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The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

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

Introduction

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

Changelog

3/9/20:
  • [Updated for .12]
  • Money making strategies completed.
  • Minor grammar adjustments, adding additional medical items.
  • Added additional resources, updated old ones.
  • Hideout section complete

Table of Contents

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

Tarkov Overview - What is Escape from Tarkov?

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

Tarkov Resources - Useful links

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

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

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

Map Keys and You

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

Tarkov's Weapon Compatibility Guide

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

HUGE Reference Bible by Veritas

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

Offline Raids - Player Practice

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

Tarkov's Maps

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

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

Factory

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

Customs

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

Woods

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

Shoreline

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

Interchange

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

Reserve

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

The Lab ('Labs')

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

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

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

Raiders

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

Tarkov's Health System

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

Health Restoration

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

Pain Management

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

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

submitted by dumnem to EscapefromTarkov [link] [comments]

r/MyChemicalRomance General Survey RESULTS!

Hey all,
Thanks for responding to the general survey I put out last weekend! Here are the top results:
Demographic info:
Age: 34% of respondents are ages 15-19. 20% are ages 20-24. Ages 25-29 and under 15 are tied at 17% each.
Gender: 61% of respondents identify as a woman. 27% identify as a man. About 5% identify as non-binary or within the nonbinary spectrum, including yours truly. Enby rights!
Sexuality: 38% of respondents identify as straight. About 10% identify as gay or lesbian. About 37% identify as bi or pansexual! 4% identify as asexual, and about 2% also identified within the ace/aro spectrum. 6% identify as queer and 9% identify as questioning/unsure.
Location: The majority of respondents are from North America and Europe, at 61% and 28% respectively. American respondents are from a plethora of different states, with the highest concentrations in California and Texas. Non-American respondents come from all over the world; Canada, Poland, Germany, Russia, Australia, New Zealand, Turkey, and Belarus just to name a few.
Education/Occupation: Many respondents said that they were in middle or high school. For occupation or college study, there were tons of interesting answers! Here’s a few that jumped out to me: teacher, electrical engineer, marriage and family therapy (cool!), technical theatre and stage management, psychologist, radiologist, theoretical physicist, linguistics (omg pm me please), lawyer, stay-at-home-mom, and so many others. I found the diversity of study/careers so fascinating considering the average age of the members of sub!
Music: 51% of respondents say they engage with music outside of just listening in ways like performing, songwriting, etc. The other 49% say they do not.
Band-related info:
Time listening to MCR: A whopping 34% of respondents say they’ve been listening to MCR for 11-20 years! How cool is that? 20% say they’ve been listening to MCR for less than a year, while 18% say they’ve been listening for 1-2 years. 17% say they’ve been listening for 5-10 years.
Introduction to MCR: 45% of respondents say their introduction to the band was The Black Parade. 37% say it was Three Cheers for Sweet Revenge. Other responses (outside of the other albums) include best-of playlists, music videos, and the infamous fanfiction My Immortal (my name is Ebony D’arkness Dementia Raven Way!)
Live shows: The majority of respondents, 78%, say they’ve never seen MCR or any of its members/side projects live in concert. For the other 22%, how I envy you!
Ranking: 53% of respondents say that MCR is their #1 favorite band! 15% say it’s their second-favorite band, and 19% say it’s in their top 5.
Favorite Album: I was surprised to see that 38% of respondents chose Revenge as their favorite album! I totally agree, I just thought it would be more related to commercial success. 30% picked Black Parade, and Bullets and Danger Days tie at 14% each.
Favorite Era: Unsurprisingly, 36% chose Revenge as their favorite era, followed by Black Parade at 28% and Danger Days at 22%. To the 2 folks who picked the breakup/side projects as their favorite era, I have just one question: ?????????
Best Album Art: Once again Revenge takes the lead at 55%! Bullets comes in at #2 with 13%, followed by Black Parade at 12%, Danger Days at 10%, and Conventional Weapons at 8%.
Best Album Opener: The End. was voted the best album opener at 39%, surprisingly beating Helena at 30%. Look Alive, Sunshine came in at 16% and Romance at 13%.
Best Album Closer: Famous Last Words was voted best album closer at 40%. Who’s surprised? What an absolute banger of a song. If you consider Blood the closer of TBP, that got a few votes too. Interestingly, Demolition Lovers came in second at 23%, followed by Vampire Money at 18% and I Never Told You What I Do For A Living at 16%.
Best Side Project: Frank Iero’s many side projects were voted the favorite at 47%. Gerard Way’s projects came in second at 41%. Ray Toro’s solo album came in at 5%, and Mikey Way’s side project at 2%.
Social Media Engagement: The majority of respondents said they use Reddit (obvs lol), Instagram, and Twitter to engage with the band or band-related content. Other answers include Tumblr, Facebook, YouTube, and MySpace (lmaooo)
Artists Similar to MCR: I found the answers to this one super interesting because it was very reflective of the current discourse surrounding MCR-related acts; I know at least on Twitter, there’s a huge debate as to whether MCR should be grouped with other “emo trinity” bands like Fall Out Boy, Panic! At The Disco, and Twenty One Pilots, or more punk/rock bands like Taking Back Sunday, Thursday, The Used, and Green Day. Other answers include Avenged Sevenfold, Creeper, Palaye Royale, Brand New, Smashing Pumpkins, The Smiths, Queen, Iron Maiden, Jimmy Eat World (Colin, is that you?), Paramore, Mindless Self Indulgence, The Killers, Breaking Benjamin, Pink Floyd, Black Veil Brides, Against Me!, All American Rejects, Blink-182, Simple Plan, AFI, Weezer, Gorillaz, and All Time Low.
Other Music: In terms of what respondents listen to outside of MCR, the answers run the gamut from pop, indie, grunge, classic rock, and even 90s boybands.
Favorite MCR Song: The final question resulted in answers from all over the board! A few that stick out are Thank You For the Venom (fuck yeah)!, Mama, Helena, Famous Last Words, The Ghost of You, Early Sunsets, House of Wolves, and Vampires.
Speaking of THE BEST My Chem Song, be on the lookout for the first round of Survivor! Starting with Bullets, I will be posting a survey with every song on the album asking you to pick your least favorite. This will keep going until we have a winner from each album, at which point they’ll go head to head to reveal an all-time winner!
Thanks again for completing the survey. Just a note: all answers were rounded to the nearest whole percentage, and many questions had the option to select multiple answers or fill in your own which may have resulted in some funky math. I’m no data analyst by any means - this was all just for fun! I definitely had fun reviewing everyone’s answers and I hope you did too :)
submitted by saltycameron_ to MyChemicalRomance [link] [comments]

Comprehensive Guide for getting into Home Recording

I'm going to borrow from a few sources and do my best to make this cohesive, but this question comes up a lot. I thought we had a comprehensive guide, but it doesn't appear so. In the absence of this, I feel that a lot of you could use a simple place to go for some basics on recording. There are a couple of great resources online already on some drumming forums, but I don't think they will be around forever.
Some background on myself - I have been drumming a long time. During that time, home recording has gone from using a cassette deck to having a full blown studio at your finger tips. The technology in the last 15 years has gotten so good it really is incredible. When I was trying to decide what I wanted to do with my life, I decided to go to school for audio engineering in a world-class studio. During this time I had access to the studio and was able to assist with engineering on several projects. This was awesome, and I came out with a working knowledge of SIGNAL CHAIN, how audio works in the digital realm, how microphones work, studio design, etc. Can I answer your questions? Yes.

First up: Signal Chain! This is the basic building block of recording. Ever seen a "I have this plugged in but am getting no sound!" thread? Yeah, signal chain.

A "Signal Chain" is the path your audio follows, from sound source, to the recording device, and back out of your monitors (speakers to you normies).
A typical complete signal chain might go something like this:
1] instrument/sound source 2] Microphone/TransducePickup 3] Cable 4] Mic Preamp/DI Box 5] Analog-to-Digital Converter 6] Digital transmission medium[digital data get recoded for usb or FW transfer] 7] Digital recording Device 8] DSP and Digital summing/playback engine 9] Digital-to-Analog Converter 10] Analog output stage[line outputs and output gain/volume control] 11] Monitors/Playback device[headphones/other transducers]
Important Terms, Definitions, and explanations (this will be where the "core" information is):
1] AD Conversion: the process by which the electrical signal is "converted" to a stream of digital code[binary, 1 and 0]. This is accomplished, basically, by taking digital pictures of the audio...and this is known as the "sampling rate/frequency" The number of "pictures" determines the frequency. So the CD standard of 44.1k is 44,100 "pictures" per second of digital code that represents the electrical "wave" of audio. It should be noted that in order to reproduce a frequency accuratly, the sampling rate must be TWICE that of the desired frequency (See: Nyquist-Shannon Theorem). So, a 44.1 digital audio device can, in fact, only record frequencies as high as 22.05khz, and in the real world, the actual upper frequency limit is lower, because the AD device employs a LOW-PASS filter to protect the circuitry from distortion and digital errors called "ALIASING." Confused yet? Don't worry, there's more... We haven't even talked about Bit depth! There are 2 settings for recording digitally: Sample Rate and Bit Depth. Sample rate, as stated above, determines the frequencies captured, however bit depth is used to get a better picture of the sample. Higher bit depth = more accurate sound wave representation. More on this here. Generally speaking, I record at 92KHz/24 bit depth. This makes huge files, but gets really accurate audio. Why does it make huge files? Well, if you are sampling 92,000 times per second, you are taking each sample and applying 24 bits to that, multiply it out and you get 92,000*24 = 2,208,000 bits per second or roughly 0.26MB per second for ONE TRACK. If that track is 5 minutes long, that is a file that is 78.96MB in size. Now lets say you used 8 inputs on an interface, that is, in total, 631.7MB of data. Wow, that escalates quick, right? There is something else to note as well here: Your CPU has to calculate this. So the amount of calculations it needs to perform for this same scenario is ~17.7 million calculations PER SECOND. This is why CPU speed and RAM is super important when recording digitally.
2] DA conversion: the process by which the digital code (the computer representation of a sound wave) is transformed back into electrcal energy in the proper shape. In a oversimplified explanation, the code is measured and the output of the convertor reflects the value of the code by changing voltage. Think of a sound wave on a grid: Frequency would represent the X axis (the horizontal axis)... but there is a vertical axis too. This is called AMPLITUDE or how much energy the wave is generating. People refer to this as how 'loud' a sound is, but that's not entirely correct. You can have a high amplitude wave that is played at a quiet volume. It's important to distinguish the two. How loud a sound is can be controlled by the volume on a speaker or transducer. But that has no impact on how much amplitude the sound wave has in the digital space or "in the wire" on its way to the transducer. So don't get hung up on how "loud" a waveform is, it is how much amplitude it has when talking about it "in the box" or before it gets to the speakeheadphone/whatever.
3] Cables: An often overlooked expense and tool, cables can in fact, make or break your recording. The multitudes of types of cable are determined by the connector, the gauge(thickness), shielding, type of conductor, etc... Just some bullet points on cables:
- Always get the highest quality cabling you can afford. Low quality cables often employ shielding that doesnt efectively protect against AC hums(60 cycle hum), RF interference (causing your cable to act as a gigantic AM/CB radio antenna), or grounding noise introduced by other components in your system. - The way cables are coiled and treated can determine their lifespan and effectiveness. A kinked cable can mean a broken shield, again, causing noise problems. - The standard in the USA for wiring an XLR(standard microphone) cable is: PIN 1= Cold/-, PIN 2= Hot/+, PIN 3=Ground/shield. Pin 3 carries phantom power, so it is important that the shield of your cables be intact and in good condition if you want to use your mic cables without any problems. - Cables for LINE LEVEL and HI-Z(instrument level) gear are not the same! - Line Level Gear, weather professional or consumer, should generally be used with balanced cables (on a 1/4" connector, it will have 3 sections and is commonly known as TRS -or- TipRingSleeve). A balanced 1/4" is essentially the same as a microphone cable, and in fact, most Professional gear with balanced line inputs and outputs will have XLR connectors instead of 1/4" connectors. - Hi-Z cable for instruments (guitars, basses, keyboards, or anything with a pickup) is UNBALANCED, and should be so. The introduction of a balanced cable can cause electricity to be sent backwards into a guitar and shock the guitar player. You may want this to happen, but your gear doesn't. There is some danger here as well, especially on stage, where the voltage CAN BE LETHAL. When running a guitabass/keyboard "Direct" into your interface, soundcard, or recording device, you should ALWAYS use a "DIRECT BOX", which uses a transformer to isolate and balance the the signal or you can use any input on the interface designated as a "Instrument" or "Hi-Z" input. It also changes some electrical properties, resulting in a LINE LEVEL output (it amplifies it from instrument level to line level).
4] Digital Data Transmissions: This includes S/PDIF, AES/EBU, ADAT, MADI. I'm gonna give a brief overview of this stuff, since its unlikely that alot of you will ever really have to think about it: - SDPIF= Sony Phillips Digital Interface Format. using RCA or TOSLINK connectors, this is a digital protocol that carries 3 streams of information. Digital audio Left, Digital Audio Right, and CLOCK. SPDIF generally supports 48khz/20bit information, though some modern devices can support up to 24bits, and up to 88.2khz. SPDIF is the consumer format of AES/EBU - AES/EBU= Audio Engineering Society/European Breadcasters Union Digital protocol uses a special type of cable often terminated with XLR connectors to transmit 2 channels of Digital Audio. AES/EBU is found mostly on expensive professional digital gear. - ADAT= the Alesis Digital Audio Tape was introduced in 1991, and was the first casette based system capable of recording 8 channels of digital audio onto a single cartridge(a SUPER-VHS tape, same one used by high quality VCR's). Enough of the history, its not so important because we are talking about ADAT-LIGHTPIPE Protocol, which is a digital transmission protocol that uses fiberoptic cable and devices to send up to 8 channels of digital audio simultaneously and in sync. ADAT-Lightpipe supports up to 48khz sample rates. This is how people expand the number of inputs by chaining interfaces. - MADI is something you will almost never encounter. It is a protocol that allows up to 64 channels of digital audio to be transmitted over a single cable that is terminated by BNC connectors. Im just telling you it exists so in case you ever encounter a digital snake that doesnt use Gigabit Ethernet, you will know whats going on.
digital transmission specs: SPDIF -> clock->2Ch->RCA cable(consumer) ADAT-Lightpipe->clock->8Ch->Toslink(semi-pro) SPDIF-OPTICAL->clock->2Ch->Toslink(consumer) AES/EBU->clock->2Ch->XLR(Pro) TDIF->clock->8Ch->DSub(Semi-Pro) ______________ MADI->no clock->64Ch->BNC{rare except in large scale pofessional apps} SDIF-II->no clock->24Ch->DSub{rare!} AES/EBU-13->no clock->24Ch->DSub
5] MICROPHONES: There are many types of microphones, and several names for each type. The type of microphone doesn't equate to the polar pattern of the microphone. There are a few common polar patterns in microphones, but there are also several more that are less common. These are the main types- Omni-Directional, Figure 8 (bi-directional), Cardioid, Super Cardioid, Hyper Cardioid, Shotgun. Some light reading.... Now for the types of microphones: - Dynamic Microphones utilize polarized magnets to convert acoustical energy into electrical energy. there are 2 types of dynamic microphones: 1) Moving Coil microphones are the most common type of microphone made. They are also durable, and capable of handling VERY HIGH SPL (sound pressure levels). 2) Ribbon microphones are rare except in professional recording studios. Ribbon microphones are also incredibly fragile. NEVER EVER USE PHANTOM POWER WITH A RIBBON MICROPHONE, IT WILL DIE (unless it specifically requires it, but I've only ever seen this on one Ribbon microphone ever). Sometimes it might even smoke or shoot out a few sparks; applying phantom power to a Ribbon Microphone will literally cause the ribbon, which is normally made from Aluminum, to MELT. Also, windblasts and plosives can rip the ribbon, so these microphones are not suitible for things like horns, woodwinds, vocals, kick drums, or anything that "pushes air." There have been some advances in Ribbon microphones and they are getting to be more common, but they are still super fragile and you have to READ THE MANUAL CAREFULLY to avoid a $1k+ mistake. - CondenseCapacitor Microphones use an electrostatic charge to convert acoustical energy into electrical energy. The movement of the diaphragm(often metal coated mylar) toward a ceramic "backplate" causes a fluctuation in the charge, which is then amplified inside the microphone and output as an electrical signal. Condenser microphones usually use phantom power to charge the capacitors' and backplate in order to maintain the electrostatic charge. There are several types of condenser microphones: 1) Tube Condenser Microphones: historically, this type of microphone has been used in studios since the 1940s, and has been refined and redesigned hundreds, if not thousands of times. Some of the "best sounding" and most desired microphones EVER MADE are Tube Condenser microphones from the 50's and 60's. These vintage microphones, in good condition, with the original TUBES can sell for hundreds of thousands of dollars. Tube mics are known for sounding "full", "warm", and having a particular character, depending on the exact microphone. No 2 tubes mics, even of the same model, will sound the same. Similar, but not the same. Tube mics have their own power supplies, which are not interchangeable to different models. Each tube mic is a different design, and therefore, has different power requirements. 2) FET Condenser microphones: FET stands for "Field Effect Transistor" and the technology allowed condenser microphones to be miniturized. Take for example, the SHURE beta98s/d, which is a minicondenser microphone. FET technology is generally more transparant than tube technology, but can sometimes sound "harsh" or "sterile". 3) Electret Condenser Microphones are a condenser microphone that has a permanent charge, and therefore, does not require phantom power; however, the charge is not truly permanent, and these mics often use AA or 9V batteries, either inside the mic, or on a beltpack. These are less common.
Other important things to know about microphones:
- Pads, Rolloffs, etc: Some mics have switches or rotating collars that notate certain things. Most commonly, high pass filters/lowcut filters, or attenuation pads. 1) A HP/LC Filter does exactly what you might think: Removes low frequency content from the signal at a set frequency and slope. Some microphones allow you to switch the rolloff frequency. Common rolloff frequencies are 75hz, 80hz, 100hz, 120hz, 125hz, and 250hz. 2) A pad in this example is a switch that lowers the output of the microphone directly after the capsule to prevent overloading the input of a microphone preamplifier. You might be asking: How is that possible? Some microphones put out a VERY HIGH SIGNAL LEVEL, sometimes about line level(-10/+4dbu), mic level is generally accepted to start at -75dbu and continues increasing until it becomes line level in voltage. It should be noted that linel level signals are normally of a different impedance than mic level signals, which is determined by the gear. An example for this would be: I mic the top of a snare drum with a large diaphragm condenser mic (solid state mic, not tube) that is capable of handling very high SPLs (sound pressure levels). When the snare drum is played, the input of the mic preamp clips (distorts), even with the gain turned all the way down. To combat this, I would use a pad with enough attenuation to lower the signal into the proper range of input (-60db to -40 db). In general, it is accepted to use a pad with only as much attentuation as you need, plus a small margin of error for extra “headroom”. What this means is that if you use a 20db pad where you only need a 10db pad, you will then have to add an additional 10db of gain to achieve a desireable signal level. This can cause problems, as not all pads sound good, or even transparent, and can color and affect your signal in sometimes unwanted ways that are best left unamplified. - Other mic tips/info: 1) when recording vocals, you should always use a popfilter. A pop filter mounted on a gooseneck is generally more effective than a windscreen made of foam that slips over the microphone. The foam type often kill the highfrequency response, alter the polar pattern, and can introduce non-linear polarity problems(part of the frequency spectrum will be out of phase.) If you don't have a pop filter or don't want to spend on one, buy or obtain a hoop of some kind, buy some cheap panty-hose and stretch it over the hoop to build your own pop filter. 2) Terms Related to mics: - Plosives: “B”, “D”, “F”, “G”, “J”, “P”, “T” hard consonants and other vocal sounds that cause windblasts. These are responsible for a low frequency pop that can severly distort the diaphragm of the microphone, or cause a strange inconsistency of tonality by causing a short term proximity effect.
- Proximity effect: An exponential increase in low frequency response causes by having a microphone excessivly close to a sound. This can be cause by either the force of the air moving actually causes the microphone’s diaphragm to move and sometimes distort, usually on vocalists or buy the buildup of low frequency soundwaves due to off-axis cancellation ports. You cannot get proximity effect on an omnidirectional microphone. With some practice, you can use proximity effect to your advantage, or as an effect. For example, if you are recording someone whispering and it sounds thin or weak and irritating due to the intenese high mid and high frequency content, get the person very close to a cardioid microphone with two popfilters, back to back approx 1/2”-1” away from the mic and set your gain carefully, and you can achieve a very intimite recording of whispering. In a different scenario, you can place a mic inside of a kick drum between 1”-3” away from the inner shell, angled up and at the point of impact, and towards the floor tom. This usually captures a huge low end, and the sympathetic vibration of the floor tom on the kick drum hits, but retains a clarity of attack without being distorted by the SPL of the drum and without capturing unplesant low-mid resonation of the kick drum head and shell that is common directly in the middle of the shell.
6) Wave Envelope: The envelope is the graphical representation of a sound wave commonly found in a DAW. There are 4 parts to this: Attack, Decay, Sustain, Release: 1) Attack is how quickly the sound reaches its peak amplitude; 2) Decay is the time it takes to reach the sustain level; 3) Sustain how long a sound remains at a certain level (think of striking a tom, the initial smack is attack, then it decays to the resonance of the tom, how long it resonates is the sustain); 4) Release is the amount of time before the sustain stops. This is particularly important as these are also the settings on a common piece of gear called a Compressor! Understanding the envelope of a sound is key to learning how to maniuplate it.
7) Phase Cancellation: This is one of the most important concepts in home recording, especially when looking at drums. I'm putting it in this section because it matters so much. Phase Cancellation is what occurs when the same frequencies occur at different times. To put it simply, frequency amplitudes are additive - meaning if you have 2 sound waves of the same frequency, one amplitude is +4 and the other is +2, the way we percieve sound is that the frequency is +6. But a sound wave has a positive and negative amplitude as it travels (like a wave in the ocean with a peak and a swell). If the frequency then has two sources and it is 180 degrees out of phase, that means one wave is at +4 while the other is at -4. This sums to 0, or cancels out the wave. Effectively, you would hear silence. This is why micing techniques are so important, but we'll get into that later. I wanted this term at the top, and will likely mention it again.

Next we can look at the different types of options to actually record your sound!

1) Handheld/All in one/Field Recorders: I don't know if portable cassette tape recorders are still around, but that's an example of one. These are (or used to) be very popular with journalists because they were pretty decent at capturing speech. They do not fare too well with music though. Not too long ago, we saw the emergence of the digital field recorder. These are really nifty little devices. They come in many shapes, sizes and colors, and can be very affordable. They run on batteries, and have built-in microphones, and record digitally onto SD cards or harddiscs. The more simple ones have a pair of built-in condenser microphones, which may or may not be adjustable, and record onto an SD-card. They start around $99 (or less if you don't mind buying refurbished). You turn it on, record, connect the device itself or the SD card to your computer, transfer the file(s) and there is your recording! An entry-level example is the Tascam DR-05. It costs $99. It has two built in omni-directional mics, comes with a 2GB microSD card and runs on two AA batteries. It can record in different formats, the highest being 24-bit 96KHz Broadcast WAV, which is higher than DVD quality! You can also choose to record as an MP3 (32-320kbps) if you need to save space on the SD card or if you're simply going to record a speech/conference or upload it on the web later on. It's got a headphone jack and even small built-in speakers. It can be mounted onto a tripod. And it's about the size of a cell phone. The next step up (although there are of course many options that are price and feature-wise inbetween this one and the last) is a beefier device like the Zoom H4n. It's got all the same features as the Tascam DR-05 and more! It has two adjustable built-in cardioid condenser mics in an XY configuration (you can adjust the angle from a 90-120 degree spread). On the bottom of the device, there are two XLR inputs with preamps. With those, you can expand your recording possibilities with two external microphones. The preamps can send phantom power, so you can even use very nice studio mics. All 4 channels will be recorded independantly, so you can pop them onto your computer later and mix them with software. This device can also act as a USB interface, so instead of just using it as a field recorder, you can connect it directly to your computer or to a DSLR camera for HD filming. My new recommendation for this category is actually the Yamaha EAD10. It really is the best all-in-one solution for anyone that wants to record their kit audio with a great sound. It sports a kick drum trigger (mounts to the rim of the kick) with an x-y pattern set of microphones to pick up the rest of the kit sound. It also has on-board effects, lots of software integration options and smart features through its app. It really is a great solution for anyone who wants to record without reading this guide.
The TL;DR of this guide is - if it seems like too much, buy the Yamaha EAD10 as a simple but effective recording solution for your kit.

2) USB Microphones: There are actually mics that you an plug in directly to your computer via USB. The mics themselves are their own audio interfaces. These mics come in many shapes and sizes, and offer affordable solutions for basic home recording. You can record using a DAW or even something simple like the stock windows sound recorder program that's in the acessories folder of my Windows operating system. The Blue Snowflake is very affordable at $59. It can stand alone or you can attach it to your laptop or your flat screen monitor. It can record up to 44.1kHz, 16-bit WAV audio, which is CD quality. It's a condenser mic with a directional cardioid pickup pattern and has a full frequency response - from 35Hz-20kHz. It probably won't blow you away, but it's a big departure from your average built-in laptop, webcam, headset or desktop microphone. The Audio Technica AT2020 USB is a USB version of their popular AT2020 condenser microphone. At $100 it costs a little more than the regular version. The AT2020 is one of the finest mics in its price range. It's got a very clear sound and it can handle loud volumes. Other companies like Shure and Samson also offer USB versions of some of their studio mics. The AT2020 USB also records up to CD-quality audio and comes with a little desktop tripod. The MXL USB.009 mic is an all-out USB microphone. It features a 1 inch large-diaphragm condenser capsule and can record up to 24-bit 96kHz WAV audio. You can plug your headphones right into the mic (remember, it is its own audio interface) so you can monitor your recordings with no latency, as opposed to doing so with your computer. Switches on the mic control the gain and can blend the mic channel with playback audio. Cost: $399. If you already have a mic, or you don't want to be stuck with just a USB mic, you can purcase a USB converter for your existing microphone. Here is a great review of four of them.
3) Audio Recording Interfaces: You've done some reading up on this stuff... now you are lost. Welcome to the wide, wide world of Audio Interfaces. These come in all different shapes and sizes, features, sampling rates, bit depths, inputs, outputs, you name it. Welcome to the ocean, let's try to help you find land.
- An audio interface, as far as your computer is concerned, is an external sound card. It has audio inputs, such as a microphone preamp and outputs which connect to other audio devices or to headphones or speakers. The modern day recording "rig" is based around a computer, and to get the sound onto your computer, an interface is necessary. All computers have a sound card of some sort, but these have very low quality A/D Converters (analog to digital) and were not designed with any kind of sophisticated audio recording in mind, so for us they are useless and a dedicated audio interface must come into play.
- There are hundreds of interfaces out there. Most commonly they connect to a computer via USB or Firewire. There are also PCI and PCI Express-based interfaces for desktop computers. The most simple interfaces can record one channel via USB, while others can record up to 30 via firewire! All of the connection types into the computer have their advantages and drawbacks. The chances are, you are looking at USB, Firewire, or Thunderbolt. As far as speeds, most interfaces are in the same realm as far as speed is concerned but thunderbolt is a faster data transfer rate. There are some differences in terms of CPU load. Conflict handling (when packages collide) is handled differently. USB sends conflict resolution to the CPU, Firewire handles it internally, Thunderbolt, from what I could find, sends it to the CPU as well. For most applications, none of them are going to be superior from a home-recording standpoint. When you get up to 16/24 channels in/out simultaneously, it's going to matter a lot more.
- There are a number of things to consider when choosing an audio interface. First off your budget, number of channels you'd like to be able to record simultaneously, your monitoring system, your computer and operating system and your applications. Regarding budget, you have to get real. $500 is not going to get you a rig with the ability to multi-track a drum set covered in mics. Not even close! You might get an interface with 8 channels for that much, but you have to factor in the cost of everything, including mics, cables, stands, monitors/headphones, software, etc... Considerations: Stereo Recording or Multi-Track Recording? Stereo Recording is recording two tracks: A left and right channel, which reflects most audio playback systems. This doesn't necessarily mean you are simply recording with two mics, it means that what your rig is recording onto your computer is a single stereo track. You could be recording a 5-piece band with 16 mics/channels, but if you're recording in stereo, all you're getting is a summation of those 16 tracks. This means that in your recording software, you won't be able to manipulate any of those channels independantly after you recorded them. If the rack tom mic wasn't turned up loud enough, or you want to mute the guitars, you can't do that, because all you have is a stereo track of everything. It's up to you to get your levels and balance and tone right before you hit record. If you are only using two mics or lines, then you will have individual control over each mic/line after recording. Commonly, you can find 2 input interfaces and use a sub-mixer taking the left/right outputs and pluging those into each channel of the interface. Some mixers will output a stereo pair into a computer as an interface, such as the Allen&Heath ZED16. If you want full control over every single input, you need to multi-track. Each mic or line that you are recording with will get it's own track in your DAW software, which you can edit and process after the fact. This gives you a lot of control over a recording, and opens up many mixing options, and also many more issues. Interfaces that facilitate multitracking include Presonus FireStudio, Focusrite Scarlett interfaces, etc. There are some mixers that are also interfaces, such as the Presonus StudioLive 16, but these are very expensive. There are core-card interfaces as well, these will plug in directly to your motherboard via PCI or PCI-Express slots. Protools HD is a core-card interface and requires more hardware than just the card to work. I would recommend steering clear of these until you have a firm grasp of signal chain and digital audio, as there are more affordable solutions that will yield similar results in a home-environment.

DAW - Digital Audio Workstation

I've talked a lot about theory, hardware, signal chain, etc... but we need a way to interpret this data. First off what does a DAW do? Some refer to them as DAE's (Digital Audio Editors). You could call it a virtual mixing board , however that isn't entirely correct. DAWs allow you to record, control, mix and manipulate independant audio signals. You can change their volume, add effects, splice and dice tracks, combine recorded audio with MIDI-generated audio, record MIDI tracks and much much more. In the old days, when studios were based around large consoles, the actual audio needed to be recorded onto some kind of medium - analog tape. The audio signals passed through the boards, and were printed onto the tape, and the tape decks were used to play back the audio, and any cutting, overdubbing etc. had to be done physically on the tape. With a DAW, your audio is converted into 1's and 0's through the converters on your interface when you record, and so computers and their harddiscs have largely taken the place of reel-to-reel machines and analog tape.
Here is a list of commonly used DAWs in alphabetical order: ACID Pro Apple Logic Cakewalk SONAR Digital Performer FL (Fruity Loops) Studio (only versions 8 and higher can actually record Audio I believe) GarageBand PreSonus Studio One Pro Tools REAPER Propellerhead Reason (version 6 has combined Reason and Record into one software, so it now is a full audio DAW. Earlier versions of Reason are MIDI based and don't record audio) Propellerhead Record (see above) Steinberg Cubase Steinberg Nuendo
There are of course many more, but these are the main contenders. [Note that not all DAWs actually have audio recording capabilities (All the ones I listed do, because this thread is about audio recording), because many of them are designed for applications like MIDI composing, looping, etc. Some are relatively new, others have been around for a while, and have undergone many updates and transformations. Most have different versions, that cater to different types of recording communities, such as home recording/consumer or professional.
That's a whole lot of choices. You have to do a lot of research to understand what each one offers, what limitations they may have etc... Logic, Garageband and Digital Performer for instance are Mac-only. ACID Pro, FL Studio and SONAR will only run on Windows machines. Garageband is free and is even pre-installed on every Mac computer. Most other DAWs cost something.
Reaper is a standout. A non-commercial license only costs $60. Other DAWs often come bundled with interfaces, such as ProTools MP with M-Audio interfaces, Steinberg Cubase LE with Lexicon Interfaces, Studio One with Presonus Interfaces etc. Reaper is a full function, professional, affordable DAW with a tremendous community behind it. It's my recommendation for everyone, and comes with a free trial. It is universally compatible and not hardware-bound.
You of course don't have to purchase a bundle. Your research might yield that a particular interface will suit your needs well, but the software that the same company offers or even bundles isn't that hot. As a consumer you have a plethora of software and hardware manufacturers competing for your business and there is no shortage of choice. One thing to think about though is compatability and customer support. With some exceptions, technically you can run most DAWs with most interfaces. But again, don't just assume this, do your research! Also, some DAWs will run smoother on certain interfaces, and might experience problems on others. It's not a bad thing to assume that if you purchase the software and hardware from the same company, they're at least somewhat optimized for eachother. In fact, ProTools, until recently would only run on Digidesign (now AVID) and M-Audio interfaces. While many folks didn't like being limited to their hardware choices to run ProTools, a lot of users didn't mind, because I think that at least in part it made ProTools run smoother for everyone, and if you did have a problem, you only had to call up one company. There are many documented cases where consumers with software and hardware from different companies get the runaround:
Software Company X: "It's a hardware issue, call Hardware Company Z". Hardware Company Z: "It's a software issue, call Software Company X".
Another thing to research is the different versions of softwares. Many of them have different versions at different pricepoints, such as entry-level or student versions all the way up to versions catering to the pros. Cheaper versions come with limitations, whether it be a maximum number of audio tracks you can run simultaneously, plug-ins available or supported Plug-In formats and lack of other features that the upper versions have. Some Pro versions might require you to run certain kinds of hardware. I don't have time nor the will to do research on individual DAW's, so if any of you want to make a comparison of different versions of a specific DAW, be my guest! In the end, like I keep stressing - we each have to do our own research.
A big thing about the DAW that it is important to note is this: Your signal chain is your DAW. It is the digital representation of that chain and it is important to understand it in order to properly use that DAW. It is how you route the signal from one spot to another, how you move it through a sidechain compressor or bus the drums into the main fader. It is a digital representation of a large-format recording console, and if you don't understand how the signal gets from the sound source to your monitor (speaker), you're going to have a bad time.

Playback - Monitors are not just for looking at!

I've mentioned monitors several times and wanted to touch on these quickly: Monitors are whatever you are using to listen to the sound. These can be headphones, powered speakers, unpowered speakers, etc. The key thing here is that they are accurate. You want a good depth of field, you want as wide a frequency response as you can get, and you want NEARFIELD monitors. Unless you are working with a space that can put the monitor 8' away from you, 6" is really the biggest speaker size you need. At that point, nearfield monitors will reproduce the audio frequency range faithfully for you. There are many options here, closed back headphones, open back headphones, studio monitors powered, and unpowered (require a separate poweramp to drive the monitor). For headphones, I recommend AKG K271, K872, Sennheiser HD280 Pro, etc. There are many options, but if mixing on headphones I recommend spending some good money on a set. For Powered Monitors, there's really only one choice I recommend: Kali Audio LP-6 monitors. They are, dollar for dollar, the best monitors you can buy for a home studio, period. These things contend with Genelecs and cost a quarter of the price. Yes, they still cost a bit, but if you're going to invest, invest wisely. I don't recommend unpowered monitors, as if you skimp on the poweramp they lose all the advantages you gain with monitors. Just get the powered monitors if you are opting for not headphones.

Drum Mic'ing Guide, I'm not going to re-create the wheel.


That's all for now, this has taken some time to put together (a couple hourse now). I can answer other questions as they pop up. I used a few sources for the information, most notably some well-put together sections on the Pearl Drummers Forum in the recording section. I know a couple of the users are no longer active there, but if you see this and think "Hey, he ripped me off!", you're right, and thanks for allowing me to rip you off!

A couple other tips that I've come across for home recording:
You need to manage your gain/levels when recording. Digital is NOT analog! What does this mean? You should be PEAKING (the loudest the signal gets) around -12dB to -15dB on your meters. Any hotter than that and you are overdriving your digital signal processors.
What sound level should my master bus be at for Youtube?
Bass Traps 101
Sound Proofing 101
submitted by M3lllvar to drums [link] [comments]

Nintendo Switch Reviews: Shmup and 2-Stick Shooters

Here's the games I have reviewed so far on the Nintendo Switch in each genre, from best to worst. Note: If multiple games have the same score, they will be sorted alphabetically.
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Shmup

Game Genre # of Players Score tl;dr
Ikaruga Bullet Hell Shmup 1-2 Co-Op (Local) A- Ikaruga is a Bullet Hell Shmup that's at its best on the Switch, which not only plays smoothly while docked, but even has features to make the best use of the Switch in portable mode. If you like this genre, you need this game.
Jamestown+ Bullet Hell Shmup 1-4 Co-Op (Local), Online Leaderboards A- Jamestown+ is a Bullet Hell Shmup that has players blasting 17th century colonial European troops and aliens in outer space. The bonkers setting comes with a fantastic presentation, some wonderful and clever game mechanics that add a lot of strategy, plenty of variety and imagination, and a superb co-op mode. It's a shame the game's structure makes you re-play levels repeatedly and forces its story on you over and over again, but overall this is one of the best games in this genre on the Switch.
Dimension Drive Bullet Hell Shmup 1-2 Co-Op (Local) B+ Dimension Drive is a Bullet Hell Shmup with the unique hook of having players hopping back and forth between two screens. It's a great mechanic that's used very well here, though some players may have difficulty adjusting to it. Also, the game keeps interrupting things with its story. However, if you can learn how to deal with the unique gameplay, you'll find this to be a superb entry in the genre.
Graceful Explosion Machine Shmup 1 B+ Graceful Explosion Machine is a Shmup where players must cycle through four weapons to fend off different types of enemies. This weapon-managing element makes the game delightfully strategic for a Shmup, and the core gameplay here is really good as a result. I just wish it was properly implemented in an endless mode, and I wish the game's otherwise-excellent presentation wasn't marred by muffled sound. This is still a fantastic game, but a few small changes could have made this a must-have game on the Switch.
Horizon Shift '81 Arcade / Shmup 1 B+ Horizon Shift '81 is an Arcade-Style game with Shmup elements that incorporates elements of multiple early-80s retro arcade games while still bringing its own unique horizontal-swapping twist on the genre. This is a fantastic game and a wonderful love letter to an era of gaming, although like the games of that era it can be repetitive in places. Overall, this is a superb game well worth playing.
Indie Gems Bundle: Explosion Edition Compilation / Bullet Hell Shmup / Roguelike / 2-Stick Shooter / Match-3 Puzzle 1-4 Co-Op (Local), Online Leaderboards B+ Indie Gems Bundle: Explosions Edition is a Compilation of three Action-packed games, each of them ranging from good to great. If you're a fan of Shmups and 2-Stick shooters, you're bound to find something to love in this package, even if the savings over purchasing these games individually is minimal.
Just Shapes & Beats Bullet Hell Shmup / Music-Rhythm 1-4 Co-Op (Local) B+ Just Shapes & Beats is a Bullet Hell Shmup where you can't shoot, you can only dodge as the screen throws all manner of obstacles at you to the beat of some amazing music. It's a difficult, punishing game, but if you fancy a challenge, this game is well worth a look.
Sky Force Reloaded Bullet Hell Shmup 1-2 Co-Op (Local) B+ Sky Force Reloaded combines quality bullet hell Shmup-style gameplay with RPG-style upgrades in a way that encourages players to keep coming back, along with a good presentation. Fans of the genre should definitely give this one a try.
Super Hydorah Bullet Hell Shmup 1-2 Co-Op (Local) B+ Super Hydorah is a Bullet Hell Shmup that is very clearly imitating the classic Gradius games, and for the most part, it succeeds at this brilliantly. The music is forgettable, and the power-up system is a bit more limited than the Gradius games, but the gameplay here is still superb, and the game does some really inventive stuff with Co-Op, especially with the surprisingly good Robot Chase minigame. Definitely worth a look for fans of the genre.
Aqua Kitty UDX Bullet Hell Shmup 1-2 Co-Op (Local, Online) B Aqua Kitty UDX is a Shmup with three game modes - two being similar to the classic game Defender, and one like the classic game Uridium. The presentation here is very good, and the core gameplay is solid, with good co-op, but a number of frustrating design choices cause the game to be overly difficult and frustrating. It's still worth a look for genre fans and those looking for a more challenging experience, though.
Q-YO Blaster Bullet Hell Shmup 1-2 Co-Op (Local) B Q-YO Blaster is a Bullet Hell Shmup. It's a decent game that plays well, but the most memorable thing about it are its absurd heroes and oddball bug-themed enemies. Definitely a solid pick for fans of the genre.
Sega Ages Lightening Force: Quest for the Darkstar Shmup 1, Online Leaderboards B Lightening Force, also known as Thunder Force IV, is a Shmup originally released on the Sega Genesis in 1992, and this version marks its only other US release since then. This is a game that has aged noticeably, with issues both in its graphics and gameplay. However, despite this, the gameplay is on the whole pretty good, and this is a solid port with a good amount of extra features. Fans of Shmups should definitely give this a look.
Steredenn: Binary Stars Bullet Hell Shmup / Roguelike 1-2 Co-Op (Local), Online Leaderboards B Steredenn is a Bullet Hell Shmup that incorporates elements of Roguelikes into its game progression. The presentation here is phenomenal, with fantastic pixel art graphics and a great soundtrack, however, the randomized elements and some questionable design choices make for a game that's even more difficult than the usual Shmup, making this a game mostly only the biggest fans of the genre will have the patience for.
Startide 2-Stick Shooter / Bullet Hell Shmup 1-2 Co-Op (Local) B Startide combines 2-Stick shooter and Shmup genre conventions and adds in some novel ideas of its own, with some excellent, fast-paced, quality gameplay... that's unfortunately marred by a slew of design flaws and annoyances. It's still very good, but it could have been so much better.
Arcade Classics Anniversary Collection Compilation / Shmup 1-2 Co-Op (Local) B- Arcade Classics Anniversary Collection is a collection of mostly Shmups that includes eight games that are mostly pretty good (and also mostly punishingly difficult). This collection gives players a wealth of options and bonus content, and on the whole this is a solid collection of games for Shmup fans
Don't Die, Mr Robot! DX Bullet Hell Shmup / Arcade 1 B- Don't Die, Mr Robot! DX is an Arcade-Style Shmup where you're dodging enemies and collecting pickups to set off explosions in your wake. Think Geometry Wars' Pacifism mode. The presentation is horrendous, but the gameplay is strangely compelling and there are enough features here to keep fans of Shmups coming back.
Inversus Deluxe Arcade / Shmup 1-4 Competitive (Local/Online) B- Inversus Deluxe is an Arcade-style game with Shmup elements where the shots you and opponents fire also limit the area you can move freely in. It's an interesting concept, but a limited number of shots players can fire before reload really mucks with the otherwise fast-paced battles.
Velocity 2X Action-Platformer / Shmup 1 B- Velocity 2X is a game that jumps back and forth between Action-Platformer and Shmup gameplay styles, with a focus on speed and being able to teleport around the levels as you zip through them. It's fun gameplay, but it's somewhat marred by a frustrating control scheme that you can't change.
Black Bird Shmup 1 C+ Black Bird is a Shmup that doesn't do anything truly unique in terms of gameplay, but its presentation is so bizarre that it compels you to see more. Not a game for everyone, but worth a look if you want to see something really different.
Black Paradox Bullet Hell Shmup / Roguelike 1-2 Co-Op (Local) C+ Black Paradox is a Bullet Hell Shmup that has you flying a ship designed to look like a Delorean. The game has good gameplay, but the high difficulty and slow upgrade progression makes this a game only fans of the genre are likely to thoroughly enjoy.
Rogue Aces 2D Flight Combat Game 1 C+ Rogue Aces is a 2D Flight Combat game with Roguelike elements that has players fighting off enemies and capturing bases using their plane. The game has some inventive mechanics and potentially fun physics, but it seems designed to frustrate players by making them die repeatedly not to enemies, but to the landscape. The result is a game that will only be enjoyed by those willing to really get used to this game's physics... and even then, they're still likely die a lot.
Sega Ages Fantasy Zone Shmup 1, Online Leaderboards C+ Fantasy Zone is a Shmup originally released to arcades in 1986, and some parts of it have aged pretty well, like its presentation. Other parts of the game, like its promising but frustrating upgrade system... not so much. While this is a solid port with a good amount of bonus features, it's ultimately still a game most will want to pass on.
Alien Cruise Shmup 1-2 Co-Op (Local), Online Leaderboards C Alien Cruise is a Shmup with a cartoony art style that looks like it's been drawn by a child. This is a decent but unspectacular and forgettable Shmup that doesn't really stand out.
Cycle 28 2D Space Shooter / Roguelike 1 C Cycle 28 is a 2D Space Shooter that controls like Asteroids, but with a Roguelike game structure. There are some good ideas here and some classic arcade-style gameplay, but those good ideas aren't well-utilized, and overall the game is too repetitive.
Hyperlight Ultimate Bullet Hell Shmup / Arcade 1-4 Competitive (Local) C Hyperlight Ultimate is an Arcade-style Shmup where players bash into enemies with a charge attack instead of shooting them. It's a good take on the formula, but unfortunately some design issues makes this more tedious and frustrating than it needs to be.
Pacific Wings Shmup 1 C Pacific Wings is a Shmup that imitates classic games in the genre like 1942. This game does a great job capturing that nostalgia, but the lack of auto-fire makes this game tedious to play, and the underwhelming sound and lack of multiplayer limit how long you'll bother to stick with the game.
Aces of the Luftwaffe - Squadron Bullet Hell Shmup 1-4 Co-Op (Local) C- Aces of the Luftwaffe is a bullet hell shmup that has you controlling a squadron of four wingmen with unique abilities and personalities. This game has some really great and unique ideas, but it's also plagued with design issues and control issues that keep it from delivering on the game's potential.
Escape From the Universe Shmup 1 C- Escape From the Universe is a Shmup with a simple look and gameplay that makes the screen scroll more quickly depending on where you move onscreen. Unfortunately, both the visuals and gameplay get repetitive and boring pretty quickly, making for a dull experience.
Hyper Sentinel Shmup 1, Online Leaderboards C- Hyper Sentinel is a Shmup that aims to be the spiritual sequel to the classic game Uridium, and while fans of that original title may enjoy it, I honestly found it to be a bit of a confusing mess, and there are plenty of other games in this genre on the Switch I'd rather be playing.
Overdriven Reloaded: Special Edition Bullet Hell Shmup 1-4 Co-Op (Local) C- Overdriven Reloaded is a Bullet Hell Shmup that uses a color-switching mechanic like Ikaruga. However, unlike Ikaruga, this game doesn't seem to know how to use it, and otherwise the game is just a crowded mess - and not in a good way.
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2-Stick Shooter

Game Genre # of Players Score tl;dr
X-Morph Defense Tower Defense/Two-Stick Shooter 1 A X-Morph: Defense mixes the Tower Defense genre with the Two-Stick Shooter to create something even better, with impressively detailed environments and some really inventive gameplay. This game is a blast to play, and while the Switch version is sadly missing some features, it's still an absolutely wonderful game.
Assault Android Cactus+ 2-Stick Shooter 1-4 Co-Op (Local), Online Leaderboards A- Assault Android Cactus is a 2-Stick Shooter that has some fun, unique mechanics and a lot of great, intense action. It's a blast to play in co-op, and the Switch version is the definitive version of the game. I only wish the sub-weapon dodge-swapping mechanic was better-utilized, and the levels looked more distinct. But those are minor complaints about what is a fantastic game on the Switch.
Hotline Miami Collection Compilation/Top-Down Action/2-Stick Shooter 1 A- Hotline Miami Collection is a pair of solid Top-Down Action games with a colorful 80s-inspired presentation and intense action that makes players consider their plan of attack. It's a solid experience, although the first Hotline Miami game is clearly the better of the two, thanks to the more cohesive story and better level design.
My Friend Pedro Action-Platforme2-Stick Shooter 1 A- My Friend Pedro is an Action-Platformer with Two-Stick Shooter controls that has players involved in acrobatic gunfights at the command of a talking banana. This game's intense, ridiculous action is a blast to play, and while there's a bit of repetition here and there, for the most part this game does an amazing job keeping things fresh and entertaining. A must-have for action game fans.
NeuroVoider 2-Stick Shooter / Roguelike 1-4 Co-Op (Local), Online Leaderboards A- NeuroVoider is a combination of Two-Stick Shooter and Roguelike that has you fighting an army of robots, stealing their parts, and then using them to upgrade your own capabilities. It's an incredibly fun game with great co-op, a fantastic presentation, and tons of variety and customization. The randomized level design and enemy AI could have used a bit of work, but on the whole this is an absolutely fantastic game that should be owned by anyone who enjoys a good Action game.
The Binding of Isaac: Afterbirth+ 2-Stick Shooter / Roguelike 1-4 Co-Op (Local) A- The Binding of Isaac is a Two-Stick Shooter Roguelike that places you in the role of a young child fighting grotesque monsters with his tears. It's a lot of fun, but the roguelike elements can make any given playthrough very hit-and-miss, which can be frustrating. It's still well worth playing, though.
Akane Top-Down Action/2-Stick ShooteArcade 1 B+ Akane is an Arcade-y top-down Action game that has players as a lone woman fighting off the entire Yakuza using only a gun and a sword. It's a game that channels Kill Bill and John Wick extremely well, with some really fun action. Unfortunately, the game is lacking in variety and progression, but the core gameplay here is phenomenal and well worth playing for fans of Action games.
Bleed 2 Action-Platformer / 2-Stick Shooter 1-2 Co-Op (Local) B+ Bleed 2 is an Action-Platformer and 2-Stick Shooter with a simple, cartoony presentation and a silly story about a girl fending off an invasion. This game improves on the first one in almost every way, with even better action, better visuals, a great soundtrack, and the same wonderful variety, great level design, and excellent co-op. However, where it doesn't improve on the first game is value - the main campaign can still be finished in an hour or so, and the extra game modes don't stretch things out much more than that. For $20, I simply cannot recommend this game, but definitely get it if you see it on sale.
Bleed Complete Bundle Compilation / Action-Platformer / 2-Stick Shooter 1-2 Co-Op (Local) B+ Bleed Complete Bundle includes Bleed and Bleed 2, both excellent Action-Platformers with 2-Stick Shooter gunplay, and both also extremely short and extremely overpriced games. Much as with the individual games, if you can get this collection at a discount, absolutely do so because the games are immensely fun. However, even with the savings this bundle provides, it's still horribly overpriced at its normal price.
Debris Infinity 2-Stick Shooter 1-2 Co-Op/Competitive (Local), Online Leaderboards B+ Debris Infinity is a Two-Stick Shooter that's like a mash-up of Geometry Wars and Asteroids. It looks good, plays well, and the Slow-Mo feature actually brings something interesting to the table. The game is a bit short on features, but what's here is top-notch.
Enter the Gungeon 2-Stick ShooteRoguelike 1-2 Co-Op (Local) B+ Enter the Gungeon is a two-stick shooter with roguelike elements that packs a lot of fun gameplay and a high difficulty level. An excellent game for fans of the genre looking for a challenge.
Guns, Gore, and Cannoli 2 Action-Platforme2-Stick Shooter 1-4 Co-Op (Local, Online) B+ Guns, Gore, and Cannoli 2 is an Action-Platformer that takes the basic idea of the first game and greatly improves on it, adding in 2-stick aiming, fixing the controls, and making the gameplay much more fast-paced. It's still repetitive at times, but overall this is a pretty good game.
Indie Gems Bundle: Explosion Edition Compilation / Bullet Hell Shmup / Roguelike / 2-Stick Shooter / Match-3 Puzzle 1-4 Co-Op (Local), Online Leaderboards B+ Indie Gems Bundle: Explosions Edition is a Compilation of three Action-packed games, each of them ranging from good to great. If you're a fan of Shmups and 2-Stick shooters, you're bound to find something to love in this package, even if the savings over purchasing these games individually is minimal.
Inferno 2 2-Stick Shooter 1-2 Co-Op (Local) B+ Inferno 2 is a straightforward 2-Stick Shooter that has solid gameplay, a slick presentation, and good Co-Op. It's a bit on the easy side, but fans of the genre will find it to be an excellent choice, especially for its low price tag.
Rive: Ultimate Edition 2-Stick ShooteAction-Platformer 1-2 Co-Op (Local) B+ Rive is a combination of 2-Stick Shooter and Action-Platformer that does a great job pushing intense action and a good amount of variety of enemies and combat situations. I wish the game's upgrade system was more fleshed-out, but what's here is solid.
Transcripted 2-Stick ShooteMatch-3 Puzzle 1 B+ Transcripted is a game that combines Two-Stick Shooter gameplay with match-3 Puzzle gameplay similar to Zuma. While the two gameplay styles don't always get along well with each other, for the most part this is a pretty cohesive gameplay experience that's satisfying, unique, and features a superb presentation.
Bleed Action-Platformer / 2-Stick Shooter 1-2 Co-Op (Local) B Bleed is an Action-Platformer and 2-Stick Shooter with a simple, cartoony presentation and a silly story about a young woman hunting down heroes to prove she's a better hero. The gameplay here is absolutely fantastic, with some really inventive level design, great controls, a lot of variety, and excellent co-op. Unfortunately, this game is painfully short and insultingly overpriced, and as good as it is, I cannot recommend spending $15 for what amounts to about an hour of gameplay. If you can get it on sale at a good price, definitely do, but otherwise it isn't worth the cost.
Iron Crypticle 2-Stick ShooteArcade 1-4 Co-Op (Local) B Iron Crypticle is an Arcade-style 2-Stick Shooter that plays like Smash TV with a Ghosts 'N Goblins aesthetic. It's a game with good, arcadey action that works well in co-op, though it's not without its issues here and there.
Rock Boshers DX: Director's Cut 2-Stick Shooter 1 B Rock Boshers is a 2-Stick Shooter styled to look like old ZX Spectrum games. Beyond its aesthetic, it doesn't do anything especially noteworthy, but it's still pretty fun. Worth a look.
Startide 2-Stick Shooter / Bullet Hell Shmup 1-2 Co-Op (Local) B Startide combines 2-Stick shooter and Shmup genre conventions and adds in some novel ideas of its own, with some excellent, fast-paced, quality gameplay... that's unfortunately marred by a slew of design flaws and annoyances. It's still very good, but it could have been so much better.
12 is Better Than 6 Top-Down Action / 2-Stick Shooter 1 C+ 12 is Better Than 6 is a Top-Down Action/2-Stich Shooter game where one shot kills, much like the Hotline Miami games. Unfortunately, graphical choices result in a game that's filled with a lot of frustration that makes this far less fun than the Hotline Miami games.
Battlesloths 2-Stick Shooter / Party Game 1-4 Competitive (Local) C+ Battlesloths is a multiplayer-focused 2-Stick Shooter with a Party Game atmosphere where players take the role of pizza-loving sloths fighting in various arenas with an assortment of weaponry. The core gameplay here is good, but the constant stop-go pattern of action and waiting is frustrating and makes it hard to enjoy that fun gameplay.
Blazing Beaks 2-Stick Shooter / Roguelike 1-4 Co-Op/Competitive (Local) C+ Blazing Beaks is a 2-Stick Shooter with Roguelike elements with a cartoony pixel art presentation featuring anthropomorphic birds with guns. Unfortunately, the game's high difficulty doesn't really fall in line with the cartoony presentation, and the nice unique features the game has only add to that difficulty. Action fans looking for a challenge might enjoy this, but I did not.
The Aquatic Adventure of the Last Human Metroidvania / 2-Stick Shooter 1 C+ The Aquatic Adventure of the Last Human is a Metroidvania with 2-Stick Shooter gameplay where players command a submarine searching the ruins of humanity to see what went wrong. This game absolutely nails the atmosphere, but the challenge level on the bosses is so steep that most players will probably lost interest after dying a dozen times or so.
Implosion Action-RPG / 2-Stick Shooter 1 C Implosion is an Action-RPG with some 2-Stick Shooter mechanics that has players fighting mutants using a human-size mech. The game has some enjoyable combat and a promising loot system, but the combat gets repetitive quickly and the loot system isn't varied or deep enough to be engaging. Oh, and the 2-Stick Shooter elements are poorly-implemented. This isn't a terrible game, but players interested in this sort of thing have multiple better options on the Switch.
Utopia 9 - A Volatile Vacation 2-Stick ShooteRoguelike 1-2 Co-Op (Local) C Utopia 9 - A Volatile Vacation is a 2-Stick ShooteRoguelike that has a lot of inventive ideas for a different spin on the genre, but its dreadfully slow pacing saps much of the fun out of the experience.
Blacksea Odyssey 2-Stick ShooteRoguelike 1 C- Blacksea Odyssey is a Two-Stick Shooter with Roguelike elements that is basically Captain Ahab In Space. That sounds really cool, but the terribly slow combat and sluggish movement make it hard to get into, and players will likely find the game too tedious to want to play for very long.
Energy Invasion Arcade Brick Breake2-Stick Shooter 1 C- Energy Invasion is a cross between a 2-Stick Shooter and an Arcade-style brick breaker game like Arkanoid. Unfortunately, the game feels unpolished and not especially welcoming to players getting used to its odd concept.
Planetary Defense Force Tower Defense / Two-Stick Shooter 1 D+ Planetary Defense Force mixes the Tower Defense genre with the 2-Stick Shooter, having players defend a spherical planet from an alien invasion. Unfortunately, the spherical map makes it difficult to keep track of what's going on, the game doesn't do a good job of indicating important information the player needs, and the individual elements themselves are not very satisfying. The result is a frustrating game that's not worth playing.
Contra: Rogue Corps 2-Stick Shooter 1-4 Co-Op (Local, Local Wireless, Online) D Contra: Rogue Corps is a 3D Action game with 2-Stick Shooter mechanics that doesn't really play much like the other games in the Contra series, and has some severe, glaring flaws. That said, it's not completely unenjoyable, and it doesn't really earn its reputation as one of the worst games of 2019... but it's not a good game, by any stretch.
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