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iq option simple strategy for 60 second moving average with alligator.

iq option simple strategy for 60 second moving average with alligator. submitted by mizanurmemory to binary_options [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

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I replayed (almost) all Metal Gear games... Here are all my thoughts on them!

Background:
Given the current state of the US and the world as a whole, it is not a good time to be a college student. Academic institutions have stopped to a grinding halt and have uncertain plans for the upcoming school year. Despite this, I have had no shortage of things to do. Even though I just finished my summer classes, I still have a lot to do. I continue to work remotely for my school's IT department and also do research with my professor in artificial intelligence (yes, Metal Gear influenced my career choice). My intent is not to flex my credentials or anything, but to explain my motivations. I realize how lucky I am to work on the things I love and build my career when many others can't at this moment. Still, I occasionally feel like I'm more active than I'd like to be. This is where Metal Gear comes in. I grew up with the series and haven't touched many of them in years. I was planning on revisiting the series for some time now too. Since I was at home and needed a way to destress, I said fuck it and decided to revisit all the games. I'll be explaining my thoughts with some version notes and the difficulty I played on in release order. I hope this is an entertaining read!

Metal Gear (PS3 HD Collection), Difficulty Played: Original
The one that started it all. IIRC, Kojima started development on a shoot em' up inspired by Commando but had to change direction due to the MSX2's limited hardware capabilities. Instead of fighting enemies, your objective is to avoid them. Simple, but a brilliant solution. Thus Metal Gear was born. I feel like this game has aged surprisingly well. It's not incredibly refined, but it definitely has that arcade charm and gameplay. Tactical espionage action at it's simplest. You can even see the origins of many modern MGS classics like the cardboard box, radio team, etc. This game is in desperate need of a Resident Evil-style remake though. The game's design leaves a lot to be desired. There's meaningless backtracking and the way ID cards work to open doors is absolutely moronic. And sometimes it's not really clear how to progress in the game like obtaining the bomb blast suit for example. Guards can only see in lines and the bosses are uninspiring. And despite 30 years of retcons and plot developments, the story is still vague and underdeveloped. FOXHOUND commander Big Boss sends Solid Snake to infiltrate Outer Heaven, also commanded by Big Boss (retconned as Venom Snake) to rescue Gray Fox and spread misinformation to the West (retconned as the Patriots) by... getting captured? Killed? Acquiring a false report? Not clear. And what kind of misinformation? To keep up appearances? To report Metal Gear isn't nuclear armed? Fake Big Bosses' death? Also not clear. Still, it's a humble beginning to a beloved franchise and should be appreciated.
Metal Gear 2: Solid Snake (PS3 HD Collection), Difficulty Played: Original
This is where Metal Gear really becomes Metal Gear. MG2 is an improvement over MG1 in every way. Graphics are better, gameplay is a lot better, and most importantly, it has a coherent story. It's incredibly impressive how this was developed for the same MSX2 system as MG1. And this is where Metal Gear adopts its quirky, goofy yet serious identity. You have dumb shit like "poisonous Zanzibar hamsters" juxtaposed with strong, anti-war themes. Absolutely brilliant. For an 8-bit game, it's very concise and articulate with this message. This game was so good, that the story and gameplay for MGS1 reused many of the ideas present in MG2. I think that if MG2 was remade, it would be better than MGS1 since they are the same game, but MG2 has a more interesting premise. Big Boss as the main villain is already reason enough. Not all is perfect though. The game design suffers from the same issues present in MG1 with unnecessary backtracking, the crappy card system, and confusing progression. I really think that everyone should give this a game a try since it is often underappreciated and overlooked in favor of the later games.

Metal Gear Solid (PC Integral), Difficulty Played: Extreme
If MG2 created the modern Metal Gear identity, MGS1 perfected it. Kojima and the team really outdid themselves when making this game. This game set a groundbreaking precedent in attention to detail and cinematic storytelling not just for future MGS games, but all video games that came after. To this day, I still think that MGS1 has one of the best atmospheres in gaming. The characters in this game are incredible and in my opinion have the best performances in the entire series. Every single one of them is iconic and memorable. As Otacon says though, "it's just like one of my Japanese animes." Revisiting MGS made me realize that the entire series is basically a long-running, edgy shonen anime based in video game form. You have all the iconic tropes like: a giant mecha, technobabble, superpowered characters, excessive chit-chat with villains and too much dialogue in general, every character having some sort of tragic backstory, some life lesson as a theme, and so on. None of this is bad though. In fact, it enhances the charm. The love of American action movies combined with the oddities of Japanese storytelling is what makes MGS so memorable. Unfortunately, some of the writing in this game is really jarring. MGS has really bad writing at times, but for some reason it was much more painful in this game for me than the others. The romantic elements were cringeworthy, the twists were handled poorly, and Liquid Snake, despite allegedly having an 180 IQ, has no grasp on basic genetics, among other issues. The gameplay isn't much of an innovation over MG2 either. It's just the same thing, but rendered in 3D. It added first-person mode, but that's about it. Regardless, this game is a classic.

Metal Gear Solid 2: Sons of Liberty (PS3 HD Collection), Difficulty Played: Extreme
My personal favorite of the series. Once again, it innovates on the gameplay. Although the controls take an unwieldy, maximalist approach that uses way too many buttons sometimes, it presents you with a lot of options. It's very slick and versatile once you master it. I've seen some people on this sub say that the camera is not conducive with the game design for an enjoyable experience, but I think this is exaggerated BS. I played on Extreme with no radar and did fine. You're given all the tools you need to succeed. The bosses of this game are insane though. Even the more exploitable fights like Vamp and Solidus can still be tricky. The RAY fight on Extreme has got to be my favorite boss from any video game though. It's was incredibly tense with so many opponents who could potentially one-shot you. A single mistake could be fatal. The gratification I had after decommissioning 20 of those assholes can't be described with words. As for story, I can understand how some may not like the postmodern, artsy, almost pretentious approach the it takes, but I love it. MGS2 parodies MGS1 in the most brilliant way possible. It's an amazing deconstruction of sequel expectations and many of its ideas regarding society and technology are becoming more and more relevant. I also liked Raiden as a protagonist because of how well he contrasts with Solid Snake. He also has more noticeable character development. I would like to point out that I was still a baby when this game came out in 2001. Therefore it was impossible for me to get memed by Kojima's bait-and-switch. When I first got into the series, I already knew that Raiden was the main playable character. I can understand why many were/are frustrated with this change or simply just don't like Raiden. But I think the writing just works better in this game than MGS1. Don't get me wrong, there are plenty of examples of bad writing and questionable narrative choices in this game. However, while bad writing hurts MGS1, it actually strengthens MGS2. All the incongruities and ridiculousness present in the game build on its message that there is no objective truth. Seriously, MGS2 makes me question everything that I believe in. I've never been more terrified of a video game than the entire Arsenal Gear segment, and this isn't even a horror game. Resident Evil zombies and Silent Hill fog monsters will never hurt me. But censorship, authoritarianism, and misuse of technology can. The real terror is reality. And for that, I treat this game like the Bible. I will say that my veneration of this game is a recent development. It was actually my least favorite until a few years ago. It was after seeing several analyses on this game that my opinion shifted. And since I'm older now, I naturally have a different perspective on life than I did before. MGS2 definitely gets better with age.

Metal Gear Solid 3: Snake Eater (PS3 HD Collection), Difficulty Played: Extreme
Over the years, I've had a growing sentiment that MGS3 is overrated. I was glad to be proven wrong. I still like MGS2's existential edginess more, but I concede that this game is the best MGS experience overall. This game deserves every word of praise that it receives. This entire game is an adorable homage to James Bond and other spy thrillers. Seriously, listen to that opening! The story is also the most sensible and best-written in the series. At first glance MGS3 doesn't seem to do anything bold, appearing to be very orthodox and conventional. Despite this, it never failed to excite and maintained that signature MGS personality the entire time. Additionally, the characters are all so likeable. Despite looking and sounding exactly like Solid Snake, Naked Snake has his own distinct personality. He's much more of shit-eating jokester and is a lot more social. And despite the mission he's sent on, he's super unprofessional and I love it. His characterization really adds to the atmosphere of blissful naivete this game goes for. And his chemistry with the rest of the characters is great. You have the radio support team who are also a bunch of lovable, unprofessional jokesters. Then there's EVA, who is an equally awesome female lead. The romance and sexual tension between EVA and Naked Snake actually feels natural, like normal people. It's not painfully awkward like Meryl and Solid Snake or artificial like Raiden and Rose (although that may have been the point with them). Then there's the Boss, who is one of the best supporting female characters in gaming. The contribution her powerful, motherly presence has on the story cannot be understated. The Cobra Unit was pretty shallow to be honest, but they were still memorable and were a fun collection of superpowered weirdos to fight. They didn't really need more than that. Oh, and Ocelot being retconned as a Snake fanboy is hilarious and fitting. There's too many good things about this area of the game and I need to go on. Once again, gameplay innovations! It still has the awkward MGS2 controls, but now you can use them to their full potential. While MGS3 is a super linear game, the number of strategies you can use are limitless. Look at James Howell's FOXHOUND guide on YouTube. He demonstrates multiple methods of entering and exiting the SAME room. Seriously, the dude shows like four different ways to defeat the Ocelot unit and that's barely scratching the surface. Every obtainable item can be meaningfully and that is brilliant... I need to move on but this game fucking rocks.
Metal Gear Solid: Portable Ops (PC Emulated), Difficulty Played: Normal
I gotta say this right of the bat. This shit was not fun to play. I don't really mind if a game has bad graphics, but bad performance makes me want to DIE. 20 FPS physically hurts. Literally. The choppiness gave me a few headaches. I could have increased the framerate, but I read several user reports say that it messes up cutscenes. Plus, I figured I should suffer playing through it in its pure, unadulterated form. The game controlled like garbage and the recruitment mechanic sucked. Still, it's impressive that the development team ported the Snake Eater engine to the PSP. That is an achievement that deserves to be commended. Story wise, it's standard Metal Gear. It's a good time, but I don't really like the direction it took. The inclusion of Gray Fox and Campbell was kinda random and didn't meaningfully develop their characters. They were just there for the sake of being there. Not a good or bad thing, but they could have been totally new characters and the roles would be exactly the same. I also didn't like the implication that Big Boss got the idea and resources for Outer Heaven from Gene. It just rubbed me the wrong way. And what I really didn't like was retconning the entirety of Operation Snake Eater as some elaborate assassination ploy by the CIA because The Boss was "too charismatic" or some BS like that. Like, why? She was loyal to the end. Her being a threat to the US is not consistent with her character. It implies that obtaining the Philosopher's Legacy, destroying the Shagohod, and keeping the Khrushchev administration in power is not enough justification for the US to sacrifice the Boss. It's an unnecessary complication of the story that sets a bad precedent for using "the Bosses' will" as a convenient MacGuffin to explain character motivations or conflicts. Good thing the game is considered semi-canon so I can pretend these parts didn't happen. Still, I appreciate it for what it is. It's proof that a Kojima-less Metal Gear can still be Metal Gear. Not to mention, "Calling to the Night" is an incredibly underrated theme.

Metal Gear Solid 4: Guns of the Patriots (PS3), Difficulty Played: The Boss Extreme
The greatest movie game I've ever watched. It's such a shame that this game never got an official port outside of the PS3 because this game is stunning despite the meh performance. The 30 FPS didn't really agree with me, but it wasn't headache inducing like Portable Ops. I have a pretty beefy PC rig so I could've used the custom RPCS3 build to play it at 60 FPS, but I wasn't willing to gamble on the program's stability especially when the cutscenes are so long. Just like Portable Ops, I had to experience it in its raw, unadulterated form. I really wanted to hate this game for being a fanservice disaster... but I couldn't do it. This was the first Metal Gear I completed start to finish. This is the game that got me into the series. I was like 11 or 12 at the time and I had no idea what was going on, yet every little piece of lore kept me wanting to know more about the rest of the series. Nostalgia aside, this game is the most endearing trainwreck I've ever experienced despite the clear disdain and borderline self-hatred Kojima put in while making this game. MGS4 was always going to happen, but Kojima’s involvement was uncertain. I’m genuinely curious what direction this game would’ve took if he quit the series back then. MGS2 alone is already hard to follow up on, and by also having to relate all the events in MGS3, Kojima inadvertently placed the story into a position where writing successive games would become very difficult. I wonder how Murata or whatever writer would approach the story without Kojima’s input. Would it be more or less of a clusterfuck than what it is now? Who knows? Regardless, I think MGS4 is a worthy conclusion to the series. It hits every emotional chord it needs and gives a sense of closure. It really hits you with a feeling that this is indeed the end. The “war has changed” speech gets me every time. In many ways, I feel that MGS4 is as much of a critique on gaming industry trends as it is on the military industrial complex (although it is ironic since this game features so many licensed firearms). Think about it. Forcing Snake (Kojima) back into a life of battle (video games) not because they want to (MGS2), but because they have no choice. The nature of warfare (game development), has shifted from ideology (the messages he tried to tell in MGS 1-3) to profits (fan satisfaction, corporate responsibilities, etc). The war economy strengthens this point by demonstrating how war has infiltrated ever aspect in the MGS universe, like gamer’s seeming obsession with war games like MGS. And the fact that MGS4 demystifies everything with nanomachines or some bloated conspiracy relating back to The Boss is a big middle finger to everyone who clamored for explanations. Kojima was probably like “You couldn’t think of an explanation yourself? Okay, I’ll give you an explanation appropriate for your handicapped intelligence.” In a way, it’s just as postmodern as MGS2 if not more. The metanarrative has always been MGS strong suit after all. But this is one extremely expensive art project in that case. I realize that I also need to be objective in this retrospective. Once you get into this mode of thinking, a literal pile of shit can be interpreted as a gold mine. I am not likening MGS4 to a pile of shit by the way. I’d say that MGS4 did well given what it was tasked to do. All the loose ends are tied up and it (mostly) deals with its characters very well. The characterization of Old Snake is so well done. His depiction as a fallen legend from a bygone era seeking peace is so tragic and powerful. And I really liked Raiden too, but not for the typical reason. I thought he was a good representation of the fans who failed to understand MGS2. Rather than move on and become a better person, he becomes a parody of those who just want to be “cool” and “edgy.” It reverses the dynamic in MGS2. Now that Snake is a decrepit senior citizen, epic ninja dude Raiden is the guy that everyone wants to play as now. And Meryl was excellent too, representing people who were able to mature and move on. She’s all grown up and has found her own purpose in life. It was sad seeing how far she’s moved on from Snake. The whole “marry me Johnny uwu” part was awful, but I suppose it adds to the point of moving on. Liquid Ocelot was a real treat to watch in this game as well. I thought the whole cast was pretty strong. The only character I thought was bad was Naomi. None of her actions make any sense. Even fucking Revolver Ocelot makes more sense than her and he is the king of convoluted conspiracies. She did a total 180 from her MGS1 self for no real reason and she killed herself because? Sniper Wolf and Gray Fox nostalgia? There’s a ton of cheap fanservice in this game but most of those are minor, have some purpose to the plot, or aid characterization. This instance was none of those. And in her debrief video after the virus upload, she never bothered to tell Snake that the new FOXDIE replaced the old one and he could live the rest of his life. Like seriously? This dude almost shot himself to prevent a now nonexistent threat. Plus her hot British accent is gone which is big sad. Also, Sunny contributing to FOXALIVE was kind of jarring. I understand her entire character is to show the new generation inheriting the ideals and problems of the old, but it’s just so random to have a seven-year-old prodigy. She should’ve been a little bit older. She was 11 in Rising and I was totally chill with that. Minor gripe I suppose. As a self-contained narrative, the game isn’t that confusing. However, the way it fits with previous games is super awkward. Big Boss appearing at the end of the game is also very random and has got to be the biggest violation of the “show don’t tell” principle I’ve ever seen anywhere. But given how the Japanese dub literally reconciles real-life father and son, it’s nothing short of beautiful. I prefer this over the original execution ending. Snake has suffered enough. He’s been punished since the day he was born. Personally, I will contend that the twist that the Patriots were the MGS3 support cast isn’t that bad. The identity of the Patriots has been hyped up so much that the answer could never be that satisfying. Would it really be better if they were new, original characters? Considering that they would most likely all be dead anyways, I doubt it. The hive-mind, collective consciousness that MGS2 depicted them was good, but the MGS community has proven itself incapable of abstract thinking after not understanding MGS2 in general. The whole thing would’ve worked better if Major Zero acted more like Colonel Campbell in MGS1, a “trusted” friend who knows more about the operation than he seems and is actively lying to you. The Paramedic, Sigint, and rest are whatever, but Zero wasn’t fleshed out enough to have this huge role. Hindsight is 20/20. They had no idea the plot would go this way. But shoehorning the Bosses’ will as a motivation for everything is stupid. Like I said for Portable Ops, it just became a convenient MacGuffin. There’s a sort of irony here. I could see how Zero’s world government can be traced back to the Boss with “the world can be one again”, but aside from a few throwaway lines he barely has a connection to her. What, did he really hear her entire speech from Snake’s radio? On the other end, I don’t understand how Big Bosses’ warmongering mercenaries can be interpreted from the Bosses’ ideals and he is the one who has a fleshed-out relationship with her. This is where I go “bruh moment” on the writing. Yeah, Liquid Ocelot was also stupid, but the writers had no choice and that kind of shenanigan totally makes sense for his character anyways. This is just an objectively bad cop-out. Gameplay is pretty good. Just the same as MGS3 but now it doesn’t handle like a Rube Goldberg machine. Unfortunately, you don’t really get an opportunity to use the mechanics to their full potential. The game is super cutscene heavy and only act 1 and 2 are truly conducive with experimentation. Overall, I think this game gets shit on too much and I love it.

Metal Gear Solid: Peace Walker (PS3 HD Collection)
This was actually the first Metal Gear game I ever played. My Dad got it for me on PSP close to when it was released. Unfortunately, 10 year old me was shit at video games and rage quit at the Hind boss fight so I put it on hiatus until the HD release came out. Online co-op came in clutch. I don't know why I found this game so difficult back then because now I find Peace Walker to be the easiest game out of all the Solid titles. Even the red skull vehicle missions aren’t too bad as long as you’ve grinded for the appropriate equipment. I have to mention that it was here where I was started to feel burnout from cycling through so many games so quickly. This one took me a bit longer to complete because I needed to extended breaks between sessions. But this game was still a treat. I was really confused with the plot because it seemed like Snake totally forgot about EVA’s debriefing and misremembers his fight with the Boss, but once I realized this game was about him coping with the truth rather than learning the truth, it finally clicked. For me, it cleared up a lot of the baggage left from MGS4. Outer Heaven is less of an interpretation of the Bosses’ will than it is an active rejection of it. When finally accepts the title of Big Boss, he refuses to resign himself to the same fate. That makes a lot more sense to me. Additionally, while it didn’t do that good of a job in this regard, it showed the origins of the alleged conflict between Zero and Big Boss that MGS4 mention. It also did some cool foreshadowing of the Patriot AI. I must mention that this game came out at a super awkward place. It’s post-MGS4 yet it chronologically takes place towards the beginning of the timeline. I also really liked the characters in this game. I was shocked to see how lively and colorful the entire cast was. You could tell they had a great time in the recording booth and most of it was just optional tapes! Unlike Campbell in Portable Ops, Miller is a much more realized character and has depth. He has great business acumen but is also as much of a dipshit as Snake. Then you had the bisexual chad Strangelove. I’m studying computer science, so her tapes were super interesting and relevant to me. I’d love to have her as a professor in real life. Even Cecile, a totally unimportant throwaway waifu, has some great moments in optional tapes. And it’s all very well acted too. Sadly, Hot Coldman was very uninspiring, lame villain. He was just kinda there. But it seemed clear that the real focus was the Boss AI and Cipher. Unfortunately, I don’t like David Hayter’s voice in this game. The Old Snake aesthetic doesn’t suit Big Boss. It sounded too forced to me. I’m not a big fan of Portable Ops, but they should have given Hayter the same voice direction. I am very satisfied with how they decided to expand this “Big Boss arc.” I know many don’t like how they continued the series, but I think this was a meaningful contribution. Although this is when the tech in Metal Gear got weird. Strangelove made an AI that replicated the Bosses’ thought patterns from brief personal experience and a bunch of documents. The best we have in real life is Alexa. It’s too advanced. Sure, there were always nanomachines and nuke tanks but that was all speculative fiction. I didn’t have a problem with the AI bosses. I think they were all fun and engaging. All of you who wished for human bosses are a bunch of homicidal maniacs. Although the breadth of vehicle missions suck. They’re not hard if you grind for equipment, but they are very tedious. And the grinding itself is a huge problem. So much of it is the just the same repetitive junk to farm soldiers or wait out development time. Good thing it’s only side content. I also understand that this was initially developed for the PSP, but the missions are way too short even if they are supposed to be bite-sized. Most of them can be completed in five minutes or less. But I appreciate the effort needed to put this much content into the game. Peace Walker is a great game.

Metal Gear Rising: Revengeance (PC), Difficulty Played: Hard
This whole game is a meme and I live for it. This is the only hack-and-slash I’ve ever played so I don’t consider myself super qualified to talk about its merits. But with what I’m given, I’ll say that the gameplay is slick and well-polished. Very fun to play and on top of the power-metal soundtrack, it was an adrenaline high the whole way through. It momentarily cured me of my burnout. Rising also made me to buy Devil May Cry for more of the same. Eventually I will get around to playing those games. I felt like the writing of this game was weak. To me, it was so unfocused with what it wanted to do. It went all over the place from child soldiers, free will, patriotism, and a whole bunch of other things. This game touches on a lot of interesting topics but it’s so haphazard with how it deals with it. It’ll mention some new topic and then barely develop it. It’s a shallow ocean. And it seems like the writers weren’t really sure what they wanted to do with Raiden. His “Jack the Ripper” persona is so inconsistent when it manifests. He’ll be totally normal in the game but then you call the codec and he’ll do this gravelly voice and talk about how he loves fighting or vice versa. He just has this weird multi-personality disorder that I don’t think was fully intended. But considering that this game is spinoff and a parody of the series, I give it a free pass. Raiden’s character development from MGS4 may have been completely invalidated, but since it was so over-the-top and wasn’t afraid to make fun of itself, it doesn’t offend me. All the characters from Raiden to Armstrong were all so colorful and lively. Even the radio support team has a ton of good codec moments that give a good laugh or provide good worldbuilding. It’s a blast to experience it all. And I think it’s all because Platinum nailed the tone for this game. The level of edginess in Rising was the perfect balance of both cringe and cool. And come to think of it, it barely has anything to do at with the rest of Metal Gear aside from Raiden and Sunny. Yet, it perfectly uses that Metal Gear aesthetic and fits into the universe. It feels like it “belongs” in the series. I seriously want a Rising 2.

Metal Gear Solid V: Ground Zeroes (PC)
I skipped this game at launch because even 14-year-old me knew it was a cash grab (and I had no money anyways lol). Funnily enough, I finally played it in like 2018. There’s no way to sugarcoat it, this game is just tech demo. An excellent tech demo, but a tech demo nonetheless. The Fox engine is a marvel in both graphics and performance. Easily one of the best game engines in recent years. And I’m not sure how, but I have over 30 hours on this game recorded on Steam. I probably idled the game overnight on accident, but I’m not sure. Still, it has a deceptive amount of content. I’d say it’s about the same as your average DLC. As for story, it’s a good transition from Peace Walker to MGSV. It effectively establishes the tonal change between the two games. And I really liked the little “side quest” of collecting Chico’s tapes. The way the plot unraveled itself even after you complete the main mission is a neat storytelling trick. And obviously I have to address the huge change that occurred in this game... The voice actor change. I like Kiefersnake. As much as I love David Hayter, Kiefer Sutherland’s voice really suited the character in my opinion. He sounds much more natural and gives a better impression of a non-accelerated aged man. I’ve heard some people say that it just sounds like Jack Bauer to them. This wasn’t a problem for me since I don’t watch 24, but after watching some clips of it I think this is a totally valid frustration. Anyways, decent game.

Metal Gear Solid V: The Phantom Pain (PC)
I call this one “Blue Balls: The Video Game.” I love this game. In fact, I’ve 100%ed it twice. However, my franchise fatigue got really bad at this point. I wanted to be done. My burnout was so bad, that I just skipped missions non-essential to the story. And the fact that I was able to do this what I think is the game’s biggest weakness. Many of the missions are inconsequential and only tangentially related to the main story. I really wish the whole story followed the example of missions 28, 29, 30, and 31, which comprise the segment where you meet Code Talker, cure the parasite outbreak, and then confront Skull Face. You had a little bit of cutscene and exposition before the mission, and then a little bit of cutscene and exposition afterwards. Sometimes there isn’t even a helicopter ride in or out. It doesn’t even have to be that much, just enough to ensure that a consistent and comprehensible story can be told. Basically, just follow Peace Walker’s example. If it were up to me, I would restructure the story entirely. I would have most of chapter 1 hype up this bombastic, lofty, hate-filled crusade against Cipher and Skull Face. Then, missions 28, 29, 30, and 31 happen as they did normally. Huey still kills Skull Face. I think that a boss fight with him misses the entire point of what this game was going for. The end of chapter 1 should remain dissatisfying and anticlimactic to preserve the message that revenge is a wasted effort. Then chapter 2 is where you put all the mundane missions like mission 10: rescue some guy or mission 15: get rid of these Walker Gears. Juxtapose these basic “job” missions with all the misfortunes like the second outbreak, Quiet’s sacrifice, Eli stealing Sahelanthropus, etc and you strengthen what chapter 1 was going for. After the characters get their “revenge,” life just goes on for them. The major threat is gone and all there is to do is to keep doing more jobs. And that’s when you realize that they really haven’t solved anything, and nothing has changed since this new state of normalcy. And finally, you learn the truth after becoming far too entrenched in the body double ruse to ever find a way out. Not to put myself on a pedestal since this is my idea, but I think this is a better way to tell the story. It preserves the writer’s intent but reordering it in such a way that it’s not a disjointed mess. It’s such a shame since I think that MGSV has a cool story with a lot of great ideas but is hampered with a botched presentation. All that stuff about language really grabbed my attention. It really got me thinking. And where MGS4 had too many cutscenes, MGSV had too little. Which sucks since the cinematography is so well done. Not only that, but I don’t like how the tapes were handled. In Peace Walker, they were entirely optional and provided additional context or characterization while the voice actors goofed off in the recording studio. Now, some of those tapes hold important plot points that easy to neglect due to the formatting. And when you do listen to them, you’re probably half paying attention since you’re also doing a side op at the same time and then you get Ocelot’s daily reminder to hide from a chopper or some other distraction. You could listen in the ACC or on base, but that hurts the pacing of the game since it forces unnecessary inactivity. And a lot of this information should’ve been better integrated into the cinematics. But objectively, the content of the tapes are interesting and well-performed. But again, botched presentation. This “audio diary” method works best in games like Bioshock that make heavy use of atmosphere and environmental story telling. MGSV was not well-designed with those in mind given the open world. And it really failed to capitalize on the cast’s talent. Especially Kiefersnake who was such a wasted opportunity. He doesn’t need to be super talkative, but I would’ve liked a little bit more than what we got in the game. The characters are a weak point in general. Kaz is a one-dimensional. Ocelot is still a devil’s advocate kinda guy but it’s a lot more subdued. Quiet was alright. And Volgin, Liquid, and Psycho Mantis honestly didn’t add anything meaningful. Huey and Skull Face were fantastic though. Huey being an absolute piece of shit actually enhances the Otacon and Solid Snake bromance. It gives them a shared trauma of wanting to absolve the sins of the father and illustrates how much better they are than their predecessors. Plus, despite how despicable Huey was, many of his accusations towards Diamond Dogs were very valid. So even is the good guy anymore? And Skull Face was epic. He is an amalgamation of many MGS villain traits. He’s got Volgin’s cruelty, Ocelot’s cunning, Solidus’ charisma and idealism, etc. He’s a delightful cocktail of evil. Too bad he didn’t show up more. Kojima claiming that his absence as well as other things to enhance the “phantom pain” just comes off as an excuse to me. I also really like the body double twist. I made a comment on another post addressing this so I’ll just copy paste it here:
MSGV’s ending is not an acknowledgement to the fans and is a brilliant inversion of MGS2’s ending. In MGS2, Solid Snake encourages Raiden to break free and form his own identity separate from the Snake persona as well as the player. In MGSV, Venom Snake’s identity is completely erased and replaced with that of Big Boss. The title of “Big Boss” is extended to Venom and is depicted like some kind of “gift.” What kind of deranged, mentally ill person would accept ever accept a gift like that? 9 years and your entire identity lost while becoming a human shield just to get some lousy recognition. Big Boss has to carefully word himself so you don’t completely lose your mind. While Raiden became his own man independent of the fans, Big Boss and Venom (you the player) are now one in the same. You’re just an expendable tool doomed to a life of eternal warfare. I think it’s Kojima’s way of saying “Thank you for you contributions... Wait, you’re not satisfied yet? Here, you can be Big Boss too. You get no peace now, keep fighting these meaningless proxy wars (video games).”
I interpret it as a final “fuck you assholes!” that Kojima disguised as a compliment and I love it. The dude has always had a tumultuous relationship with fans. But again, we must do an objective analysis. My only problem with it is that I feel like it wasn’t incorporated well into the story and it’s somewhat obvious from the beginning. In comparison, MGS2’s twist is handled with a lot more care, with it slowly unraveling throughout the whole thing rather than character creation, a couple throwaway lines, and then boom you remember the prologue differently. And in general, the reveal itself is not handled well. Mission 46 is exactly the same as the prologue aside from the beginning and end of it. I wish there was more effort to differentiate them from each other. Maybe play as Ishmael? The overall mission would play out the same, but it would be enough difference to justify replaying it. Anyways, gameplay is easily peak of the series. If you let go of tranquilizing everything and start formulating weird, unorthodox strategies you can have a lot of fun with this game. It sucks to have to budget your resources, especially with the higher tier equipment, but it’s manageable. The main ops are all pretty good, just wish that they hall had perfect stealth, subsistence, extreme, etc. But thank God for PC modding. The side ops a trash though. Peace Walker’s had issues but at least they had variety. MGSV’s are all the same thing. Overall, I think the game was too ambitious. The gameplay is phenomenal, but the story comes off as a less elegant MGS2 to me. Still like it though. They tried.

Metal Gear Survive (PC)
I actually skipped this game on release and have not played it until now. I actually planned on stopping at TPP, but this game was like $7 on Steam sale and I wanted to experience all its shitty glory for myself. It's not great..., but not terrible either. Just very mediocre. I don't know why I should invest my time into this game when I can go play Resident Evil or Fallout instead. The story is meh and the characterization is laughably terrible. I chuckled when Nicholas said he would miss Dite if we left, as if I had any attachment whatsoever to the location or characters. I had a soft spot for Miranda though since she looks and sounds like a girl I used to date, but that's about it. And you thought Venom didn't like talking? I think the Captain says less than five words the entire game. The silent protagonist thing doesn't work well here. Admittedly I spent way too much time making the player character look like me. Finally, a Filipino video game protagonist lmao. Anyways, the gameplay itself is not satisfying. I found it boring and repetitive. Doesn't help that the world is uninteresting and a pain in the ass to explore. Everything looks the same and the way that the map works is an inconvenience that doesn't add any challenge or depth. It was also depressing to see all MGSV assets so blatantly and lazily reused. I screamed when I saw Luftwa Mansion. And nanobot zombies is such a stupid and novel idea, so why didn't the devs at least have fun with it? This game had some serious potential to be a hilarious meme loved by the community like Rising, but it's too lifeless and dull to come even close. I don't know why the game was directed this way. I could see how this game could be a good co-op experience, but the underlying experience is so unimpressive that I don't want to invest more time into it. A total waste of the FOX Engine and the team's talent. It's such a shame since the intro of the game hooked me by showing the aftermath of Ground Zeroes. They should have made a game where they followed MSF remnants continuing operations in Central America, a sort of Peace Walker-lite. Or they could have made a game following XOF with Reeve as the main character. Anything above those lines would have been better.
submitted by WhodatBollocks to metalgearsolid [link] [comments]

IQ Farming Guide For Explorers of Time, Darkness, and Sky

Greetings Explorers!
I noticed that Harad12 recently wrote a guide to using honey gather to farm for IQ, which is something I had independently thought of and had been experimenting with myself this week. The previous guide was certainly on the right track, but my own work with it brought up a number of details that could improve the efficiency of this method. As such, I decided that writing a new guide was the easiest way to keep all information easily available. I will try to make this guide usable at any point in the game and on any of the three versions, though having Apple Woods available is a clear and unavoidable minimum requirement.

So, down to business, what is the basis of this method?
The premise of this guide is to provide a faster and more efficient way to farm IQ than the normal method of gathering large quantities of Gummis. A Gummi that matches the type of a Pokemon provides 5 IQ points. However, another item called Nectar provides 10 to any type. Nectar can also potentially be gathered faster and more reliably than any type of Gummi, and that is what this guide will focus on.
This method of IQ farming relies entirely on the ability Honey Gather, an ability completely unique to Combee. (in gen IV, at least) Note that if it has evolved into Vespiquen, it will lose this ability.
In my efforts to be complete, this guide will be quite long. Much of it is explanation of relevant mechanics, if you only want the short version, I will try to bold the relevant bits.

If I don't have Combee, How do I get it?
Combee can be recruited on floors 6-12 of Apple Woods. They have a positive recruitment rate, so they don't require any extraordinary effort to recruit. If you are playing Explorers of Darkness, it will not appear unless you use a wondermail code that allows you to meet it first, Such as the one below.
X5&F \@YKQ 0-70
\@FWH 0FX& P8Y9
(where \@ is just @) (Example from Bulbapedia)
Combee should be recruited on Even floors, making them Female. This will allow you to evolve them if you decide you no longer need them, but also, in Explorers Female Pokemon have increased Accuracy and Evasion, whereas Males have a higher critical rate. The accuracy and evasion is more useful for how we will be using them. (Though truthfully, it won't make that big a difference.)

How do I set up my team?
If you have gained the ability to switch out your leader you will need two or three Combee. If you are not at this stage, you will use 1-2 Combee. I have been using two and it works quite well. If you want complete efficiency, three is the way to go.
Combee is recruited at level 12-13, if you are playing Explorers of Sky it will,have the moves Sweet Scent, Gust, and Bug Bite at level 13. If you are playing Time/Darkness, they will only have Sweet Scent and Gust. This is their complete learnset. Disable Sweet Scent, it does us no good.
The loss of Bug Bite on Time/Darkness is unfortunate, but Gust was by far the superior move, so it should only make a difference while leveling Combee to the point where their basic attack is good enough.
You will probably want to level these Combee up somewhat, but level 20 should be adequate for most of our target dungeons. You can level them up as you choose, mine leveled up as I took them on trial runs working out the exact mechanics.
Once they get to high enough levels, be sure to turn off the exclusive move user IQ skill, to let them basic attack enemies.
If you are playing Explorers of Time or Explorers of Darkness, you will also need to unlock the IQ skill Collector on your Combee! This will account for apparent differences in treasure box rates between them and Sky. A note on this skill can be found near the bottom of this guide.

There is another ability which will make this a lot easier, Illuminate. Illuminate is an ability for Volbeat (Upper Steam Cave), Staryu (Brine Cave), Starmie (anywhere named "Sea"), Chinchou, and Lanturn (both in Miracle Sea). Any of these choices should work, though some have certain advantages or better availability. In the Explorers games, Illuminate causes an enemy to spawn on the floor at the end of any turn the Pokemon was hit. This is bad when you are struggling through a hard dungeon, but excellent when you need large numbers of enemies to spawn, which is the case here. I recommend using only one Illuminate Poke, and all other available slots should be Combee, if possible. You should make the Pokemon with Illuminate team Leader, if you have this option.
I chose Volbeat as mine, because it started with the useful move Moonlight, which in Clear weather restores 50 HP to the entire team. This is reduced in other weathers, making it a little less reliable. Holding a Weather Band on Volbeat will restore its effect for the whole team, but X-Ray Specs are the recommended hold item, so if you want to do this you will need to switch to the Weather Band one turn before Moonlight is needed. If you are using Volbeat, do not use Double Team. 0 damage hits trigger Illuminate, misses do not.
Staryu/Starmie are also highly recommended, due to learning recover, which is not affected by weather, but only effects them. Staryu also learns Harden, but Starmie can only have it from evolution, which requires a Water Stone. They are also recruited at a much higher level than Volbeat and Combee, which is good for end-game players who don't want to spend time leveling, but makes them less accessible to early game players.
When a Pokemon with Illuminate is hit, you will see the message " Blinked!" at the beginning of your turn. This indicates the ability worked, and another enemy has spawned. if you have X-Ray Specs held, you will see another red dot appear on your map. (I went the entire game without knowing what that message meant.)
X-Ray Specs are an extremely useful held item for our purposes, since they show the location of all items and enemies on the map, these should be held by your team leader. Held items for your Combee are not required, but Pecha Scarves will protect them from poison, one of the major threats in the best dungeons for this strategy. These can both be received as mission rewards.
Other items you may use are apples, reviver seeds, oran berries, and max elixirs, but it is very important to keep as much inventory available as you safely can! If you are just starting the game, you will only have 16 slots available in your bag, but this will go up as you progress through the plot. The largest size is 48, which I will generally assume, but I found myself only using around 8 slots for preparations, so this is easily possible with less bag space!
One more note, go to options and set Speed to Fast and "Far-off pals" to Self. Since our party will be splitting up, this will make this go much faster, as the game will not have to cut away repeatedly every turn. You can still view your allies in the team menu to see and map their surroundings. You should also make sure the map is clearly visible on one of the screens.

What dungeon do I go to?
The only requirements for our target dungeons are:
  1. Low Level
  2. Treasure Boxes can drop
  3. Short
I have been using Oran Forest for this purpose in Explorers of Sky, though it is not the only option.
It is unlocked in Time and Darkness through a rescue mission in an unknown dungeon, or in Sky by making a cumulative 60 recycles in Spinda's Cafe.
It is a level 8-12 dungeon, and only has 4 floors, plus a fifth floor as an end-of-dungeon loot room. It also has a large number of Oran Berries (in case you couldn't guess), which can be used to heal your relatively vulnerable Combee.
Other suggestions are pending, but need to be examined in detail in both Sky and Time/Darkness before they can be fully recommended.
There are no advantages to using higher level dungeons for this! In fact, in Explorers of Sky, even the largest inventory can get filled in four floors of this, so there is no reason to go to longer dungeons for this. However, the drop rate appears to be lower in Time/Darkness, so longer dungeons may be beneficial if you are having trouble filling your inventory. Treasure Boxes from higher-level dungeons will have better item rewards when they are not Exclusive Items, but it is also possible the wider variety might decrease the odds of Nectar, which is the only thing we care about.
However, it is possible that boxes might drop more frequently in different dungeons, so trying other dungeons may have positive results.

How does it actually work?
Through repeated experiments, I have worked out that honey gather works as follows:
If an enemy is defeated by a Pokemon with honey gather and they drop a treasure box, there is a 30-50%* chance the box will contain Nectar! The enemy must be defeated by a Pokemon with Honey Gather, it is not enough to have Combee in the party or as leader! This also means multiple Combee does not raise the chance, it just allows another party member to get Nectar from boxes.
*More research is needed, See the Box Pruning tip at the bottom for more info.
So, to make use of this information, our goal is simply to have as many enemies as possible to get knocked out by Combee!
At the start of each floor, we must allow our Pokemon with Illuminate to get hit as many times as possible. If it is not party leader, This means making it so that it cannot defend itself while under attack until necessary. This does not mean allowing it to faint, just get hit repeatedly. Also, Illuminate only triggers once per turn, so only one Pokemon with Illuminate is needed and it only needs one Pokemon attacking it. There are several ways to do this, but the easiest ways to accomplish this if you are not controlling it are with a Diet Band (fairly rare), by setting its tactics to "Get Away From Here!" while it is trapped (untested), or to set up its moves so it does something useless each turn (like using a move with 0PP left). If you are controlling it, it is simply a matter of holding B+A to pass turns while they attack you.
After that, The Combee should have their tactics set to "Go The Other Way" to allow them to spread out and defeat enemies. If your Combee are not yet strong enough to fight on their own, you may instead use "Go After Foes" which causes them to follow you like the default "Let's go Together", but causes them to actively seek out enemies in the same room, letting you guard them while they fight. But remember, Combee must land the finishing blow or any boxes will not contain Nectar.
Be sure to keep an eye on the health of your Pokemon, we may be in a low level dungeon but Combee's stats are not as high as your starters. If Combee is knocked out, you will have to finish the dungeon and try again.
When the floor runs low on enemies (seen with X-Ray Specs), allow your Illuminate Pokemon to get hit some more. If you run out of enemies, move on to the next floor, it's faster than waiting for new spawns.
An enemy holding an item will never drop a treasure box, so you should pick up items as soon as you can, including boxes dropped by other enemies. This will especially cause a problem if your Combee fights a hallway full of enemies, since each enemy will pick up the box dropped by the first one, preventing additional drops.
Using this strategy, I was able to get more than 40 boxes in a single run of Oran Forest, making me glad I brought few items in.
Since you are spending a lot of time on each floor, you may require apples even in this 4-floor dungeon. Remember you can also snack on the Oran berries on the floor to restore 5 belly and heal the damage caused by hunger.
You should leave the dungeon as soon as your inventory is full, or as soon as the going gets tough. There is no penalty for coming back more prepared the next day.
Now that you have left the dungeon, you will need to appraise the boxes. This will cost 150p per box, or 1200p per page of 8. If you came out with 40 (more is unreasonable,) that would cost 6000p to appraise. This could be expensive at the start of the game, but it is well worth it. If money is tight, you might sell the exclusive items from the non-Nectar boxes to recover 125p per item. Far more painful than the cost is waiting through Xatu's dialogue for... every... single... box....
At my estimate of 50% Nectar, this results in around 20 Nectar, equal to two stars of IQ, or 40 Gummis of the appropriate type. At that rate it should only take 5 runs to max any given Pokemon.
If you are playing explorers of Sky, you can use them at Spinda's cafe for a chance at an extra point of IQ, and a lower chance of a stat boost from a miracle drink. If you are not playing Sky, don't worry, the bonus is only 1 point compared to the 10 they already give, so at even if half of them gave the bonus the Nectar would only work at 105% efficiency in Sky, or 1 bonus Nectar for 20, nothing serious to worry about. Sky players also have to go through Spinda's entire routine for each Nectar, so possibly a net loss there. However, there is a better alternative for all versions, it simply requires some setup.
An even better solution to feeding the nectar to your Pokemon was proposed by u/ugly_sabbia. If a Gummi or Nectar is thrown at a Pokemon, it will apply its usual effects to them. However, the IQ skill Pierce Hurler allows a thrown item to hit multiple Pokemon, applying their effect to each of them. By lining up your other three party members, you can feed all three a single Nectar, effectively tripling the effects! To line them up, you will want to position each one and tell them to "Wait Here". You can also tell them to "Wait Here", and then switch positions with them until they are lined up. You should note that thrown items can still miss teammates, so you will need to either hold Lock-on Specs (Found in Zero Isle, confirmed in a Kecleon Shop in South) or a move that gives the Sure-Shot status, either Lock-On or Mind Reader. The IQ Skill Pierce Hurler is held by IQ Groups A, B, C, and F. It requires 850 points of IQ (8.5 stars) to unlock, equivalent to 85 Nectar. Notably in IQ Group A is Combee, which we have already recruited, and Magnemite, which learns Lock-On. In order to do this, you will need your Pierce Hurler to be party leader, which may make it more difficult for players who cannot yet switch their leaders. Starters from one of these IQ groups are Bulbasaur, Charmander, Cyndaquil, Torchic, Mudkip, Chimchar, and Piplup, and if you are playing Sky, Eevee, Shinx, and Riolu, so if you are playing as one of these Pokemon, you can still do this without switching leaders. You can also use the rare Pierce Orb to apply this effect to your leader for a single floor, bypassing the requirement to have this skill. I saw one of these in Zero Isle South in a Kecleon shop while confirming the Lock-On Specs location, but I have not ruled out the possibility that they can be found elsewhere or earlier.
If you do not yet have access to Zero Isle or these items, I have devised a budget option that still allows for around 90% accuracy. By using Combee's Sweet Scent while Confused (or Cross-Eyed?), and turning off the IQ Skill Non-Traitor, you can reduce your own team's evasion. I found two totter seeds was the appropriate length of confusion to reach the maximum reduction. However, when told to "wait there" while confused, my Combee moved around instead of using Sweet Scent, even with an enemy present. If you can not make Combee your leader, you can instead try an X-Eye seed on Combee, or find a Dungeon where an enemy will use Sweet Scent on you, like the Wild Combee at Apple Woods. You will still miss occasionally, unfortunately, but this is another instance where we can benefit from the extra accuracy for Female Pokemon if your Leader is Female, our Combee, for example.
Note that No-Guard works differently in Mystery Dungeon, so using a Pierce Orb with Machoke does not guarantee the throw will hit. However, Lock-On and Mind-Reader will. Other accuracy-boosting moves and abilities may help, but obviously Combee does not have them.
This method of feeding has the advantages of being possible in any version, potentially tripling the effects, and being much faster and entertaining than Spinda's Cafe. It does mean no chance of miracle drinks, but we were already passing up quite a few stat points from Gummis, so this is an insignificant loss. This trick can also be used with Vitamins and Gummis. Note that Joy Seeds, Life Seeds, and Sitrus Berries are better used with the IQ skill Nature Giver, to apply to four Pokemon instead, not covered in this guide.
A limit on this strategy is that Large four-star size Pokemon can be brought in a team of at most three, so this limits you to feeding two Pokemon at a time if one is huge. This affects large Legendaries, large Pokemon such as Gyarados and Onix, and surprisingly Castform. however, it is still more efficient than other methods.
Testing proved that the Bounce Band has no effect on Pierce-Hurled items, so I can reasonably say this is the current efficiency limit.

Are there any improvements for better efficiency?
For people looking to improve on this method, there are four or five simple things you can do to improve your efficiency.
The first, and simplest, is exclusive to Sky. Explorers of Sky added many exclusive items to the game, and Combee received one of them. This is the 3-star rarity Nectar Bow, which raises the odds of enemies dropping boxes when Combee defeats them. This item will randomly appear in the Croagunk swap shop , where you can trade any 5 other exclusive items for it. It has a higher chance to appear after you brought Combee into a dungeon, so if it isn't there just check after your next Combee mission. It appeared fairly frequently when I was testing, so don't worry if it doesn't show up immediately. Having it in your bag is enough to trigger the effect, and it applies to all Combee and Vespiquen in the party.
The second option has the same effect, but is also available in Time and Darkness. As an IQ group A Pokemon, Combee can learn the IQ skill collector at 370 IQ points (4 stars), which only takes 37 nectar. This has the same effect as the Nectar Bow, but you have to earn it separately on each Combee. This probably stacks with the Nectar Bow, but I have not tested it yet. In Time/Darkness, this is almost mandatory due to the apparently much lower treasure box rates.
Another Exclusive item that might help is Sky Gem, which will raise their movement speed by 1 if the weather is clear. This will be impossible to get early in the game, but end-game players who have it might benefit from it, the faster they move, the faster they can defeat enemies. Sky Silk is on floor 13 of Zero Isle North, the dust comes from jobs, turn them in at the Croagunk swap shop.
The fourth option is the simplest: the stronger your Combee, the easier it can defeat enemies. The less you have to micromanage your Combee, the quicker things will go. This can be done by leveling up or by finding the right items or team set ups to make them stronger. One possible path is the type-exclusive items for Bug and Flying types. They are found as follows:
Sky Silk (Attack + Defense): Zero Isle North, 13th Floor
Green Silk (Attack + Defense): Zero Isle North, 30th Floor
Sky Dust (Sp. Attack + Sp. Defense): Reward for a job with ???? as the reward (from a flying-type client?)
Wonder Dust (Attack + Sp. Attack): Reward for a job with ???? as the reward (from a Bug-type client?)
Additional items are reached by trading in these items, but the later ones do not increase stats.

The last option needs some further research. I have devised a method I refer to as Box-Pruning. If we can increase the proportion of boxes that have Nectar, we can get the same IQ gains in fewer runs. But how can we do this? The contents of the boxes are hidden until you return to town! Well, as it turns out, not entirely. When you sort your inventory, boxes are sorted by category, but it appears that in any given category the boxes containing Exclusive Items are sorted to the end. This makes it simple, we just leave the boxes least likely to contain Nectar in the dungeon. This can be accomplished by throwing them in an empty room before switching floors. You should only do this if you expect to fill the space before you leave the dungeon, and don't need the Exclusive Items. Roughly 50% of boxes have exclusive items so after filling up your inventory and sorting once, you should leave the boxes behind as follows:
Groups of 3-4: get rid of the last box
Groups of 5-6: get rid of the last two boxes
Groups of 7+: get rid of the last three boxes
Keep in mind, after the first time you do this, all remaining boxes in categories that lost a box have reasonable odds to contain Nectar, so they should not be included in the count if you choose to empty a little more later. You might leave more boxes than I suggested if you are willing to spend more time gathering, I simply used statistics to estimate which boxes are least likely to contain Nectar.


Additional advice:
Combee can be quite vulnerable, and there are several things that can be surprisingly dangerous to them. The first is Poison, which is not dangerous because of the damage, but rather because it stops their natural health regeneration. Going from fight to fight with no healing can be dangerous, and you should be ready to help with healing, status cures, or by giving them Pecha Scarves. In Oran Forest, Budew and Wurmple can inflict poison.
Stat decreases, while not inherently dangerous, can render Combee vulnerable if left untreated. You can fix this by luring them to Wonder Tiles occasionally. Surprisingly dangerous in this regard is Oddish in Oran Forest, who can use Acid to reduce Sp. Def, making you more vulnerable to the next use of Acid. This can snowball if left unchecked. Other Pokemon may use Leer, making you more vulnerable to all physical attacks, which can be even worse if left unchecked. Less dangerous is growl, reducing attack. If this becomes a serious problem, turning Gust back on or restoring its PP if necessary should restore your combat capabilities, and it is hard to imagine a situation where your attack was so low that Gust was ineffective in Oran Forest.
Fixed damage can be dangerous in some dungeons, as no amount of defense increases or level advantage can reduce it. This is a serious risk in dungeons with Yanma or Yanmega, which has Sonicboom for a flat 20 damage.

The Disadvantage:
Unlike using a Gummi, using Nectar does not increase any stats. To reach 900 IQ points (9 stars), where all but three Pokemon have their last skill, it will take 90 Nectar. This is equivalent to 180 Gummis of the correct type. Each of these Gummis would have raised a stat by one point, so a Pokemon with maxed IQ using Nectar will be 180 points behind one who used the correct Gummis. at the generous assumption of 2 points in everything per level, this would still be at least 18 levels of strength difference. Of course, if you maxed IQ using the exact wrong Gummi (e.g. Purple on a pure Normal type), you would need 900 Gummis for 900 stat points, almost certainly pushing the stat caps of 255 (or 252? I forget.) each. I suppose this can be mitigated by pointing out that having all IQ skills does not mean you can no longer eat Gummis, but rather you no longer have to care what type you eat, but it is still something to consider. However, due to the massive time difference, I still recommend this strategy.

Closing notes:
When preparing to write this guide, I did two runs with the Nectar Bow in my bag to make sure I had all my facts straight. The first, I had Combee in my party, but defeated all enemies using Volbeat. Out of 71 KOs, I got 10 boxes, none of which had Nectar, and the Neon Scarf made enemies drop money 8 times. I would hypothesize they are both using the same 1/8 rate, but more importantly it shows that Combee in the party is not enough.
In my second run, My Combee KO'd 81 enemies, dropping 25 boxes, 13 of which had Nectar. This is where my initial estimate of 50% came from, and shows that Combee needs to get the final blow to get nectar and does not need to be the party leader. It also shows how much faster the Nectar Bow makes this, and I expect the IQ skill to have the same effect. Further runs indicated the true rate of Nectar is lower than this.
I would expect the IQ skill + Nectar Bow to have an even higher rate, but I did not feel testing was necessary before initially posting this.
With this strategy in Sky, I took a Pokemon from 1-star IQ to 9-star with just a couple runs per day for two days. I spent more time cleaning my inventory than running dungeons. I expect a decreased efficiency in Time/Darkness unfortunately, but it hopefully will still be worth using.
Also, I should note I used lots of info from Bulbapedia.
*Edits: corrections, feeding method from u/ugly_sabbia, some additional information added.
*Edit phase II: Accounting for version differences, added Box Pruning, confirmed item locations, special thanks to u/15-minutegaming for extensive feedback and suggestions
I will probably be taking a break from working further on this guide for a while, since I have something else I need to be doing, but I have not ruled out the possibility of further refinements in the future.
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Winners and Losers of IBF 4.0's Inaugural FA: Wave Two Edition

Free Agency rolls on, rewarding some teams and punishing others (but mostly punishing). Some interesting offers and decisions make for an interesting column. Here are the teams that gained or lost the most from FA as it concluded its first week.
 
WINNERS
 
Las Vegas Aces
In wave 2 the Aces filled out their roster around elderly star Ladislao Calderon in a big way. They signed the Ladislav Balvin, one of the best wing players remaining, and added an excellent moderate-usage complementary ballhandler in Roberto Montenegro. Enzo Salgado and William Morel are strong ancillary additions to this roster; Salgado brings more height, athleticism, and upside to this roster, while Morel will presumably run point when the bench comes in. This team should share the rock very well, as all their signings to date can pass.
 
St. Pete Tide
It's no surprise to see yet another team helmed by a veteran GM make it into the fortunate half of the column. Of the several teams attempting to pile up prospects and make money in Tier 2, Tide are doing the best job. Excepting a few foolish player options, they have signed five blue-chip prospects to controllable deals, and have spent only 52 million to do so. The floor of their roster can and should be questioned, but assuming they play well enough to turn a profit, they will have executed one of the more viable Tier 2 blueprints to a T.
 
THEY'LL BE OK, PROBABLY
 
Miami Heat
After an exceedingly late bureaucratic decision handed down from the league office, Miami found themselves sitting in Tier 1 and in the backseat. They made the most of it, though signs of their scramble is evident in their payroll. They broke the magic number of 100 million and paid market premiums, handing out 23 million to Stavros Lountzis, 16.5 million to Øistein Ulberg, and 16 million to Magno Gomes. There's a good amount of talent on this roster that is perhaps underrated by overall, and there's upside, too, but the number that stands out is that this nearly full roster has a team strength of only 55.
 
Brisbane Bullets
Physically isolated from the rest of the league, Brisbane also failed to keep a finger on the pulse of free agency, striking out on a large number of strong rotational players that would have given Darmali Déshì some help. Instead they handed out 40 million to a few raw prospects and a handful of bench players with noticeable flaws. They've still got plenty of money to spend, and getting relegated shouldn't be an issue when there are two teams in Tier 1 who haven't signed a single player yet, but the lack of quality depth on this team is slightly concerning.
 
The Hague Royals
I have no major complaints about The Hague's roster or their strategy. The flaw of their build lies in some risky decisions. Building on the slight overpay for Billy Danso, they added the raw guard/forward Vyacheslav Dziuba for only 3 years when they could have easily signed him with a team option on the end, and then gave 20 million combined to a couple win-now players in Norbert Toya and Retin Mushidi. Both are strong signings on their own merit, but there are only two promotion spots from Tier 2. One will go to the Knicks, and the Pistons have the inside track on the second one. As such, the Royals might have been better off continuing to spend on youth, though the playoff bonuses should offset the roster's cost somewhat.
 
UHHH... WHAT'S GOING ON HERE?
 
Olimpia Milano
Olimpia made a handful of offers to good rotational players but quickly bowed out after the strong market sent prices soaring. Their pivot was an army of aging bench players and ultra-raw prospects. You get what you pay for, and for a 10-man roster-- some on multiyear deals, indicating that they're not really just trying to reset for next year's free agency-- that cost Milano 25 million, they earned themselves a team strength of 6. Tier 2 is no stranger to money-stacking, but with a restructured payout scale the viability of this strategy is in question. A successful pursuit of tank commander 3&D distributor Guy Lamizana would boost this team considerably and rescue them from losing money, though probably not enough to crack playoffs in a tier that has seen a handful of teams operating as if they had T1 budgets.
 
LOSERS
 
Los Aguacateros de Michoacán
Los Aguacateros spent heavily this wave and now reap the fruits of their labor. They paid 85.5 million to four players, and have another 40 million in extant top offers. They got bailed out on Lountzis too, otherwise they would have been staring at a payroll of 150 million instead of 130. As it stands, they have successfully thrown their wallet at the problem; they should be the only team that runs seven deep with 60+ overalls. The quality of those 60s, however, is subject to scrutiny. The team is athletic, and in some cases has IQ to go with that athleticism, but will have a lot of problems scoring. Ðạt Thái and Piotr Pluta might even struggle to average double digits, and Nicoara lives beyond the arc for the most part, limiting his volume. Andre Ross in the low post seems to be Michoacán's #1 option. Their current top offers to free agents should give them more shooting and a bit of scoring, but to have your #2 option play off the bench is a sobering thought. And in a few years, they will have to find a new wallet to throw at their problem.
 
Bayern Munich
Bayern attempted to go all in, and much to everyone's surprise they struck out completely. They tied up 40 million in Samuel Caven, and whiffed when he signed in Pittsburgh. They got outbid on all the rotational players they offered as well. With the talent pool now thin, they have signed 3 role players for a total of 4.5 million. At the very least, they have a clear path to Filip Havek, but their aspirations of competing for a title this year are probably dead.
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DEFEND THE DRAFT 2020: Jacksonville Jaguars

OVERVIEW
Finishing the 2019 season with a 6-10 record was disappointing. Although there were a few bright spots like Gardner Minshew playing well, DJ Chark taking the next step into his development and turning into a WR1 for this team, Josh Allen balling out as a rookie, Smoot showing he is real contributor on defense and the rest of the rookie class showing that they are building blocks for this team.
For every good there is a bad in this world, though for this season the jags had way more bad. Tom Coughlin was a parasite in the front office who abused his power on this franchise and ruled like a dictator, he alienated and got rid of top talent like Jalen Ramsey, Dante Fowler, Yannick Ngakoue (in the process) , Allen Robinson, Malik Jackson and Telvin smith to say the least and gave preference and money to average players like Andrew Norwell, Blake Bortles and Nick Foles. His reign of terror was so bad the NFLPA gave out a message to upcoming FAs basically saying “be careful about going to Jacksonville”. The defense that once dominated the NFL is not even a shell of its former self, it's more of a rotten husk. The defense fell off badly and produced some of the worst performances in team history this season. The offensive line was horrible giving the QBs and RBs no help at all, Fournette apparently is still a problem in the locker room and the Jags tried hard to get rid of him. Finally… Nick Foles. An argument can be made that he was the worst part of the season. He got paid so much money to bring some stability and improved play to an offense that needed it, bringing in Foles already divided fans since many disagreed on the move and the money it was involved in. Foles ended up getting injured 10 snaps into the season and went 0-4 as a starter before getting benched by Gardner Minshew. During the horrid stretch of games by the jaguars in the middle of the season (vs Colts, Vs Titans and Vs Bucs) he was horrendous and basically saying “losing is fine,it builds culture”. That was the final straw for most if not all of jaguars, during the Bucs game he had 6 first half drives, first 3 were turnovers and then 3 straight three and outs. The whole stadium was chanting for Minshew.
This will be a weird year since this offseason was perfect for a full on rebuild but only did “half” a rebuild. They got rid of players that had some value for draft picks like Calaias Campbell and AJ Bouye but the coaching staff and FO remained the same which made the decision perplexing to say the least (especially DC Todd Wash, WHY IS HE STILL EMPLOYED!?!?). The offensive coaching side may be the best it's been in many years with Jay Gruden and Ben McAdoo brought in to help what was an uninspiring dull offense. With 12 picks in this draft and 9 next season, an argument could be made that this draft and the next are the most important ones in franchise history. Good drafts and the jags could build a team that terrorizes the AFC. Bad drafts and we could see another dark age for the jags similar to the Gene Smith years in the early 2010s.
NEEDS HEADING INTO THE DRAFT
DBs: The departures of Ramsey and Bouye have left a huge hole at CB for this upcoming season and need some extra fresh faces. Safeties could use a better depth options
OL: This OL is nigh horrendous and a penalty flag waiting to happen. Gave Minshew no time and the RBs no running lanes.
WTE/offensive weapons: 70% of the time our offense was mostly Minshew running for his life and DJ Chark pulling a big play out of their asses. Chark was double covered as the season went by and no one stepped up.
DL: The once dominating unit has lost Malik Jackson, Marcell Dareus, Yannick Ngakoue and Calaias Campbell in 2 years. Taven Bryan has not been consistent enough to be thought of for the future (As of now). This unit is horrendous vs the run.
ROUND 1 PICK 9: CB CJ Henderson, Florida
Why CB?
With Jalen Ramsey gone we began to see cracks in the armor in this unit as the season went by. Without him the jaguars didn't have a legit CB1 and got torched by many WRs like Cortland Sutton, AJ Brown, Robbie Anderson and others. This unit was already pretty thin with Ramsey on the roster, without him it just got magnified. AJ Bouye is one of the better CB2s in the league but can't contend consistently vs top WRs in this league and got traded this offseason to the Broncos for extra cap space and draft picks. Herndon did show promise, improved as the season went by but still has ways to go to be a legit starting corner in this league, he started mainly because of desperation and nobody else being there. DJ Hayden is one of the better slot CBs in this league and arguably our best defensive player this past season. The team did bring in Rashaan Melvin to provide some needed depth. The problem? Aside from the starters being Tre Herndon and Rashaan Melvin as of before the draft and the lack of elite athleticism, All 3 of them (Hayden, Herndon and Melvin) are upcoming free agents in 2021. The Jags could potentially lose all 3 of their top CBs leaving them with a depleted CB group (a good year from Herndon and Hayden could command more money to bring them back). The rebuilding of this unit is paramount especially in the pass-happy era of the NFL we now live in and in a division with Phillip Rivers (who always has his best games vs us), Michael Pittman jr, TY Hilton, AJ Brown, Deshaun Watson, Will Fuller. The Jags need the talent and depth on this unit or things could get very ugly this season, im talking 2015 levels of ugly.
TLDR: Lack of elite talent, athleticism and depth and in a division with overall great talent. The current CB group are all on expiring contracts.
Why CJ Henderson?
This pick was highly controversial in jaguars due to another Gator being drafted high which is the 4th Florida gator drafted in the first 2 rounds of the draft in the past 6 years those being Dante Fowler (2015 3rd overall), Taven Bryan (2018 29th overall), Jawaan Taylor (2019 2nd round) and now Henderson. Jags haven't had a good recent history with the Florida program (Jawaan Taylor looks good but Fowler wasn't worth the selection and Bryan is trending towards bust territory. Also selections like Derrick Harvey set back the franchise for years and Josh Evans even though he was a late selection he started a bunch of games and was a huge liability at safety). Even though many disagreed, everyone understood the reasoning of the pick and couldn't deny the talent that he is. Florida’s current DC Todd Grantham stated that CJ Henderson is the best CB he has ever coached... After one year on the job and Grantham has coached for almost 30 years across both the college and the NFL ranks, so he says that means something. Grantham continued saying that Henderson is a very low maintenance player who will work his ass off and be of no problem on and off the field. Some draft analysts made the argument about having Henderson ahead of Okudah due to Henderson having a better athletic profile over Okudah. Henderson is a sticky man corner with top end speed to keep up deep and the quickness to jump a throw. Has more than ideal size at 6’1 and 202 lbs and 4.39 40 speed. Henderson held his own in his three years in the SEC against top SEC WR talent, allowing 52.7% completion percentage in his three years playing, his best year by far was 2018 in which he allowed 50% completion percentage and 19.1 snaps/reception which led returning CBs in the SEC . Was named second team all SEC in both his freshman and sophomore years and 1st team All SEC and second team all american in his junior year (he faced a nagging injury through his junior year and missed 4 games). Has the ability to return interception for touchdowns. Henderson is much better in man coverage where his athleticism is showcased being able to stick to the WRs hip throughout the route and his long arms being able to disrupt passing windows and press hard the WR, in zone he does have the occasional mental breakdown losing his man but his biggest weakness is his open field tackling. Henderson’s willingness to tackle has been brought up multiple times and was a major red flag for many draft experts, scouts and fans. Teams could exploit his tackling issues with the running game or with the quick passing game to the likes of AJ Brown and Michael Pittman. He needs to be more physical and consistent when it comes to tackling. Even though with his issues Henderson was slotted as one the better prospects for this draft. Also rumor has it that the Cardinals were thinking of drafting Henderson with the 8th pick but Isaiah Simmons fell to them. If Henderson wasn't there the Jags would have taken K’lavon Chaison at 9. Henderson will likely be starting right away alongside Tre Herndon.
Prediction: 4 interceptions but won't be highly considered for DROY. Will be CB1 by week 5. Week 1-4 Herndon and Henderson will most likely be switching WRs
ROUND 1 PICK 20:EDGE K’Lavon Chaisson, LSU
Why EDGE?
In last year's draft, I made the argument that Josh Allen was selected because of the looming Yannick Ngakoue contract talks and Calaias’s age and eventual decline. Campbell still played extremely well but he started to show a half a step slowness as the year waned, also he got traded to the ravens. Yannick Ngakoue is doing everything in his power to be as far away as possible from the Jags after Tom Coughlin mismanaged the contract talks. The jags will lose 15 of their 47 sacks for this season. Leaving only the newly acquired Rodney Gunter, Josh Allen and Dawuane Smoot as the only EDGE players on the roster. Smoot had a breakout year after a quiet first 2 years to his career. This past season his confidence, technique and impact was at full throttle and had 6 sacks playing a rotation role. Showed versatility that he can slide inside in pass rush situations. Gunter was brought in from Arizona, More of a run stopper but can pass rush if need be and also slide inside. Josh Allen was everything we could’ve asked for and more, he had an immediate impact on the team and is someone who the jags can build a defense around. Honestly the problem with this situation is the fact that Allen will now be the only major threat for opposing teams to take account for. He will be doubled teamed even more and if even worse gets hurt, there goes almost all of the jaguars pass rush. Sure Smoot could take over (he has been posting some intense workouts in social media and is working extremely hard) but Smoot is no Allen. Smoot and Gunter’s main value is the fact that they can move around the defensive line and play multiple roles. This defense will not be good if most of the pass rush is dependent on one guy. Smoot is also a 2021 free agent and a good year from him could mean that his price range could go way up.
TLDR: Ngakoue will be gone leaving Josh Allen as the only pure threat at EDGE player. Need more help since you can't have enough pass rushers
Why Chaisson?
Throughout his stay in LSU, K’Lavon Chaisson was seen as that prospect with near infinite potential but just needed to put all those pieces together. He was heading in the right direction but a torn ACL in 2018 halted his development. 2019 we started to see a glimpse of what Chaisson is capable of as he became a serious threat on the EDGE and OLB for the LSU Tigers this past season due to him finally showing his athletic gifts and showing impressive football IQ, in 2019 he was voted 1st team all SEC by the coaches and 2nd team all SEC AP. Especially the second half of the season in which he dominated against elite competition in Clemson, Alabama, Georgia and Oklahoma in which he had 5 sacks and was everywhere on the field, he was named defensive MVP of the peach bowl. Has an elite first step and bend off the edge and Chaisson is good vs the run as well with his long, strong arms and his ability to set the edge. This defense was horrid against the run last year and made many roster moves to try and improve on that department. Showed he is very effective in stunts and spin moves. Has control of his body throughout the rush and his motor never stops, so the opposing OTs will have a hard time with his explosiveness, counters which improved in 2019 and his motor.
In LSU, wearing the number 18 is a tradition that garners respect, Each season the locker room votes on who gets to use the number 18 which is synonymous with success on and off the field as well as having a selfless attitude. Showing that he's highly respected in the Locker room and also a hard worker.
The 2018 ACL injury is scary but looked 100% at the end of the season. Not only can he be an elite pass rusher but has the ability to stop the run and Jam TEs and cover them. Chaisson's elite potential can give the Jags the ability to have multiple fronts on defense. From 4-3 to 3-4 and different sets. Chaisson needs to keep improving his skills and his football IQ. Chaisson will play a lot of snaps but will be used in a variety of ways.
Predition: 10 TFLs and 10 sacks and in high consideration of DROY (my final candidates are Chase Young, K’lavon Chaisson and Isaiah Simmons)
Round 2 pick 42: WR Laviska Shenault, colorado
Why WR?
This draft was lauded to be one of the, if not the, best WR classes in history in the NFL. Not only by the quality of WRs but the quantity of NFL worthy WRs coming out. This class had everything from technical route runners, speedsters, physically imposing WRs and explosive after the catch play makers. We ended up seeing multiple WR needy teams select multiple guys in this draft like never before just because of the quality of players that were found later on as the draft went by.
For so long during the mid 2010’s the jags had what many people ranked one of the more talented WR groups. Back in the 2018 offseason the Jags faced a decision to either re-sign Allen Robinson or Marqise Lee. The decision of the Jags to re-sign Marqise Lee instead of Allen Robinson has been terrible. Lee has caught 3 passes since signing his new deal and missed 28 games due to injuries meanwhile Allen Robinson is a WR1 with the bears. As of before the draft, Jags WRs look good on paper and GM Dave Caldwell was asked why wide receiver was not addressed in the first round and said basically that they trusted the guys the Jags have and were happy at the moment, the next day the first chance he gets he drafts a WR basically showing everyone what they really felt about the WRs. Currently on the roster, DJ Chark is a legit WR to build around with his improvements from year 1 to year 2, showing improved route running and hands. His connection with Minshew was bar none the best part of the 2019 jags offense. The other guys though are filled with doubts. The biggest problem offensively came when defenses started focusing on removing DJ Chark from the offensive game plan forcing Minshew to target other WRs do something and most of the time no one stepped up (the Saints game was the biggest example of this and Minshews worst game, Conley, Westbrook and Cole couldn't do a thing with Chark double covered by Lattimore and a safety the whole game). Both Chris Conley and DedeWestbrook (next in the depth chart) were inconsistent to say the least and showed that they are not WR2 in the NFL. Both suffered from drops, Westbrook dropped 2 clean TDs vs the titans in the Thursday night game and Conley throughout the season totaling 7 dropped passes. Conley did have 5 TDs in the year but 3 of them came in the last four weeks of the season when the Jags had no chance of going to the playoffs. Keelan Cole was in the dog house to start the season after a BAD 2018 and he finished with barely 370 yds in the season, most of it coming in the last 3 games though we have seen the damage Cole can make in the field. Chark showed he can be a legit WR in this league, the Jags need to give him someone opposite of him who can get rid of some attention towards him who can be a real threat. The depths of the WR group can also improve, the 5th leading WR was Marqise Lee who totaled 3 receptions with 18 yards. 86% of the jags receptions from WRs came from DJ Chark, Dede Westbrook and Chris Conley. That needs to be spread out more.
Like with the CB group, the Jags have 3 guys with expiring contracts in Dede Westbrook, Chris Conley and Keelan Cole. All of them together will not be back, at most 2 of them and at a cheap price but most likely all 3 will be fighting for one spot in the 2021 roster. There is uncertainty about the future of the position heading into 2020 and 2021 with multiple FAs and need of talent.
TLDR: Minshew needs more weapons on offense, Chark needs help so he isn't double teamed every play and there is uncertainty in the future of 3 of the top 4 WRs.
Why Shenault?
Laviska Shenault is a big play waiting to happen in the NFL. In his 2018 season, in which he was first team all PAC 12, Shenault averaged some insane with 9.6 receptions per game (which led FBS) and 10.9 scrimmage yards per play. At 6’1 and 225lbs he is big for a WR of his size but he is strong, according to the draft broadcast shenault would workout with the offensive linemen, Which in game showed. Shenault was nearly impossible to bring down one on one, In 2018 he was brought down by a solo tackle only 24 times on 109 touches , in 2019, he was brought down by a solo tackle 14 times on 70 touches. Sheanult needed at least 2 defenders to be brought down. He has strong hands and showed almost no problems with drops and contested catches. He is way more athletic than what was seen in the combine (later was proved that he was injured). An athletic specimen on the outside with his strength, speed and quickness. Also worth noting, The jags offense has been one of the least innovative the past seasons with almost no motion, trickery or play action. Shenault played almost every position except QB. Colorado has used Shenault in a variety of ways playing in the slot, outside, as an H-back, TE, RB and even as a wildcat. Shenault can bring a plethora of new plays and schemes that the jags haven’t had before. But at his best is with the ball with his hands and watching him do magic and damage. Durability has been a concern though, 2 straight years of missing games and his playstyle isn't helping to that cause. Also his route running could use some polish. Shenault gives the Jags the potential to have 2 uber athletic WRs in Chark and Shenault on the outside.
Prediction: 840 yds and 7 TDs
ROUND 3 PICK 73: DT Davon Hamilton, Ohio State
WHY DT?
The official turning point for the worse for this defense was not when CB Jalen Ramsey was traded, it was when starting DT/NT Marcell Dareus went down with a core muscle injury in the game vs the Bengals and missed the rest of the season. He was having an ok year but was our best run defender by far. Even with him the defense was suspect, especially against the run. The worst game might’ve been the Panthers games. Christian Mccafrey had a field day against the Jags, he got his contract extension due to this game. After Marcel Dareus’ injury, The Jags for 3 straight games allowed over 200 rushing yards, all to division rivals. Embarrassing showings for a defense that once was called best in the NFL in 2017. In 2019, the Jags allowed more than 2200 rushing yards to opposing offenses, the opposing teams scored 23 TDs on the ground (47 total touchdowns), and were ranked 28th in run defense and 24th overall. That is downright pathetic. This defense was pushed around and dominated physically. DTs on the 2019 roster like Abry Jones, Taven Bryan and Dontavious Russell showed that (for my taste) they aren't starter material for the NFL (Dareus was acquired in 2017 via trade because he was an improvement of Jones). Abry Jones is fine as a depth DT but he's not a guy that you can put on the nose day in and day out and have him to hold the line for every down. Former 1st round pick Taven Bryan is someone most Jags fans have either almost or completely given up on. Taven Bryan relies so much on athleticism and cant seem to connect the dots with awareness and football IQ on the field. Most of his highlights are because he just overpowers the offensive linemen or a quick first step but he does get lost in run defense and can’t break out of blocks. Dare I say that he might not be on the team for the 2021 season if no big improvements are seen soon. Russel is a former 7th round pick who might not make the team this season. Well was the pass rush better for the DTs?… no. Between those 3 guys they amassed 4 sacks throughout the year (Calaias and Dawuane smoot did play in pass rush situations on the inside though which had an impact on the times they might’ve been able to get a sack, but still 4 sacks from the DTs is not enough) .
Al Woods was brought in via FA, a big run stuffing veteran NT who will anchor the inside but for a short while since he is up there in age and on a 1 year deal. DE Rodney Gunter was brought in as well to play inside and outside and is also a very good run defender (you guys will see a pattern with the defensive draft prospects selected and FAs brought in, most are good vs the run). The Colts have Jonathan Taylor and Marlon Mack, Texans have a committee of RBs while also Deshaun Watson is a threat to run it as well, and the Titans with the reincarnation of the hulk, Derrick Henry, who seems to always have his best games against the jags. Jags need to shore up the inside of the DL or it will be a very long year. A good DL can make the job easier for LBs, CBs and safeties. I think reporter John Shipley from si.com said it best “The Jacksonville Jaguars knew entering the 2020 NFL Draft that they needed to upgrade the interior of their defensive line. It wasn't a question of if they would do it, but when.”
TLDR: After the Dareus injury, the jags couldn't stop the run to save their lives, and need all the help they could get. Jags need more youth on the DL
Why Davon Hamilton?
It was common knowledge that the jags were basically drooling over Derrick Brown but couldn't get the chance to draft him. I would've been more than fine if the D. Brown pick happened but there are few times when a draft crush you have gets selected by your team (I also wanted Antoine Winfield in the 2nd but it was close), when Jags selected Hamilton I shrieked out of excitement and was, and still am, the most excited member of jaguars.
Davon Hamilton was someone who didn't have a high amount of snaps in his first 4 years at Ohio State due to the surplus of talent and rotations in one of the deepest defenses in the nation. Hamilton finally started for his redshirt senior year but played within a heavy rotation and only just under 40% of the total snaps (no DT had more than 400 snaps this past season but 6 DTs had over 200 snaps. OSU had the DTs rotate so much so everyone was fresh at the end and depending on the strategy/team they faced for example Hamilton was used more than normal when OSU faced a heavy run team). Davon Hamilton showed what he can potentially do in the NFL. Even though he had limited snaps his production/snap was impressive. He was mainly a NT eating up double teams but did have snaps at the 3T and had his moments. In his career he recorded 66 tackles, but 20 of them were for loss. That's over 30% of his tackles of his career went for loss and in his final year nearly 40% of his tackles that went for loss, he also had 6 sacks his final year showing he has potential to rush the passer. An above average athlete at 6’4 and 320lbs (recorded most reps at the bench press for DL with 33) who is strong at the point of attack, can engage double teams and be an anchor for a defense. His best years are ahead of him due to limited experience and no injury history. Dave Caldwell compared him to a “baby Al Woods” and will learn from him and others. This pick screamed “We play Derrick Henry, Jonathan Taylor and Marlon Mack each twice a year and we need help”.
Prediction: 55-60% snaps played. 12 TFLs with 3.5 sacks. WIll get more snaps as the season goes by.
ROUND 4 PICK 116: OT/OG The Smoothie King AKA:Ben Bartch, St Johns.
WHY OL?
Former starting OG for the Jaguars Uche Nwaneri had an AMA in NFL, A jags fan asked him about Gardner Minshew and in it he mentions that the jags offensive line was holding the team down, which every jags fan agreed. This group was frustrating to watch to say the least since it was ranked 26th as a unit by PFF. So many drives were cut short due to a penalty, a missed assignment or just getting stuffed by the defense. The Jags starting OL committed 48 penalties the whole season. This OL showed they were undisciplined and gave Minshew no time whatsoever in the pocket allowing 182 pressures which ranked 10th most in the nfl.
The only players I can still see on the jags starting OL in 2021 are Brandon Linder (Good center who wins with technique rather than strength but had an off year with 7 holding calls) and Jawaan Taylor (played better as the season went on but 13 penalties on him is alarming and needs to improve). LT Cam Robinson, LG Andrew Norwell and RG AJ Cann have 1 year to show their worth or they are gone, and the way they played I don't think they are getting signed. Norwell has been a bust of a FA signing, a former all pro with the panthers signed for a record deal and has been awful with the jaguars. Norwell couldn't run block and many times a year he was bull rushed into Minshews face due to bad technique. I don't think jaguars has hated an OL more than Norwell after the Panthers game this season. It got to a point in which articles were written saying that Norwell should be benched. For some reason the Jags have struggled to fill the LG position ever since Vince Manuwai (RIP) played his last season with the Jags in 2010 (former LGs include Will Rackley, Zane Beadles, Mike Brewster, Luke Joeckel, Patrick Omameh, and Andrew Norwell currently) . AJ Cann is one of the worst pass blocking OG in this league and throughout the year replays during the game showed minshew escaping from a DL let through freely by Cann, this might have been Cann’s best year which is depressing to say since he was still was pretty awful when compared to the rest of the NFL, i could go on but it would be repeating myself from last years write up. Cam Robinson, the former 2017 2nd round pick had a really good rookie year but 2018 was cut short by an ACL injury but his recovery took way longer than it normally should have and was pretty bad this past season. Also an upcoming free agent, Cam needs to show his worth or he could be on a new team in no time, yes an argument can be made that he was still recovering from the ACL injury and a hyperextended knee before the 2019 season started. Many people argued about drafting one of the OTs in the 1st round and moving Cam inside to guard will highlight his strengths in run blocking, power and length. I will give Cam this, he might be the one most likely to return out of the 3 due to being the youngest and having an excuse due to the injury. Better play from him can almost guarantee his stay.
The Jags lost the trenches in 2019 and it showed, The jags only scored 3 rushing TDs this past season and were dominated when it came to short yard situations (counter argument, Fournette has bad vision which doesn't help). In the goal line this OL couldnt generate any push whatsoever or protect Minshew. Minshew was running for his life. As of the start of the draft, I would consider this OL one of the 10 worst in the league and need help ASAP, especially after additions like Deforest Buckner and Ross Blacklock within the division. Though the coaching staff and GM said they do have confidence in this unit. Will Richardson was the main backup OL who brought value because he could play both tackles and guard but Doug Marrone stated that Richardson will now play LT, he played the first 2 games at LT due to injuries and played very well.
TLDR: The OL was a shackle for the team basically having Gardner Minshew running for his life. Also having no real depth and could see a total rebuild in 2021.
Why Ben Bartch?
Ben Batch’s name was thrown around throughout the offseason. The former standout LT who dominated his competition in the D3 ranks who also looked the part at the senior bowl practices in which he went step for step with some of the best and athletic prospects the D1 had to offer (an injury made him miss the senior bowl game) holding off guys like Jabari Zuniga and Terrel Lewis in some reps. Later on at the combine, the NFL network had him showcase his now infamous smoothie that he made to gain weight.
What makes Bartch’s potential very intriguing is the fact that he used to be a TE coming into college but worked out hard, drank that nasty smoothie to gain weight. Bartch at the end gained around 75-80lbs of good weight but at the same time maintained his overall athleticism he had as a TE, which shows because Bartch moves very smoothly and fast. At 6’5 and 310 lbs, Bartch has a lot of room to grow since he still is getting used to a position he's only played for 2 years (nfl.com sums it up perfectly “From a skill standpoint, he's still an undergrad, but on pace for his degree in tackle studies”) and he was able to be a showcase name in the senior bowl. He does have the potential and traits to play OL NFL due to his fast counters, punches, and overall quickness. He does have solid foundations that makes for a good OL in the NFL, which are hard to come with guys coming out of college since OL coaching has seen a dip in quality in the college ranks. The big obstacle will most likely be the game speed. D3 speed is completely different from NFL speed. Bartch might need to get used to it as quickly as possible. Bartch can play outside or inside in this league.
Prediction: Cann or Norwell get benched for Bartch mid season
submitted by glowingdeer78 to NFL_Draft [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

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