, Alien Carbine 3, Elerium 22, Alloys 20, Fragmets 19, Meld 14 (2/2), Flight Computer 0/4, Power Source 0/2

Traded 💹 1 Heavy Floater Captive to Nigeria for $27, 1 CPL

Researched 💡 Precision Plasma Weapons
🥼 No active research — 55/200 Fragments for Heavy Plasma Weapons

Build 🔧 Reflex Rifle (13d) –$210 Elerium –50 Alloys –80 Meld –4 Alien Rifle –1
Build 🔧 Reflex Rifle (13d) –$210 Elerium –50 Alloys –80 Meld –4 Alien Rifle –1

・・・・・・・ Dec ️8 ・・・・・・・

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18

Traded 💹 10 Chryssalid Carcasses to Canada for $112

・・・・・・・ Dec ️9 ・・・・・・・

Completed 🎯 Aim Module

📝 Why is it always this pattern lately? Two or three missions at the beginning of the month, then two weeks of nothing, then BOOM!

・・・・・・・ Dec ️10 ・・・・・・・

Psi training success 🌀 Psi Inspiration Sniper
Psi training 🌀 Psi Panic Rocketeer 55% 7d

Intel scan –$30
1 cell: Nigeria
Covert Operative deployed 🏹 to Nigeria (6d)

・・・・・・・ Dec ️11 ・・・・・・・

Traded 💹 1 Heavy Floater Captive to Egypt for 2 engineers, 1 CPL

UFO-107 China Small Low — Scout 🛸 Scout #3/3.5 🛸
Interceptor damage 9d — UFO shot down

Scout Crash Site 🏠 China, Settlement (Roadhouse) 🏠 R=285(–37) M=50 T=7
⚔️ scout+++++ sniperP gunnerP engineer 2 medicsP shogun pathfinder
The FCMDR leads the two Medics who will receive +1 Aim and, importantly, +1 Will
👽 [Floater 7] [Outsider 1 Outsider Captain 1]
💀 1 pod, 9 kills
📝 First successfully mindfrayed Outsider. Psi panic failed though
🏆 Floater Corpse 4
🏆 Floater Captive 3, Outsider Shard 2, Alien Carbine 5, Elerium 11, Alloys 18, Fragments 4, Meld 12 (2/2), Flight Computer 0/2, Power Source 0/1

UFO-108 Germany Large NOE — Transport 🛸 Harvest #1/2 🛸

・・・・・・・ Dec ️12 ・・・・・・・

Transport Landing Site 🌳 Germany, Forest (Forest Grove) 🌳 R=285(–37) M=50 T=7
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
👽 [Heavy Floater 5 Aircobra 1 Chryssalid 1] [Muton 3 Muton Elite 4] [Drone 5 Dreadnought 1] [Thin Man 4 Sidweinder 2] [Sectoid 4 Vulcan Mechtoid 1 Drone 2] [Sectoid 1 Outsider 3 Sectoid Commander 2] [Sectoid 2 Thin Man 4]
💀 6 pods, 45 kills
🏆 Sectoid Corpse 10, Sectoid Commander Corpse 1, Heavy Floater Corpse 6, Thin Man Corpse 10, Muton Corpse 4, Cybersdisc Wreck 1, Chryssalid Carcass 1, Drone Wreck 7, Mechtoid Core 1
🏆 Sectoid Commander Captive 1, Muton Elite Captive 4, Alien Pistol 1, Alien Heavy Weapon 4, Alien Grenade 4, Elerium 147, Alloys 135, Fragments 58, Meld 17 (0/?), Stasis Tank 8, Surgery 2, Flight Computer 4, Power Source 3/4
📝 I'm still not sure where that 4th Power Source is supposed to be on the Transport. I can see only 3. Is it a "virtual" Power Source, and if you cause any structural damage at all to any part of the UFO, it blows up?
Flight Computers 🛸 15 Power Sources 🛸 5

Build 🔥 Firestorm (15d) –$296 Elerium –90 Alloys –135 Meld –10 Flight Computer –8 Power Source –4

Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1

Completed 🔧 Walker Servos — rebates Elerium 2 Alloys 4

gunner loadout change
(Titan Armor) (Gauss Autorifle) (was: Alloy Plating now: Walker Servos) (Motion Tracker)

Psi training 🌀 failure Psi Inspiration Gunner — goes back in 43% 8d

・・・・・・・ Dec ️13 ・・・・・・・

Traded 💹 1 Floater Captive to Mexico for 1 Corporal
only for the defense shield

Psi training 🌀 success Psi Panic Rocketeer
Psi training 🌀 Psi Panic Gunner 57% 6d

Firestorm rearmed with Plasma Cannon 🔁 in Asia

Firestorm rearmed with Plasma Cannon 🔁 in Europe
Transfer Firestorm 🔁 from Europe to North America (2d)

・・・・・・・ Dec ️14 ・・・・・・・

Firestorm rearmed with Plasma Cannon 🔁 in Europe

Completed 🔥 Firestorm — rebates Elerium 43 Alloys 64
🕶️ 6 kill pilot
Transfer Firestorm 🔁 from Europe to Africa (2d)

Strategy notes:
The primary job of Firestorms once they get their Plasma Cannons is to shoot down Overseers for Ethereal Corpses. 3 corpses and 1 captive are required to win the game. (On the tactical layer I am so strong that the Temple Ship is already very easy)
Is it better to deploy the Firestorms in teams of 2, or to send a single Firestorm to every continent?
(Assuming you only have 5 or 6 at this point in the campaign. Of course when you have 10 just send them out in pairs.)
Mr.Jorbs' airgame simulator spreadsheet gives 99.9% kill probabilty on the Overseer if engaged by 2 Firestorms with Aim and Dodge modules. 68% for a single Firestorm, 88% if assisted by a Plasma Raven, 76% if Coilgun Raven.
Catching the Overseer is the tricky part. You can't predict where it's going to show up. I am assuming it is at random, with equal probability for each continent.
With 5 Firestorms stationed 1 each on all continents, the chance of getting a kill is
(5/5)×76% = 76%
With 5 Firestorms distributed 2–2–1–0–0, it is
(2/5)×100% + (1/5)×76% + (2/5)×0% = 55%
The math is clearly in favor of a wide coverage instead of locally ensuring a kill.

・・・・・・・ Dec ️15 ・・・・・・・

Firestorm transfer arrives 🔁 at North America

Firestorm transfer arrives 🔁 at Africa
Rearm Firestorm 🔁 with Plasma Cannon in Africa (7d)

ETA on Hyperwave Relay is 2d ✨

・・・・・・・ Dec ️16 ・・・・・・・

UFO-109 Egypt Large NOE — Abductor 🛸 Abduction #1/2.5 🛸

Abduction #1/2.5 🏢 Moderate, Egypt, Urban Block (Commercial Street) 🏢 R=290(–36) M=26 T=9
⚔️ scout+++ sniperP gunnerP rocketeerP engineer scout shogun pathfinder
👽 [Sectoid 3 Thin Man 4] [Sectoid 3 Leviathan Mechtoid 1]
💀 2 pods, 11 kills
🏆 Sectoid Corpse 7, Thin Man Corpse 2, Mechtoid Core 1
🏆 Thin Man Captive 2, Alien Carbine 2, Elerium 4, Alloys 7, Fragments 10, Meld 16 (2/2)
💲 108

Covert Data Recovery 🤡 Nigeria, Urban Large Structure (Office Paper EWI) 🤡
...waiting for soldiers 14h...

Traded 💹 1 Sectoid Captive to Canada for $15

Psi training 🌀 failure Psi Panic Rocketeer — goes back in 55% 6d

⚔️ scout++ sniperP 2 medicsP 2 marauders 2 pathfinders
💀 29 kills
🏆 Laser Rifle 2, Alien Grenade 2, Fragments 22, Meld 26
📝 The Medics were given Arc Throwers, for lack of better use for their equipment slots
💲 270

・・・・・・・ Dec ️17 ・・・・・・・

Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1
Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1
Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1
📝 These Plasma Cannons are for the Ravens. Might as well start them now; if I'm short on Elerium, I have 10 days to cancel them

Completed 🏗️ Hyperwave Relay

・・・・・・・ Dec ️18 ・・・・・・・

UFO-110 Australia Large NOE — Harvester 🛸 Harvest #2/2 🛸
📝 You don't want to give me 4 Power Sources for my next Firestorm, do you? why no Transport?

Harvester Landing Site 🐍 Australia, Riparian (Winding Stream) 🐍 R=292(–36) M=26 T=9
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
💥 exceptionally poor shooting against the first 2 pods in the LZ and now the Marauder has to facetank a Juggernaut punch and potentially lethal Muton plasma rifle (43% chance of instant death) — 30d in the med bay, 1 SCOPE damaged — I'm super lucky it's not MEC suit and MEC gun and Flamethrower
👽 [Floater 4 Heavy Floater Destroyer 1] [Muton 4 Juggernaut 1] [E-Operative 4 E-Sniper 1] [Sectoid 2 Drone 1 Mechtoid 2] [Sectoid 2 Sectoid Commander 1 Mechtoid 2]
💀 4 pods, 26 kills
🏆 Sectoid Corpse 7, Sectoid Commander Corpse 1, Floater Corpse 4, Heavy Floater Corpse 1, Muton Corpse 4, Berserker Corpse 1, Drone Wreck 1, Mechtoid Core 4
🏆 Sectoid Captive 1, Alien Pistol 1, Elerium 83, Alloys 117, Fragments 33, Meld 40 (2/?), Stasis Tank 6, Surgery 3, Flight Computer 4, Power Source 2

Flight Computers 🛸 11 Power Sources 🛸 3

Repair 🛠 SCOPE (3d) –$7

🥼 Start UFO Analysis Harvester (1d)

UFO-111 United Kingdom Small High — Fighter 🛸 Hunt #1/2 🛸
💥 Interceptor damage 5d — UFO shot down, 1 Boost module spent
...waiting for soldiers 11h...

Rebuild 🎯 1 Boost (3d)

Traded 💹 1 Berserker Captive to Japan for $25, 1 CPL

Researched 💡 UFO Analysis Harvester
🥼 No active research — 181/200 Fragments for Heavy Plasma Weapons

Fighter Crash Site 🌳 United Kingdom, Plains (Badlands) 🌳 R=292(–36) M=5 T=12
⚔️ scout+++++ gunnerP engineer scout++++ scout+++ scout+ shogun pathfinder
📝 The Medics aren't up. Buffing some of the Officers instead
💥 wounds fatigue 8d
👽 [Muton 3 Muton Elite 1 Mechtoid 2] [Outsider 2]
💀 1 pod, 8 kills
🏆 Sectoid Corpse 2, Muton Corpse 2
🏆 Muton Captive 1, Muton Elite Captive 1, Outsider Shard 1, Alien Carbine 1, Alien Rifle 1, Alien Heavy Weapon 1, Alien Grenade 2, Elerium 20, Alloys 31, Fragments 8, Meld 20 (2/2), Flight Computer 0/2, Power Source 0/1

・・・・・・・ Dec ️19 ・・・・・・・

UFO-112 United Kingdom Large NOE — Terror Ship 🛸 Terror flyover #1/1 🛸
💥 Interceptor damage 24d 17d — UFO shot down, 2 Aim 1 Boost spent
📝 The Firestorm could've made short work of this but the Firestorm must stay undamaged for the Overseer

Rebuild 🎯 2 Aim 1 Boost (3d)

...waiting 3h for soldiers...

Psi training 🌀 success Psi Inspiration Gunner — will go on this mission
Psi training 🌀 Mind Merge Sniper 52% 7d

Traded 💹 9 Drone Wrecks to Nigeria for 2 engineers

Terror Ship Crash Site 🌲 United Kingdom, Forest (Wildfire) 🌲 R=293(–36) M=–20 T=14
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
💥 wounds fatigue 9d 5d
👽 [Sectoid 1 Thin Man 2 Thin Man Sniper 1 Sidewinder 1] [Cyberdisc 1 Drone 3 Seeker 1] [Seeker 5 Thin Man 1] [Floater 4 Floater Raider 1] [Thin Man 6] [Sectoid 4 Drone 1 Mechtoid 1] [Sectoid 4 Drone 1 Mechtoid 1] [Sectoid Commander 2 Outsider 3]
💀 7 pods, 43 kills
🏆 Sectoid Corpse 8, Sectoid Commander Corpse 2, Floater Corpse 5, Thin Man Corpse 10, Cyberdisc Wreck 1, Drone Wreck 5, Seeker Wreck 6, Mechtoid Core 2
🏆 Sectoid Captive 2, Thin Man Captive 1, Alien Pistol 2, Alien Carbine 1, Elerium 100, Alloys 87, Fragments 42, Meld 28 (2/3), Stasis Tank 1/8, Surgery 1/2, Flight Computer 2/4, Power Source 2/4

Flight Computers 🛸 13 Power Sources 🛸 5

Build 🔥 Firestorm (15d) –$296 Elerium –90 Alloys –135 Meld –10 Flight Computer –8 Power Source –4

🥼 Start Heavy Plasma Weapons (9d) 🔽 Elerium –90 Alloys –20 Fragments –200 Alien Heavy Weapons –2

・・・・・・・ Dec ️20 ・・・・・・・

Completed 🔧 Reflex Rifle — rebates Elerium 24 Alloys 38

Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1

Completed 🔧 Reflex Rifle — rebates Elerium 24 Alloys 38

scout loadout change
(Titan Armor) (was: Alloy Strike Rifle now: Reflex Rifle) (SCOPE) (Marksman's Scope)
sniper loadout change
(Titan Armor) (was: Alloy Strike Rifle now: Reflex Rifle) (SCOPE) (was: Alloy Jacketed Rounds now: Motion Tracker)

・・・・・・・ Dec ️21 ・・・・・・・

Traded 💹 10 Seeker Wrecks to Argentina for 2 engineers

Psi training 🌀 success Psi Inspiration Gunner
Psi training 🌀 Psi Inspiration Sniper 52% 7d

Repaired 🛠 SCOPE

Completed 🎯 Boost Module

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Rearm Interceptor 🔁 with Plasma Cannon in Asia (7d)

Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1


🤡 The Covert Operative is back from fatigue but the Exalt Reminder says "Scan for Exalt in 5 days." This can't be right. Is this why I've been having all that Exalt sabotage happen a couple of days before the Exalt Reminder mod wants me to scan? I guess let's order the scan now, and see. Incidentally, my cash is below the $60 cost. That's a first in quite a while. Those Plasma Cannons cost a fair chunk, don't they?

Sold 💵 Stasis Tank (damaged) 19, Surgery (damaged) 5, Flight Computer (damaged) 38, Power Source (damaged) 25 for $1490
all the junk that's been piling up

Intel scan –$60
1 cell: Mexico
Covert Operative deployed 🏹 to Mexico (6d)


Council Mission 🏢 India, Asset Recovery (Industrial Office) 🏢

📝 Strategy notes:
The reward for this mission is Panic Reduction, $170, 1 Sergeant. I don't need any of those... I don't need the mission XP either, basically everyone is already a MSGT.
I guess I'm getting 20 Weapon Fragments. I don't really need them. Heavy Plasma Weapons should be the last tech I ever research, other than the required Alien Command And Control and Mind And Machine. All I can get out of the mission are potential wounds or deaths, and the "fun" of facing 16 Heavy Floaters.
What happens if I turn down the Council Mission? Do I get fired as the commander of XCOM?
Now if those were 12 Heavy Floaters led by 4 Ethereals, I'd be so all over it.

⚔️ scout++ sniperP gunnerP rocketeerP engineer shogun 2 pathfinders
👽 [Floater 2 Heavy Floater 2] [Floater 1 Heavy Floater 3] [Floater 2 Chryssalid 1 Heavy Floater 1] [Floater 3 Heavy Floater 1]
💀 4 pods, 16 kills
🏆 Floater Corpse 7, Heavy Floater Corpse 3, Chryssalid Carcass 1
🏆 Floater Captive 1, Heavy Floater Captive 4, Alien Carbine 1, Alien Rifle 4, Alien Grenade 4, Elerium 13, Alloys 15, Fragments 15, Meld 6
💲 Panic Reduction in India, $170, 1 SGT
📝 The sergeant has decent stats but he can never level up before the campaign is over...

Build 🔧 Chitin Plating (6d) –$42 Alloys –20 Chryssalid Carcasses –10
Build 🔧 Reinforced Armor (4d) –$36 Alloys –10
📝 Since I have way more cash than I can spend, I suppose I could get some more HP on the Covert Operative. Exalt grenades are probably the biggest threat.

UFO-113 Russia Medium Low — Raider 🛸 Scout #4/3.5 🛸
💥 Interceptor damage 6d — UFO shot down

...waiting 6h for soldiers...

・・・・・・・ Dec ️22 ・・・・・・・

Raider Crash Site 🌲 Russia, Forest (Stonewall) 🌲 R=296(–36) M=–30 T=15
⚔️ scout++ sniperP gunnerP rocketeerP engineer scout shogun pathfinder
💥 wounds fatigue 6d 5d
👽 [Muton 2 Muton Elite 1 Mechtoid 2] [Floater 6] [Sectoid 3 Sectoid Commander 1 Outsider 1]
💀 2 pods, 17 kills
🏆 Sectoid Corpse 4, Sectoid Commander Corpse 1, Floater Corpse 5, Muton Corpse 2, Mechtoid Core 2
🏆 Sectoid Captive 1, Floater Captive 1, Muton Captive 1, Muton Elite Captive 1, Alien Pistol 1, Alien Carbine 1, Alien Rifle 1, Alien Heavy Weapon 1, Alien Grenade 2, Elerium 30, Alloys 43, Fragments 18, Meld 14 (0/1), Flight Computer 1/4, Power Source 0/2

Flight Computers 🛸 6 Power Sources 🛸 1

Completed ×2 🎯 Aim Module

Traded 💹 5 Mechtoid Cores to Brazil for $62, 1 CPL

📝 As you may have noticed there's been not a lot of trades appearing here lately. I'm still getting plenty of requests, but now the requests are much more diverse, and ...not very good.
In the beginning, it was all Alloys for Scientists, Alloys for Engineers, Alloys for cash. Elerium for Scientists, Elerium for Engineers, Elerium for cash.
Now it's 40 Meld for $150. Just...no.
2 Power Sources for $155. \I** will pay you $155 for one Power Source and I'll take as many as you've got.
1 Heavy Floater Captive for 2 corporals. Whatever. I could give them the Heavy Floater for free, just for the country defense shield, but it's at 100 already.

Build 🔧 Plasma Cannon (10d) –$197 Elerium –45 Alloys –37 Meld –5 Alien Rifle –1

Completed 🎯 Boost Module

・・・・・・・ Dec ️23 ・・・・・・・

Firestorm rearmed with Plasma Cannon 🔁 in Africa

Psi training 🌀 success Psi Panic Rocketeer
Psi training 🌀 Psi Panic Rocketeer 44% 8d

・・・・・・・ Dec ️24 ・・・・・・・

Traded 💹 20 Muton Corpses to Japan for $150

UFO-114 United Kingdom Small NOE — Fighter 🛸 Bomb #2/2 🛸
💥 Interceptor damage 16d — UFO shot down

...waiting 10h for soldiers...

・・・・・・・ Dec ️25 ・・・・・・・

Fighter Crash Site 🌳 United Kingdom, Forest (Dirt Road) 🌳 R=299(–36) M=–36 T=16
⚔️ scout+++++ 2 scouts++++ 2 medicsP engineer shogun pathfinder
The FCMDR leads the two Medics who will receive +1 Aim and, importantly, +1 Will
👽 [Outsider 2] [Sectoid Commander 2 Mechtoid 2 Outsider 4]
💀 1 pod, 10 kills
💥 It was just one pod but what a pod! on a training mission too. Wounds 27d 24d on the MECs, 1 Flamethrower damaged
🏆 Sectoid Corpse 2, Sectoid Commander Corpse 1, Mechtoid Core 2
🏆 Sectoid Commander Captive 1, Alien Pistol 1, Elerium 15, Alloys 28, Fragmemts 10, Meld 27 (3/3), Flight Computer 0/2, Power Source 0/1

Repair 🛠 Flamethrower (3d) –$15 Meld –6

Completed 🔧 Reinforced Armor — rebates Alloys 7

・・・・・・・ Dec ️26 ・・・・・・・

Traded 💹 6 Sectoid Corpses (out of 172) to United States for 1 scientist
Feels nostalgic.

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Rearm Interceptor 🔁 with Plasma Cannon in North America (7d)

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Rearm Interceptor 🔁 with Plasma Cannon in Africa (7d)

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
...in storage for the upcoming Firestorm

Psi training 🌀 success Psi Inspiration Sniper
Psi training 🌀 Psi Panic Gunner 51% 7d

・・・・・・・ Dec ️27 ・・・・・・・

Covert Extraction 🧛 Mexico, Urban Block (Liquor Store) 🧛
⚔️ scout++ marauder 2 pathfinders
💀 18 kills
🏆 Fragments 13, Meld 15
💲 150

Completed 🔥 Firestorm — rebates Elerium 43 Alloys 64
🕶️ 7 kill pilot
Transfer Firestorm 🔁 to South America (7d)

Interceptor repaired 🛠 in Europe

UFO-115 Canada Medium Low — Overseer 👑 Command Overwatch #1/? 👑
💥 Firestorm damage 6d — UFO shot down, 1 each Aim Dodge Boost spent
10 days after the Hyperwave Relay came online

Rebuild 🎯 Aim Dodge Boost (3d)

...waiting 2h for soldiers...

Completed 🔧 Chitin Plating — rebates Alloys 14

・・・・・・・ Dec ️28 ・・・・・・・

Psi training 🌀 failure Psi Inspiration Sniper — goes back in 52% 8d

Overseer Crash Site 🌲 Canada, Plains (Barrens) 🌲 R=302(–36) M=–61 T=18
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
💥 wounds 19d
👽 [Sectopod 1 Drone 1 Seeker 1] [Muton 3 Muton Elite 2] [Muton Elite 4] [Muton Elite 2 Ethereal 1]
💀 3 pods, 15 kills
🏆 Muton Corpse 1, Muton Elite Corpse 8, Sectopod Wreck 1, Drone Wreck 1, Seeker Wreck 1
🏆 Muton Captive 1, Muton Elite Captive 1, Ethereal Captive 1, Alien Rifle 1, Alien Heavy Weapon 1, Alien Grenade 2, Elerium 75, Alloys 38, Fragments 34, Meld 11 (2/?), Flight Computer 0/4, Power Source 0/4, Ethereal Device 1

Repaired 🛠 Flamethrower

UFO-116 India Small High — Fighter 🛸 Hunt #2/2 🛸
💥 Interceptor damage 5d — UFO shot down

Fighter Crash Site 🏠 India, Settlement (Farm) 🏠 R=302(–36) M=–67 T=19
⚔️ scout++ sniperP gunnerP rocketeerP engineer scout shogun pathfinder
👽 [Muton 3 Berserker 2 Juggernaut 1] [Outsider 2]
💀 1 pod, 8 kills
🏆 Muton Corpse 2, Berserker Corpse 3
🏆 Muton Captive 1, Alien Rifle 1, Alien Grenade 1, Elerium 6, Alloys 12, Fragments 7, Meld 6 (1/1), Flight Computer 1/2, Power Source 0/1

Flight Computers 🛸 7 Power Sources 🛸 1

Researched 💡 Heavy Plasma Weapons
🥼 Start UFO Analysis Overseer (1d)

Build 🔧 Plasma Dragon (14d) –$237 Elerium –64 Alloys –85 Meld –4 Alien Heavy Weapon –1
📝 this will be consumed for the Advanced Plasma project in the Foundry. My Gunners never use LMGs.

Build 🔧 Particle Cannon (15d) –$201 Elerium –68 Alloys –76 Meld –40 Alien Heavy Weapon –1
Build 🔧 Particle Cannon (15d) –$201 Elerium –68 Alloys –76 Meld –40 Alien Heavy Weapon –1
📝 The shooty MECs (Pathfinder, Marauder) will get these very high performance, very expensive guns, while Shoguns will get the Gauss hand-me-downs.

UFO-117 United Kingdom Very Large NOE — Assault Carrier 🛸 Terror #1/1 🛸
Since now there should be some time before the next Overseer, I can let my Firestorm out to play
💥 Firestorm damage 7d — UFO shot down, 1 Aim 1 Dodge spent

Rebuild 🎯 1 Aim 1 Dodge (3d)

...waiting 15h for soldiers...

Firestorm rearmed with Plasma Cannon 🔁 in Asia

・・・・・・・ Dec ️29 ・・・・・・・

Firestorm transfer arrives 🔁 at South America
Rearm Firestorm 🔁 with Plasma Cannon in Africa (7d)

Researched 💡 UFO Analysis Overseer
🥼 Start Muton Elite Autopsy (2d)
Only for Vital Point Targeting. The interrogation also speeds up All Weapons and Armor research but I have no plans of doing any such research.

Assault Carrier Crash Site 🐜 United Kingdom, Alien Structure 🐜 R=303(–36) M=–102 T=21

✔ Hyperwave Relay indicates Ethereals on board. I've already got one captive, now I need 3 corpses for the autopsy. No Engineer on this mission...everybody gets slaughtered! The Concealment Scout will go instead. He has been training specifically for this.
Battlescanners work fine on Earth's wide-open battlefields, but inside the Assault Carrier with its narrow, winding corridors, a Battlescanner just doesn't have that many tiles in sight... and then it expires. However, in such environment, the Concealment Scout thrives.

⚔️ scout+++ sniperP gunnerP rocketeerP scout+ shogun marauder pathfinder
💥 wounds 8d 6d, 1 Flamethrower damaged. Had to tank some shots with the MECs while fighting my way out of LZ through the 7 Muton Elites
👽 [Muton Elite 7] [Seeker 4 Hydra 1] [Sectoid 4 Drone 1 Leviathan Mechtoid 1] [Sectoid Commander 2 Muton 4 Mechtoid 1] [Floater 4 Heavy Floater 1 Aircobra 1 Chryssalid 1] [Muton Elite 6 Ethereal 1]
💀 5 pods, 40 kills
🏆 Sectoid Corpse 6, Sectoid Commander Corpse 2, Floater Corpse 4, Heavy Floater Corpse 2, Muton Corpse 4, Muton Elite Corpse 13, Ethereal Corpse 1, Chryssalid Carcass 1, Drone Wreck 2, Mechtoid Core 2, Seeker Wreck 5
🏆 Elerium 86, Alloys 78, Fragments 78, Meld 23 (1/2), Flight Computer 0/4, Power Source 1/4, Fusion Core 2

Flight Computers 🛸 7 Power Sources 🛸 2

Repair 🛠 Flamethrower (3d) –$15 Meld –6

Traded 💹 20 Sectoid Corpses to Nigeria for $50

Strategy notes:
After the successful Ethereal capture there is really nothing left to do for my Capture Engineers. I suppose I could MEC all 5 of them and start bringing double Shoguns on missions, four-MEC squad. But there's only 2 months left in the campaign so why bother. I'll just let them serve as carriers of a million battlescanners.

・・・・・・・ Dec ️30 ・・・・・・・

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Rearm interceptor 🔁 with Plasma Cannon in South America (7d)

UFO-118 United States Large NOE — Abductor 🛸 Abduction #2/2.5 🛸
📝 only 2 Coilgun Ravens are available there right now, the Firestorm is repairing after the Overseer fight

engineer loadout change
(Corsair Armor) (Gauss Stuttergun) (was: Arc Thrower now: Battlescanner ×3) (was: Arc Thrower now: Flashbang ×3) and perks give Battlescanner ×4, Smoke Grenade ×3

Abduction #2/2.5 💧 Swarming, United States, Roadway (Deluge) 💧 R=304(–35) M=–102 T=21
⚔️ scout+++ sniperP gunnerP rocketeerP engineer shogun marauder pathfinder
💥 wounds fatigue 11d 16d 9d 5d
👽 [Floater 2 Berserker 1 Behemoth 1] [Sectoid Commander 1 Mechtoid 1 Outsider 2] [Sectoid 1 Thin Man 3] [Muton 4 Behemoth 1]
💀 4 pods, 17 kills
🏆 Sectoid Corpse 2, Sectoid Commander Corpse 1, Floater Corpse 2, Thin Man Corpse 3, Muton Corpse 4, Berserker Corpse 3, Mechtoid Core 1
🏆 Elerium 6, Alloys 9, Fragments 21, Meld 25 (3/3)
💲 138

StartFoundry Psi Warfare Systems (5d) –$75 Elerium –15 Fragments –30 Meld –40 Sectoid Corpse –12
StartFoundry Ammo Conservation (8d) Alloys –60 Fragments –100 Meld –50 Muton Corpse –20
💲 Some "luxury" projects. I used to be starved for Weapon Fragments; I have plenty now.


Strategy notes:
It's probably time to plan out what I'm bringing to the Temple Ship.
6 MECs, 2 Plasma guns with Stellarators, 4 Gauss guns with AJR. 6 SCOPEs
the 3 Flamethrowers I already have should be enough
1 Medic Volunteer, full Psi equipment (Vortex Armor, Mind Shield)
1 Scout Officer, Plasma Marksman Rifle with SCOPE, Marksman's Scope
1 Concealment Scout, Gauss Stuttergun?, Walker Servos, Corsair Armor
1 Sniper with Plasma Marksman Rifle, Neural Gunlink, Stellarator
2 Snipers with Gauss Marksman Rifle, Neural Gunlink, AJR
I need 6 MEC-1 suits (have 4), 4 MEC Gauss guns (have 2), 3 Stellarators (have 0), 6 AJR (have 4), 3 Neural Gunlinks (have 0), 10 SCOPEs including 3 to convert into Gunlinks (have 4), 1 Mind Shield (have 0)
I'll see how it goes, maybe more MECs will get Plasma guns instead of Gauss if Elerium is plentiful
I don't remember — was the Shredder debuff essential? I can bring a Gunner instead of one Sniper, I can bring a Rocketeer, I can pick Shredder Ammo on one Shogun ...

Strategy notes:
Just how much time is left?
Researching Alien Command And Control should take about 15 days. Then, Mind And Machine has exactly the same research cost so another 15 days. I remember Ethereal Interrogation and Autopsy taking some sizable time, about a week. Plus another week to build the Vortex Armor. All added together, the Temple Ship Assault is happening sometime in mid-February. That's good enough. It's fast enough to avoid the hardcoded XCOM Base Defense in March.
I don't actually have a lot of experience with this phase of the campaign. In my previous campaign I played to around here (Ethereal capture) and called it a win. The aliens were thoroughly dominated, but The Volunteer was nowhere near ready, and I wasn't too excited about another couple of months of Psi grind. This time, I made sure to start my Psi training pretty early.

Build ×6 🔧 SCOPE (5d) –$36

Researched 💡 Muton Elite Autopsy
🥼 Start Interrogate Muton Elite (3d)
Might as well. My scientists have nothing better to do, Alien Command And Control requires more Ethereal Corpses

Completed 🔧 Plasma Cannon — rebates Elerium 22 Alloys 18
Rearm interceptor 🔁 with Plasma Cannon in Europe (7d)

Completed 🎯 1 Aim 1 Dodge

・・・・・・・ Dec ️31 ・・・・・・・

Completed 🎯 1 Boost

Psi training 🌀 success Psi Panic Rocketeer
Nice, it was only 44% too. He won't be Psi Panicking anybody with any semblance of success, but this opens up Tier 4 psi powers that don't depend on Will, like Psychokinetic Strike which fully obsoletes the HE Rocket. .....Of course the campaign will be over before any of it can happen.
Psi training 🌀 Psi Panic Gunner 46% 8d

Completed 🎯 1 Aim 1 Dodge

・・・・・・・ End of month ・・・・・・・

Alien Resources: –102 Alien Research: 305 (Bonus: –35) XCOM Threat: 21

Summary


During the previous couple of months, the most precious resource was Weapon Fragments, which the Plasma Weapons research consumes by the hundred. Other Alien Materials like Alloys and Elerium have had a bit of time to accumulate. They are now being spent to build as many Firestorm interceptors as possible, and their weapons. So far, 5 are operational, 1 in each continent.
A Firestorm on its own has about a 2 in 3 chance of shooting down the Overseer. 2 Firestorms guarantee a kill. The next goal is to have 10 Firestorms, 2 in each continent, but that takes a while. As an interim measure, 5 Ravens will be given Plasma Cannons, so that after the Overseer has been heavily damaged by a Firestorm, they can finish it off in a very short encounter aided by Aim and Dodge modules.
The Hyperwave Relay completed mid-month, and the first Overseer of the campaign was detected late in the month over North America. The single Firestorm stationed there was lucky enough to defeat the Overseer. One Ethereal was obtained. At least four are necessary: 1 captive and 3 corpses. It is too early in the campaign for Ethereals to spawn on regular ground missions. Shooting down UFOs that are piloted by Ethereals is crucial. The network of interceptors for doing so is about halfway in place.
An Assault Carrier that was inserting troops to create a Terror Site was shot down by a Plasma-armed Firestorm. It provided one Ethereal corpse. However, an Abductor managed to slip through while the Firestorm there was repairing. The Firestorms are powerful, but there isn't enough of them yet.
The two Harvest missions for the month were a Transport (regular) and a Harvester (regular.) The Alien Research mission was a Scout (regular.)
All Scout, Hunt, and Bomb missions were intercepted; small UFOs, mostly. 13 UFO assaults in total this month.
1 Terror (carried over from last month), 2 Abductions, 1 Council mission (generic Asset Recovery), 3 Exalt missions (1 Data Recovery, 2 Extractions.)

Statistics


XCOM interceptors shot down 3 Scouts, 3 Fighters, 1 Raider, 1 Overseer, 1 Terror Ship, 1 Assault Carrier, while 2 Abductors slipped in unopposed, and 1 Fighter blew up in midair. The cost was 125d of repair time, and 5 Aim, 2 Dodge, 3 Boost Modules.
There are 19 Ravens and 5 Firestorms. All Ravens carry Phoenix Coliguns and all Firestorms carry Plasma Cannons as their primary weapon.

XCOM soldiers killed or captured 36 Sectoids, 17 Mechtoids, 15 Drones, 33 Thin Men, 25 Seekers, 46 Floaters, 17 Heavy Floaters, 30 Mutons, 8 Muton Berserkers, 27 Muton Elites, 2 Cyberdiscs, 29 Outsiders, 13 Sectoid Commanders, 2 Ethereals, 1 Sectopod, 11 Chryssalids, and 72 Exalt in 20 combat missions.
The top damage dealer was the MEC Gauss Railgun.

The most numerous rank on the roster is GSGT (24) and second most numerous rank is MSGT (21). Roster size is 61, but only 48 ever go out on missions.
Newly available powerful perks are Rapid Fire (Pathfinder), In The Zone (Sniper.)
XCOM field officers are 1 Lieutenant, 2 Captains, 2 Majors, 2 Colonels, 1 Field Commander, all of them Scouts.
In Psionic Training there were 6 successful and 3 failed attempts to learn Tier 2 powers; 4 successful and 1 failed attempts to learn Tier 3 powers.

XCOM salvage teams retrieved 675 Elerium, 734 Alloys, 437 Fragments, 356 Meld, 14 intact and 26 damaged Flight Computers, 9 intact and 19 damaged Power Sources, 15 intact and 7 damaged Alien Stasis Tanks, 6 intact and 1 damaged Alien Surgeries, 2 Fusion Cores, and 1 Ethereal Device.
Capture Engineers brought in 4 Sectoids, 4 Thin Men, 8 Floaters, 5 Heavy Floaters, 4 Mutons, 1 Muton Berserker, 7 Muton Elites, 2 Sectoid Commanders, 1 Ethereal, and 8 Outsider Shards; with 6 Alien Pistols, 20 Alien Carbines, 9 Alien Rifles, 7 Alien Heavy Weapons, 2 Exalt Laser Rifles, and 20 worthless Alien Grenades.

XCOM earned $1490 from Grey Market sales.
XCOM received $765, 1 scientist, 6 engineers, and 6 CPLs by fulfilling Council requests.
XCOM received $986 and 1 SGT as mission rewards.
XCOM received $1992, 9 scientists, and 7 engineers as monthly funding.

The science team researched Precision Plasma Weapons, UFO Analysis Harvester, Heavy Plasma Weapons, UFO Analysis Overseer, and Muton Elite Autopsy.
In the foundry, MEC Advanced Servomotors were developed.
The engineering team built 1 Hyperwave Relay at the base. They built 3 Firestorms, 10 Plasma Cannons, 5 Aim Modules, 2 Dodge Modules, 3 Boost Modules, 2 Reflex Rifles, 1 Walker Servos, 1 Reinforced Armor, and 1 Chitin Plating for the troops.
submitted by J2Greene to Xcom [link] [comments]

Gang-stalking Guide Part 2

Gang-stalking Guide Part 2
I found some pre-made EMF shielding products.
(Click on photos to make bigger)
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EMF Bed: Twin to King Size
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The BlocSilver Tent is a great portable way of EMF shielding. It is easy to set up and offers great shielding anywhere as you can carry it when staying in a hotel or visiting friends/family.
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Blocbag Original Swiss Shield EMF Sleeping Bag:
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This EMF protection Sleeping bag is made from two great quality shielding fabrics, Swiss Shield Wear for the body and New Daylite at the front and top to allow breathing whilst fully enclosed but with a full zip so that you make the decision regarding how much of your body to cover up depending on exposure temperature and personal comfort.
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EMF Clothing Range:
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EMF Protection Anti-Radiation Blanket:
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Our technology shields up to 99% of EMF radiation from 0-10 GHz, which encompasses frequencies used in the fifth generation wireless network.
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All body shielding
Quotes: Apply
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Medium site: Jay
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&
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Site by: CounterTruth
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Product made by: Blushield Tesla
Blushield Premium PortableComes in an smaller and cheaper size).
Price: $429.00
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This new Blueshield Premium Portable is twice the strength of the Blueshield Tesla Portable. It has a rechareable battery and comes with a USB cable and induction charge dock. With a three-metre radius (six-metre diameter) area in all directions, place in your pocket or bag when out and about away from your protected zone, or when travelling.
(This seems to be popular).
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Product made by: Mission Darkness
(It only received one star because the sender, sent one dirty buy the replacement was clean).
TitanRF Radiation Shielding Throw Blanket - 50" x 60" (127cm x 152cm) Ultra-Soft Reversible Gray and White Design with EMF Radiation Protection
Price: $150.00
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The double-sided reversible design consists of ultra-soft 100% polyester exterior layers with EMF radiation protection hidden inside. The standard size throw blanket is perfect for enjoying on the couch, at a desk, or while traveling. The combined features offers comfortable shielded protection in any environment.
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Product made by: AegisGuard
AegisGuard LL For Washable Clothing & Fabrics
AegisGuard™ LL protects users from the airborne radiation normally penetrating body organs covered by clothing. Added to the final rinse water and safe for all hand and machine washable fabrics, it deflects both high and low radiation frequencies away from the body. It is an ideal shielding solution for individuals suffering from electrosensitivity (EHS).
AegisGuard™ LL Radiation Shields provide safe, proven radiation shielding protection for all hand and machine washable clothing and other fabrics, including smart clothes, without affecting their color, appearance or texture. Simply add to the final rinse, with or without fabric softener, and machine or hang dry. They are the #1 doctor recommended shielding products for patients concerned about the health effects of radiation frequencies upon the body, and electrosensitive (IEI-EMF, EHS, and ES) individuals.
https://www.goaegis.com/aegisguard_ll_ra...ields.html Product made by: Holland Shielding
EMI/RFI-shielded Faraday tent
The EMI/RFI-shielded Faraday tents are made of highly conductive, lightweight, and ultra-strong textiles. By default, the Faraday tents are delivered with multiple ropes so they can be easily attached to a ceiling, or they can come with a self-standing frame.
Typical applications are EMC experiments, RF measurements, mobile military or forensic activities, and personal protection in the field. Faraday tents offer a mobile solution for only a fraction of the cost compared to a conventional Faraday cage.
https://hollandshielding.com/EMI-RFI-shi...raday-tent Product made by: LessEMF
Long Sleeve T-Shirt by Less EMF
Comfortable and classic, this attractive Long Sleeve T is made with a cotton/poly blend woven with silver fibers. The material has been tested between 10 MHz and 4 GHz and shields radio frequencies at 45 dB. A great way to protect your upper body. Pairs nicely with Less EMF Beanie (shown in the image). Available in gray. Made in USA. Specify desired size: S M L XL Washing Instructions: Hand wash (104°F) with TexCare, do not use bleach or chemical detergents. Do not tumble dry. Do not iron.
https://www.lessemf.com/personal.html#20520 https://emfacademy.com/copper-block-emf-radiation/
"Copper is really effective metal at shielding against EMF radiation, which is why you see it in many hospitals or IT applications"
https://www.amazon.com/Brite-Bronze-Copper-Insect-Screen/dp/B00N19V97K/ref=sr_1_6?ie=UTF8&qid=1446167910&sr=8-6&keywords=copper+screen Mylar is also quite a popular material to use. Others advice:
"Try inexpensive countermeasures first before spending a lot of money on on elaborate versions -- try $2 copper mesh before spending $30 for a shielded baseball cap, try $10 rubber mats before spending $150 for a blanket-sized sheet of rub" Others advice:
"Buy gel packs and tape them together to create a blanket. Water has proven to be effective at blocking out signals"
"Create a thick blanket using tin foil - cheaper and temporary option, until more effective measures are found"
"Buy a large piece of steel and sleep under it. Even using pots/pans have been known to work"
Others advice:
Other countermeasures are steel cookie sheets, heavypieces of steel such as barbell plates, multiple layers of foil, multiple layers of mylar blankets, wet towels, wet blankets, lead xray aprons, filled plastic water bottles, hand lotion and other lotions, jels and creams applied to the skin, metal necklaces, metal wrist and ankle bracelets, metal belts, metal impregnated clothing, metal impregnated bed sheets, RF shielding fabric conditioner, electrically grounded ground planes, electrically grounding our bodies, ceramic tile, unrolled copper mesh scourers wrapped around the head, RF shielded baseball cap from http://www.lessemf.com, neodymium or other strong or large magnets, box fan leaned against the bed to provide vibration, moving around during the day (working around the house, gardening, hiking -- makes targeting more difficult), playing one or more radios tuned to different news talk stations or tuned to different types of music stations such as classical and jazz, foam earplugs.
Shielding countermeasures that work well for me to counteract synthetic vibrational sensations are rubber mats, electrically grounded ground plane, electrically grounding myself, RF shielding fabric conditioner, ceramic tile, RF shielded baseball cap, the anti-tinnitus CD/headphone, and listening to talk radio. I have an aluminum screen (metal kind used for window screen and screened doors) in bed.
under my fitted sheet connected to earth ground (third prong of an electrical outlet, or cold water metal plumbing supply line pipe under the sink, or a metal rod driven ~2' into the ground outside). Thus I'm sleeping on a ground plane that tends to "ground-out" some of the RF directed at me. Helping further is an electrically grounded wire touching my skin while in bed, also helping to "ground-out" the RF. (Next thing for me to try is an RF fabric sheet on top, or a sheet washed in RF shielding fabric conditioner.) Under my aluminum screen in bed is a layer of 16"x16" (more commonly available in the 12"x12" size) ceramic flooring tile from Home Depot. Yes, for whatever reason, any size ceramic tile works surprisingly well for many TIs according to someone on the conference calls who got the idea after researching what the military uses to RF shield their secure.bunkers. If you've never tried it, do so! For me it probably works better than most if not all of the countermeasures listed here. In addition to sleeping on a layer of them if you want you can lean one tile against your abdomen and another against your head.
Also while sleeping I listen to a CD developed by a TI named David Case of Case Electronics which is supposed to eliminate the tinnitus some TIs experience; for me it helps me relax and may eliminate some of the electronic brain linking/neural monitoring from the perps. The CD is free (last time I checked) but you have to buy high-frequency headphones that go up to at least 25kHz, such as KOSS TSC75 and KOSS PRO35/A from Radio Shack ($25-$40).
Listening to the CD on conventional speakers didn't help. Since using this CD I no longer need to sleep with head shielding. A fabric conditioner called AegisGuard LL, available from http://www.aegisguard.com, added to the final rinse cycle of the laundry while in the washing machine, results in your clothes being RF shielded. I use it all the time and feel much more comfortable during the day as a result. It costs about $4 per laundry load. Based on my experience it is highly recommended if you can afford it! As everyone's targeting is different no one countermeasure works for everyone so experiment to see which set of countermeasures work best for you. Try one thing at a time. Even if something doesn't have much effect at first try it for a week as the beneficial effects may not be apparent initially. If things get extremely bad then discontinue but be aware it takes a while to adjust and sometimes sticking it out for a few days proves beneficial in the long run.
Try inexpensive countermeasures first before spending a lot of money on on elaborate versions -- try $2 copper mesh before spending $30 for a shielded baseball cap, try $10 rubber mats before spending $150 for a blanket-sized sheet of rubber.
Once countermeasures are found that work, switching-off between two or more of them may increase their overall effectiveness. For example wear a shielded baseball cap during the day and listen to a jamming CD at night. Try moving shielding components around to a different spot each night. Reserve an especially effective countermeasure for use only in rare instances of unusually heavy attacks. If you've never or only briefly experimented with shielding I would highly recommend doing so. You may feel only a little better at night but then during the day may feel more positive and may be able to get more accomplished. Before employing shielding countermeasures my life had a very nightmarish, hopeless feel to it. Now my outlook is much more positive and I have more energy during the day!"
Your friendly neighbourhood Targeted Individual.
Someone asked on Reddit, when did you start to notice that you were being stalked?
My answer:
Stalking started around 2018 at the train station but I'm sure they were being peeking toms way before this. I've never known someone to be so obsessive over someone else, where they literally dedicated they're lives to you.
Things that I noticed over time:
E.g. Bullying or unwanted comments
E.g. Walking down the street and thinking to myself, 'i'll need to clean the car today'. Suddenly someone behind me would state the same thing to their friend. E.g. I was concerned someone would see my different coloured socks. So I would cover them, making it impossible to see them but suddenly two random strangers would make a off hand comment regarding my sock colours.
(This is often called the stalking stage, the purpose is to study your reactions and to make you hypersensitive at the same time. So you will start to notice more things around you, which can lead to an increase of paranoia. They will also wish to know what things can cause an negative reaction and will use this more in the future).
  • The neighbours could suddenly hear everything I did in my house.
E.g. My house is completely separate with thick walls and no matter where I seemed to be, I'd eventually hear a comment from the neighbour regarding my previous conversations with family or anything I did during that day.
  • I could hear the neighbour's conversation in my house for some reason, which had never happened before. Projected audio, most likely.
E.g. If I had on the tv, they would say it's too loud despite being on the same loudness for over many years. It was V2K so projected audio in my case.
  • All the themes and comments from random strangers, start to make you feel like your being stalked by someone.
E.g In my case, they lied about making a fake social media website in the beginning as through previous study, they knew I was scared of being online at the time due to OCD. No matter where I went, I'd hear someone state, 'ohh they are from that website!'. It felt like I was being actually followed, which is true. This method is called Anchoring
(This is known as anchoring and is designed to gain your overall attention and to confuse you so you'll look crazy in front of your family and friends. This stage they are preparing you).
The behaviour overall increased and lead to DEW weapons, etc. This was done after the stalking and anchoring stage.
Little tips per case:
  • If your gang-stalker uses the following triggers: Key phrases, sound or frequency. The chances are they use these methods in combination with each other, this pattern of behaviour heavily replies on sensualization. E.g. You think of an thought but suddenly feel stressed for some reason.
"Ahh I feel like cleaning today" You feel an certain change caused by frequency. "Actually it suddenly feels like an lot of effort"
Basically your 'trained' to do this, through the earlier stages of stalking. This is where they study you as an person and expose you to different types of activities such as street threate, certain key phrases, frequencies and etc. This is all to predicted certain reactions from you, which is also handy for anchoring you. (Anchoring is used for misdirection in the gang-stalking community, they will do and say things to confuse or stress you).
  • Anchoring is often used in the earlier stages as well; They will often tell stories or lies about everything or anything. Ultimately this services two purposes: To make you pay attention to certain actions or wording, so you become hypersensitive to everything around you or to encourage you to act out. E.g. You never heard of the term targeted individual before and have no idea what's happening to you, so you tell your family or friends. Unfortunately you appear crazy to them instead.
  • They will often use sound/V2K or they're own voice to confuse you in public. This does not matter if your alone or with relatives. The aim is to give the illusion that someone next to you or people in general are all stalking you.
E.g. Your in a restaurant with your family but can hear people saying certain key phrases or just trying to say anything to gain your attention. But you have no idea, who it could be. (That's the aim, to cause confusion).
  • They will use sound/V2K to misdirect you during conversations. This services many purposes from confusing to making you paranoid.
E.g. You ordered something at McDonalds but suddenly hear a smart/insult comment as you go forward. However you swear you didn't see her lips move? Well chances are they used sound/V2K to cause this.
  • Your deep in thought or starting to fall asleep but suddenly hear words/V2K without hearing anything? Chances are they are using low frequencies or another system for sleep deprivation.
submitted by MousseSuspicious930 to Gangstalking [link] [comments]

Gang-stalking Guide Part 2

Gang-stalking Guide Part 2
I found some pre-made EMF shielding products.
(Click on photos to make bigger)
All Products by: EMF Protection
EMF Bed: Twin to King Size
Price: $894.99 - $1099.99
The BlocSilver Tent is a great portable way of EMF shielding. It is easy to set up and offers great shielding anywhere as you can carry it when staying in a hotel or visiting friends/family.
https://emf-protection.com/product/blocsilver-tent/
Blocbag Original Swiss Shield EMF Sleeping Bag:
Price: $372.00 - $475.00
Our EMF Sleeping Bag offers much of the cell tower radiation shielding qualities and therefore improved sleep patterns of its bigger sisters, the cell phone radiation protection bed canopies, but at a much smaller financial cost and it’s portable too easily slipping into your suitcase meaning even those suffering from severe electrosensitivity can now consider that trip away that they never felt was possible.
This EMF protection Sleeping bag is made from two great quality shielding fabrics, Swiss Shield Wear for the body and New Daylite at the front and top to allow breathing whilst fully enclosed but with a full zip so that you make the decision regarding how much of your body to cover up depending on exposure temperature and personal comfort.
https://emf-protection.com/product/emf-sleeping-bag New 5g Blocbag EMF Sleeping Bag:
Price: $199.99 - $269.99
The New Blocbag Radio Frequency Protective Sleeping Bag is ideal to create an EMF shielding environment when traveling away from home. It is made from lightweight breathable fabrics, washable, easy to carry, and very comfortable. It offers shielding up to 45 dB and conductivity, the much improved BlocBag 2 will have you asleep in no time, even when facing most 5G scenarios. It comes with an integral pillowcase slot but no face covering. For those who can cope with face covering, simply order the half meter of Blocsilver.
https://emf-protection.com/product/new-5...eping-bag/
EMF Clothing Range:
https://emf-protection.com/product-categ...-clothing/ Products by: Defender Shield
EMF Protection Anti-Radiation Blanket:
$$129.99 – $499.99
Whether at home or on-the-go, the DefenderShield® EMF Protection & Anti-Radiation Blanket can help you stay comfy while protecting from wireless EMF radiation and acting as a floating ground.
Our technology shields up to 99% of EMF radiation from 0-10 GHz, which encompasses frequencies used in the fifth generation wireless network.
https://www.defendershield.com/emf-radia...on-blanket Products by: Holland Shielding
All body shielding
Quotes: Apply
https://hollandshielding.com/protective-...-radiation From Experience: Targeted individual method of shielding in full detail.
Medium site: Jay
https://medium.com/@Jay_Coins/what-im-sh...193e75e7ad
&
https://medium.com/@Jay_Coins/my-gear-as...ee9fd78475 From Experience: Targeted individual method of shielding in full detail. Very in-depth - I kinda liked it myself.
Site by: CounterTruth
http://www.countertruth.com/shielding.html
Product made by: Blushield Tesla
Blushield Premium PortableComes in an smaller and cheaper size).
Price: $429.00
Blushield is an active EMF protection technology designed to protect users from the health effects of man-made electromagnetic fields from mobile phones, smart meters, Wi-Fi, 3G, 4G, 5G and all other sources of EMF.
This new Blueshield Premium Portable is twice the strength of the Blueshield Tesla Portable. It has a rechareable battery and comes with a USB cable and induction charge dock. With a three-metre radius (six-metre diameter) area in all directions, place in your pocket or bag when out and about away from your protected zone, or when travelling.
(This seems to be popular).
https://www.earthingoz.com.au/blushield-...m-portable Your friendly neighbourhood Targeted Individual. Email PM FindEdit Delete Reply Quote Report StarChart Junior Member
Product made by: Mission Darkness
(It only received one star because the sender, sent one dirty buy the replacement was clean).
TitanRF Radiation Shielding Throw Blanket - 50" x 60" (127cm x 152cm) Ultra-Soft Reversible Gray and White Design with EMF Radiation Protection
Price: $150.00
LAB TESTED & CERTIFIED TITANRF RADIATION SHIELDING THROW BLANKET The Mission Darkness TitanRF Radiation Shielding Throw Blanket combines quality materials and innovative radio frequency (RF) shielding technology. The main function of the blanket is to act as a barrier between your body and harmful electromagnetic frequencies (EMF) and RF inside your home, such as those coming from cell phones, laptops, Wi-Fi routers, smart meters, and 5G cell towers. To use, simply place the blanket on your lap or other areas of your body to reduce your exposure to radiation.
The double-sided reversible design consists of ultra-soft 100% polyester exterior layers with EMF radiation protection hidden inside. The standard size throw blanket is perfect for enjoying on the couch, at a desk, or while traveling. The combined features offers comfortable shielded protection in any environment.
https://www.amazon.com/Mission-Darkness-...ast_sto_dp
Product made by: AegisGuard
AegisGuard LL For Washable Clothing & Fabrics
AegisGuard™ LL protects users from the airborne radiation normally penetrating body organs covered by clothing. Added to the final rinse water and safe for all hand and machine washable fabrics, it deflects both high and low radiation frequencies away from the body. It is an ideal shielding solution for individuals suffering from electrosensitivity (EHS).
AegisGuard™ LL Radiation Shields provide safe, proven radiation shielding protection for all hand and machine washable clothing and other fabrics, including smart clothes, without affecting their color, appearance or texture. Simply add to the final rinse, with or without fabric softener, and machine or hang dry. They are the #1 doctor recommended shielding products for patients concerned about the health effects of radiation frequencies upon the body, and electrosensitive (IEI-EMF, EHS, and ES) individuals.
https://www.goaegis.com/aegisguard_ll_ra...ields.html Product made by: Holland Shielding
EMI/RFI-shielded Faraday tent
The EMI/RFI-shielded Faraday tents are made of highly conductive, lightweight, and ultra-strong textiles. By default, the Faraday tents are delivered with multiple ropes so they can be easily attached to a ceiling, or they can come with a self-standing frame.
Typical applications are EMC experiments, RF measurements, mobile military or forensic activities, and personal protection in the field. Faraday tents offer a mobile solution for only a fraction of the cost compared to a conventional Faraday cage.
https://hollandshielding.com/EMI-RFI-shi...raday-tent Product made by: LessEMF
Long Sleeve T-Shirt by Less EMF
Comfortable and classic, this attractive Long Sleeve T is made with a cotton/poly blend woven with silver fibers. The material has been tested between 10 MHz and 4 GHz and shields radio frequencies at 45 dB. A great way to protect your upper body. Pairs nicely with Less EMF Beanie (shown in the image). Available in gray. Made in USA. Specify desired size: S M L XL Washing Instructions: Hand wash (104°F) with TexCare, do not use bleach or chemical detergents. Do not tumble dry. Do not iron.
https://www.lessemf.com/personal.html#20520 https://emfacademy.com/copper-block-emf-radiation/
"Copper is really effective metal at shielding against EMF radiation, which is why you see it in many hospitals or IT applications"
https://www.amazon.com/Brite-Bronze-Copper-Insect-Screen/dp/B00N19V97K/ref=sr_1_6?ie=UTF8&qid=1446167910&sr=8-6&keywords=copper+screen Mylar is also quite a popular material to use. Others advice:
"Try inexpensive countermeasures first before spending a lot of money on on elaborate versions -- try $2 copper mesh before spending $30 for a shielded baseball cap, try $10 rubber mats before spending $150 for a blanket-sized sheet of rub" Others advice:
"Buy gel packs and tape them together to create a blanket. Water has proven to be effective at blocking out signals"
"Create a thick blanket using tin foil - cheaper and temporary option, until more effective measures are found"
"Buy a large piece of steel and sleep under it. Even using pots/pans have been known to work"
Others advice:
Other countermeasures are steel cookie sheets, heavypieces of steel such as barbell plates, multiple layers of foil, multiple layers of mylar blankets, wet towels, wet blankets, lead xray aprons, filled plastic water bottles, hand lotion and other lotions, jels and creams applied to the skin, metal necklaces, metal wrist and ankle bracelets, metal belts, metal impregnated clothing, metal impregnated bed sheets, RF shielding fabric conditioner, electrically grounded ground planes, electrically grounding our bodies, ceramic tile, unrolled copper mesh scourers wrapped around the head, RF shielded baseball cap from http://www.lessemf.com, neodymium or other strong or large magnets, box fan leaned against the bed to provide vibration, moving around during the day (working around the house, gardening, hiking -- makes targeting more difficult), playing one or more radios tuned to different news talk stations or tuned to different types of music stations such as classical and jazz, foam earplugs.
Shielding countermeasures that work well for me to counteract synthetic vibrational sensations are rubber mats, electrically grounded ground plane, electrically grounding myself, RF shielding fabric conditioner, ceramic tile, RF shielded baseball cap, the anti-tinnitus CD/headphone, and listening to talk radio. I have an aluminum screen (metal kind used for window screen and screened doors) in bed.
under my fitted sheet connected to earth ground (third prong of an electrical outlet, or cold water metal plumbing supply line pipe under the sink, or a metal rod driven ~2' into the ground outside). Thus I'm sleeping on a ground plane that tends to "ground-out" some of the RF directed at me. Helping further is an electrically grounded wire touching my skin while in bed, also helping to "ground-out" the RF. (Next thing for me to try is an RF fabric sheet on top, or a sheet washed in RF shielding fabric conditioner.) Under my aluminum screen in bed is a layer of 16"x16" (more commonly available in the 12"x12" size) ceramic flooring tile from Home Depot. Yes, for whatever reason, any size ceramic tile works surprisingly well for many TIs according to someone on the conference calls who got the idea after researching what the military uses to RF shield their secure.bunkers. If you've never tried it, do so! For me it probably works better than most if not all of the countermeasures listed here. In addition to sleeping on a layer of them if you want you can lean one tile against your abdomen and another against your head.
Also while sleeping I listen to a CD developed by a TI named David Case of Case Electronics which is supposed to eliminate the tinnitus some TIs experience; for me it helps me relax and may eliminate some of the electronic brain linking/neural monitoring from the perps. The CD is free (last time I checked) but you have to buy high-frequency headphones that go up to at least 25kHz, such as KOSS TSC75 and KOSS PRO35/A from Radio Shack ($25-$40).
Listening to the CD on conventional speakers didn't help. Since using this CD I no longer need to sleep with head shielding. A fabric conditioner called AegisGuard LL, available from http://www.aegisguard.com, added to the final rinse cycle of the laundry while in the washing machine, results in your clothes being RF shielded. I use it all the time and feel much more comfortable during the day as a result. It costs about $4 per laundry load. Based on my experience it is highly recommended if you can afford it! As everyone's targeting is different no one countermeasure works for everyone so experiment to see which set of countermeasures work best for you. Try one thing at a time. Even if something doesn't have much effect at first try it for a week as the beneficial effects may not be apparent initially. If things get extremely bad then discontinue but be aware it takes a while to adjust and sometimes sticking it out for a few days proves beneficial in the long run.
Try inexpensive countermeasures first before spending a lot of money on on elaborate versions -- try $2 copper mesh before spending $30 for a shielded baseball cap, try $10 rubber mats before spending $150 for a blanket-sized sheet of rubber.
Once countermeasures are found that work, switching-off between two or more of them may increase their overall effectiveness. For example wear a shielded baseball cap during the day and listen to a jamming CD at night. Try moving shielding components around to a different spot each night. Reserve an especially effective countermeasure for use only in rare instances of unusually heavy attacks. If you've never or only briefly experimented with shielding I would highly recommend doing so. You may feel only a little better at night but then during the day may feel more positive and may be able to get more accomplished. Before employing shielding countermeasures my life had a very nightmarish, hopeless feel to it. Now my outlook is much more positive and I have more energy during the day!"
Your friendly neighbourhood Targeted Individual.
Someone asked on Reddit, when did you start to notice that you were being stalked?
My answer:
Stalking started around 2018 at the train station but I'm sure they were being peeking toms way before this. I've never known someone to be so obsessive over someone else, where they literally dedicated they're lives to you.
Things that I noticed over time:
E.g. Bullying or unwanted comments
E.g. Walking down the street and thinking to myself, 'i'll need to clean the car today'. Suddenly someone behind me would state the same thing to their friend. E.g. I was concerned someone would see my different coloured socks. So I would cover them, making it impossible to see them but suddenly two random strangers would make a off hand comment regarding my sock colours.
(This is often called the stalking stage, the purpose is to study your reactions and to make you hypersensitive at the same time. So you will start to notice more things around you, which can lead to an increase of paranoia. They will also wish to know what things can cause an negative reaction and will use this more in the future).
  • The neighbours could suddenly hear everything I did in my house.
E.g. My house is completely separate with thick walls and no matter where I seemed to be, I'd eventually hear a comment from the neighbour regarding my previous conversations with family or anything I did during that day.
  • I could hear the neighbour's conversation in my house for some reason, which had never happened before. Projected audio, most likely.
E.g. If I had on the tv, they would say it's too loud despite being on the same loudness for over many years. It was V2K so projected audio in my case.
  • All the themes and comments from random strangers, start to make you feel like your being stalked by someone.
E.g In my case, they lied about making a fake social media website in the beginning as through previous study, they knew I was scared of being online at the time due to OCD. No matter where I went, I'd hear someone state, 'ohh they are from that website!'. It felt like I was being actually followed, which is true. This method is called Anchoring
(This is known as anchoring and is designed to gain your overall attention and to confuse you so you'll look crazy in front of your family and friends. This stage they are preparing you).
The behaviour overall increased and lead to DEW weapons, etc. This was done after the stalking and anchoring stage.
Little tips per case:
  • If your gang-stalker uses the following triggers: Key phrases, sound or frequency. The chances are they use these methods in combination with each other, this pattern of behaviour heavily replies on sensualization. E.g. You think of an thought but suddenly feel stressed for some reason.
"Ahh I feel like cleaning today" You feel an certain change caused by frequency. "Actually it suddenly feels like an lot of effort"
Basically your 'trained' to do this, through the earlier stages of stalking. This is where they study you as an person and expose you to different types of activities such as street threate, certain key phrases, frequencies and etc. This is all to predicted certain reactions from you, which is also handy for anchoring you. (Anchoring is used for misdirection in the gang-stalking community, they will do and say things to confuse or stress you).
  • Anchoring is often used in the earlier stages as well; They will often tell stories or lies about everything or anything. Ultimately this services two purposes: To make you pay attention to certain actions or wording, so you become hypersensitive to everything around you or to encourage you to act out. E.g. You never heard of the term targeted individual before and have no idea what's happening to you, so you tell your family or friends. Unfortunately you appear crazy to them instead.
  • They will often use sound/V2K or they're own voice to confuse you in public. This does not matter if your alone or with relatives. The aim is to give the illusion that someone next to you or people in general are all stalking you.
E.g. Your in a restaurant with your family but can hear people saying certain key phrases or just trying to say anything to gain your attention. But you have no idea, who it could be. (That's the aim, to cause confusion).
  • They will use sound/V2K to misdirect you during conversations. This services many purposes from confusing to making you paranoid.
E.g. You ordered something at McDonalds but suddenly hear a smart/insult comment as you go forward. However you swear you didn't see her lips move? Well chances are they used sound/V2K to cause this.
  • Your deep in thought or starting to fall asleep but suddenly hear words/V2K without hearing anything? Chances are they are using low frequencies or another system for sleep deprivation.
submitted by MousseSuspicious930 to TargetedSolutions [link] [comments]

Blighty Bingo - free spins bonus & no deposit bonus code

Blighty Bingo - free spins bonus & no deposit bonus code

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Sunsetting without major systemic changes is a hard sell

Gear sunsetting doesn't sit right with a good portion of the playerbase. It's a highly controversial announcement during what's already a controversial season with lackluster content. It's an unspoken plead from the devs to trust that "the game will get better" and its a feeling destiny fans have known during the series dark periods. I've had a lot of discussion with my friends about this since we play a lot of destiny, and I want other people to join the discussion too.
I have a lot of suggestions and I have no clue how difficult they can be to implement. These aren't demands. This isn't a "REEEEEEE FUCK YOU BUNGIE" post either. Quarantine just naturally gives people a ton of free time so here I am writing my thoughts on a video game I play a lot.

What needs to be looked at in order for sunsetting to fit right…

RNG

There's too many layers of RNG in the current grind. There's very little influence to the way you actually get a weapon in a majority of D2's content. On top of that, all of the barrels, sights, strings, rounds, the stuff that influences a gun feel — random. The last two perks that dictate a playstyle — random.
Getting a god rolled Coldfront was really time consuming (with no promise of actually getting the roll you want) and now it's unavailable with no way to grind it out again. It feels like a kick in the throat that it's going to be sunsetted after putting in the work. You can have a short time with a seasonal event and quickly get the roll you want, be satisfied and have good memories. Or...spend way more time than there is depth to the activity, become miserable, and possibly stop chasing the carrot entirely. It all depends on luck.
I feel a lot of players are gonna get tired real quick if the way of grinding weapons and armor doesn't change to account for sunsetting. So let us target loot better. Put less garbage perks in the pool (looking at you air assault) and let us reroll masterworks again. Give us the ability to influence the actual rolls of weapons and armor. I really enjoy having loot that has two sets of perks like the end-of-season pass Dawn weapons had, and I think all drops having that system would do a great job at reducing RNG.
Some weapons in collections have all of the available rolls listed on them...perhaps there could be a way to "wishlist" a roll and have some kind of guaranteed influence towards it? Bungie talked about saving god rolls in collections in the past, now is the time to bring that discussion back.
Vendor rolls returning would be really nice. Who asked for them to be removed, anyway? They could be super useful if gear is going to have an expiration date, and make more actually memorable "had to be there" moments.
Armor in destiny was never really as important as the weapons (barring exotic armor). I get why armor mods will be sunset as some have become too hard to deal with such as Taken Armaments. Plus running charged with light builds for the games lifecycle will get old. The problem is grinding good armor can be even worse than grinding good weapons! If you're going to give us a rotating seasonal mod slot and transmog, there's no reason to sunset my high rec/int chest piece. I might get a new one thanks to it being up to RNG, but it won't feel any different because it's just a number that's being changed. Give us more influence on stat distribution, make dealing with armor less expensive, maybe it'll sit better having to regrind. If the system is untouched…it's gonna be hard to motivate players to make new builds.
RNG mitigation was touched upon with Menagerie and also whatever Bungie is planning with [REDACTED] engrams but there's not enough info. RNG mitigation has to encompass the whole game.

Ritual quest design

Quests in destiny 2 can leave a lot to be desired. I'm going to use Mountaintop's original quest as my talking point for how bad it can be for pinnacle/ritual weapons. So in order to get what is essentially a completely unique special ammo rocket-launcher-thats-a-grenade-launcher that was highly OP for pve at the time, you have to go out of your way to get double kills and killstreaks with grenade launchers in the crucible. When the quest first came around the requirements were very unreasonable and had to be toned down in numbers. You essentially had to master grenade launchers and your reward is a grenade launcher with no drawbacks and higher damage. You had to purposefully be selfish and gimp yourself to chase this goal as grenade launchers aren't exactly meta… Doing this quest made me loathe PVP for a few seasons. The gun is still insane in PVP with very little ways to counter it, too.
If weapons will be sunset, you shouldn’t make quests like mountaintop again. Having a really unfun quest that only hardcore players will chase, that then gives those hardcore players a further advantage over others is already a hard sell. Making it even more brutal by giving the reward an expiration date is going to make hardcore players just lose interest over time.
Ritual weapons were made to not be as obscenely OP as pinnacles… they generally have much less hardcore of a grind but it's still not exactly fun. A sad thing about this though is that pinnacles were really unique and those kind of weapon types might not exist again. Bungie has said the way ritual weapons are going to be obtained can be through multiple ways of playing now, so that's good. I just hope they can stay interesting and not break the game too hard. Its also nice to sweeten the deal with an overall weapon type buff like they did to sidearms when they released Buzzard.
If you're going to sunset pinnacle weapons, now is the time to start thinking of them as ideas for new weapons. Give us a special ammo rocket launcher archetype to replace mountaintop. Give SMG's a niche as weapons that can be buffed by other weapons. I don't know, just spitballing. Wave frame grenade launchers could've been a one off pinnacle but I'm personally glad it was a unique random roll instead, more people could appreciate it.
More unique weapons like wave frame launchers available every season softens the blow of losing pinnacle weapons.
However… season pass exotics are different. They're unique,sure, but they are just handed to you if you pay money, and then are unavailable for who knows how long if you missed the season. Erianas Vow is a staple in endgame nightfalls but you're fucked if you didn't get it in Season of Undying. And not because you have to do an interesting quest or challenge, no, because "you had to be there."

Legacy Content

Don't make us wait for the end of the games lifecycle to make all the raids relevant! They're by far the best content in the game, in my opinion. Update the drops, make the drops have perks that help specifically in the raid… it's criminal that this content could be sunsetted! Same with the dungeons.
I also personally dislike this concept of just removing story from the game. Story that was once there now just being cut out. Don't even care if the loot isn't up to par, I had a blast playing through ALL of the content in D1 Age of Triumph as a new player. I got a pretty full story and did the raids and most exotic quests in order and left satisfied. If I were to be a new player in D2,not only do I need a guide telling me what story missions to do in order… I also have to deal with missing the entering the dreaming city mission, missing the Saint 14 missions, missing the Uldren waking and Eris being possessed cutscenes, missing the warmind bunker encounters with Ana and Zavala (I doubt this will stay)… those are huge portions of story just up and deleted! Not sunset but just gone completely. Have to watch them online…
Bungie has said they're planning to keep these seasonal activities like Sundial, Vex Offensive and Seraph Towers in the game in the future. I'd rather the story content stay and the activities go, personally, if the activities remain as underwhelming as they are.
If they want to have an evolving world...maybe a world state modifier is something that can be planned? Similar to Division 2 on that end. So if Titan ends up getting destroyed you can always go back to play that content at a previous world state.

Seasonal grind

Grinding power every season is not fun when you're doing the same content for years on end. There, I said it. Vanguard strikes haven't been touched in ages. Gambit hasn't been touched in ages. Patrols and lost sectors as part of flashpoints...you get the point. The base content is getting stale.
Holding onto blues and low rolled armor because they're high light isn't fun. The whole point of raising the infusion costs and making masterworking so expensive was so that you could feel attached to your gear and have to make decisions or whatever, but that doesn't work when gear now has an expiration date. Lower the cost of infusion, give more MW materials, and give us more for dismantling MW'd items.
Also, the champion system being restricted to just a few guns a season sucks. Exotic weapons in pve feel sunset already due to this. It still baffles me that Symmetry was changed when the community was and still is begging for more champion modded exotics.

Lack of clarity on sunsetting

The TWAB said a lot but there are still some things about the weapon sunsetting system that need to be clarified.

Re-issuing

If weapons are literally just dumped back into the game the exact same as they were before, and you can't just infuse your new halfdan into your old god roll halfdan...thats gonna be real dumb. This is implying that none of the other topics in this get addressed. If we can target a roll on a reissued weapon and get it guaranteed in a reasonable timeframe (less if you've owned it before) then it would be alright but still a little stinky.

Availability of all weapon archetypes

If you turn away Johnny Jim who refuses to play with anything but a 450 kinetic pulse paired with an adaptive fusion and rapid fire machine gun then you make that person enjoy the game way less and risk them leaving entirely. So a weapon of every type in each slot should be available every year at least. Full on vendor refreshes. New art, new sounds, new perks, that'll make this sit easier.
Maybe just keep some weapons around all the time, too? Mida Mini Tool and Drang, as examples. Same art, same sounds, maybe different perks…. But they're parts of exotic weapons that aren't being sunset, so these shouldn't either.

Rebalancing

PVE feels a bit weird right now if you're using a scout rifle or hand cannon. The reason damage perks are so sought after is because primaries are not as crispy as they were in D1. Enemies are tougher. A cabal mook can take two headshots from a scout rifle or hand cannon… Fix the enemies health and weapon ttk, suddenly rampage on my duke isn't so necessary. Now I'm open to the idea of getting a different 110hc with different perks. On the topic, we really need more frequent sandbox updates too. Fusion rifles in PVE besides Loaded Question are pretty pointless, and in PVP it feels like you run Erentil or bust.

Expanding legendary ornaments

Spending money on these not knowing the weapons would be sunset really suits wrong. Make the ornaments archetype specific as opposed to weapon specific, introduce transmog for weapon archetypes. (legendary/blue weapons only) That way if I really love the way my blast furnace looks, I can transfer it to a new aggressive frame pulse and it would feel a bit different but still look as dope as I want it to. If I want the exact feel I can go back to that original sunset blast furnace, but I can bring the look and sounds with me as transmog. Some weapons are already reskins of the same model like Better Devils and Service Revolver, too. Just my own idea, have no clue if it's possible to implement let alone a good idea in the first place.
Bungie went through with gear sunsetting at a time where trust is very low and a good portion of the community doesn't want sunsetting. This season is controversially low on quality content, trials is reskins/ports and the mode is filled with hackers, seraph weapons are niche, GM nightfalls are unrewarding, balance patches are still too slow... I won't get too much into specifics because it turns away the point of my ramble. If you've proven to us you can churn out quality content and enough of it that can sustain an MMO, sunsetting wouldn't hurt so bad. As it is, if we get more seasons like the current one but you implement sunsetting... yikes... I know I sound like a billion bungie plz posts merged into one but we really need Bungie communicating even more than before for a live game like this making such drastic changes. There's too much speculation going on right now. A lot of this speculation is justified, too. People are stuck at home and Bungie is messing with our vault again. So all in all I hope these suggestions get talked about, and I hope if gear sunsetting does get implemented that the whole game improves around it to support the change.
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