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Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.

Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you.
Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice.
Here are my don'ts of job hunting:
e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly.
I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have.
Don't try to get by without doing the standard "best practice" stuff.
I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews.
What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions.
Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial".
Don't be bad at interviewing, not even a little bit bad.
Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV.
I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice.
Don't wing it during the interview.
For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced.
Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway.
Don't apply to old job listings.
If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV.
Don't apply to listings that aren't on the employer's own site.
It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer.
If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go.
Don't be too picky with job titles.
Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad.
Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title.
Don't be too loose with companies you apply to.
At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later.
Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money.
Have a loose idea of who the company is before applying, to avoid those awkward moments.
Don't stop applying until the ink is dry on your offer letter.
My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time.
It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying.
Don't get your hopes up. (maybe the most important tip.)
Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't.
I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take.
To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day.
Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job.
In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health.
Don't be afraid to be a try-hard.
The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG.
On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless.
Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked!
So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material.
NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free.
Don't assume ***anything*** until it's final.
In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience.
In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round.
In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job.
On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did.
The lesson: Do not assume anything! ANYTHING!
submitted by the-incredible-ape to jobs [link] [comments]

Famitsu (a popular Japanese video game magazine) has released the results of its Genshin Impact fan survey for its January 2021 issue.

Famitsu Magazine's January 2021 issue had released the results of its Genshin Impact Fan Survey that they run on their 3 platforms: Famitsu website, Famitsu mobile app, and Dengeki Online. The survey ran between Nov. 6 to Nov. 15, 2020. There were (less or more than) 1850 people who responded to the survey.
Survey Demographics: 82% Male, 18% Female. Most responses are in their 20's, followed by 30's and 10's.
Take note that this survey is mostly influenced before the Patch 1.1 update.
Original article here: 『原神』ユーザー1850人が回答したファンアンケートの結果を公開! 好きなキャラクターやいちばん苦戦した魔物は? - ファミ通.com (famitsu.com)
Note: Take note that I use machine translations here, so these translations are kinda bumpy. Feel free to comment if you spot any mistakes or correct some translations.

Who's your favorite character?

​ There are some who liked them because of their cuteness or coolness, but more than that, they like them because of their strength and utility. There are also people who like them because of their mobile Elemental Skills, which can be useful for exploration.
10.) Jean (85 responses)
9.) Barbara (89 responses)
8.) Noelle (101 responses)
7.) Fischl (107 responses)
6.) Mona (121 responses)
5.) Lumine/Hotaru/Traveler (Female) (131 responses)
4.) Qiqi/Nana (139 responses)
3.) Diluc (156 responses)
2.) FBI bait Jean bait Klee (207 responses)
1.) Keqing/Kokusei (238 responses)

Which female character would you like to have as your girlfriend?

​ Jean, the Acting Grand Master of the Knights of Favonius/the West Wind (Zephyrus), takes the first place. Rather than citing her attractiveness, many people praised her perseverance.
1.) Jean (238 responses)
  • I like the fact that she is rational and calm. (20's / female)
  • She seems to care for the family and she would cook for me. (10's / male)
  • She's sincere and honest. I would like to support on her side. (30's / male)
  • She usually gives the impression of being serious, but when she "switch off," she seems to be surprisingly soft. (20's / male)
2.) Keqing/Kokusei (224 responses)
  • I like the fact that she's very serious and works harder than anyone else. (20's / male)
  • She seems to be able to point out on what's wrong. (30's / male)
  • I want to see her embarrassed face! (10's / male)
  • I like her dignified appearance (20's / male)
3.) Barbara (192 responses)
  • Her looks and personality are just right (20's / male)
  • She's kind and cute; and can cook too. (20's / male)
  • She can heal me mentally as well. (20's / male)
  • White pantyhose/tights are the best! (50's / male)
  • I want to listen to her singing all the time (30's / male)
4.) Lumine/Hotaru/Traveler (Female) (176 responses)
5.) Noelle (157 responses)

Which male character would you like to have as your boyfriend?

​ Cool, strong, and wealthy, Diluc is an overwhelming favorite! Regardless of gender, many players like him.
1.) Diluc (612 responses)
  • Tall, rich, strong, and handsome! (30's / male)
  • After reading the official manga, I found out of his kindness, and I liked him even more! (20's / female)
  • An ideal hero. I can trust him. (40's / male)
  • I'd like to shoulder some justice that he bears. (20's / female)
2.) Kaeya/Gaia (173 responses)
  • I'd like to be his drinking buddy and have a quiet conversation with him. (30's / female)
  • I'll be having a good time with him. (30's / female)
  • I would like to talk to him, because he seems to know a lot of things. (10's / male)
3.) Venti (150 responses)
  • Whenever I feed sad, he'll cheer me up with his songs and ballads. It doesn't matter what troubles I have whenever I see his flippant attitude. (10's / female)
  • He's cute, it's so unfair. (20's / female)
4.) Xingqiu/Yukuaki (139 responses)
5.) AetheSora/Traveler (Male) (88 responses)

Which characters do you use more often?

​ While the top three remained the same as in the favorite character ranking (but not in the same slots, sans the other one,) the fourth and fifth places are different.
​ Ones who made it in are Venti, with his powerful Elemental Burst, and Fischl, with Oz as her excellent support.
1.) Klee (225 responses)
2.) Keqing/Kokusei (217 responses)
3.) Diluc (202 responses)
4.) Venti (147 responses)
5.) Fischl (134 responses)
6.) Lumine/Hotaru/Traveler (Female) (110 responses)
7.) Noelle (107 responses)
8.) Qiqi/Nana (99 responses)
9.) Jean (87 responses)
10.) Razor (86 responses)

What's your favorite weapon type?

1.) Swords (One-handed sword) (692 responses)
2.) Claymores (Two-handed sword) (622 responses)
3.) Catalyst (TL note: Original Japanese word for catalysts are hurting my brain) (277 responses)
4.) Bow (173 responses)
5.) Polearms (86 responses)

Which weapon type do you often use?

1.) Swords (One-handed sword) (699 responses)
2.) Claymores (Two-handed sword) (546 responses)
3.) Catalyst (363 responses)
4.) Bow (222 responses)
5.) Polearms (20 responses)

Tell us which relic set you like the most in terms of design!

​ Gladiator's Finale, a relic with a gladiator motif, received more responses than second place's responses.
​ This relic is relatively easy to obtain with its excellent +18% Attack stat two-set effect. It's possible that many players voted not only by its aesthetics, but also the power it gives.
1.) Gladiator's Finale (407 responses)
2.) Berserker (176 responses)
3.) Crimson Witch of Flames (Witch of the Blazing Flames) (175 responses)
4.) Wanderer's Troupe (Wandering Troupe of the Earth) (173 responses)
5.) Maiden Beloved (155 responses)
6.) Bloodstained Chivalry (96 responses)
7.) The Exile (84 responses)
8.) Martial Artist (77 responses)
9.) Retracting Bolide (65 responses)
10.) Noblesse Oblige (56 responses)

Which enemies do you have the hardest time to deal with?

​ Oceanid (Pure Water Spirit) took the top, beating out Stormterror Dvalin and the Lupus Boreas!
​ It seems that many players had a hard time to deal with Oceanid with disappearing platforms and monsters of various forms.
1.) Oceanid (Pure Water Spirit) (497 responses)
  • The disappearing platforms were hard to deal with (40's / male)
  • Enemies are gradually becoming stronger and more troublesome. (10's / male)
  • Simple yet fierce. The type of attack, range, and moveset are all far better than most elite monsters. (20's / male)
  • It's hard to deal with those flying monsters. (40's / male)
2.) Lupus Boreas (King of the North Wind, Dominator of Wolves) (250 responses)
  • Even if you're getting used to it, if you're not careful, you'll easily lose this fight because of its unpredictable attacks. (40's / male)
  • Its attacks on its second phase are difficult to avoid (30's / male)
3.) Stormterror Dvalin (231 responses)
  • Because its ranged attacks are so strong. (10's / male)
  • I couldn't figure out the gimmick on moving between platforms. (20's / male)
  • With a limited movement range, the battle's hard. (10's / male)
4.) Ruin Hunter (110 responses)
5.) Cryo Abyss Mage (Magician of the Abyss, Ice) (103 responses)
6.) Stonehide Lawachurl (Rock-Helmeted King Hilichurl) (88 responses)
7.) Geo Hypostasis (Formless Rock) (85 responses)
8.) Fatui Skirmishers (64 responses)
9.) Ruin Guards (59 responses)
10,) Electro Hypostasis (Formless Lightning/Thunder) (52 responses)

How far have you cleared the Spiral Abyss?

When they asked about Spiral Abyss clears, the most common answer was that they had already cleared up to the 3rd Floor.
As it is the end-game content, preparation is required to conquer the Abyss. For this reason, it seems not that many players have taken the challenge seriously yet.
  • Abyssal Corridor Floors:
    • Uncleared 1st Floor : 174 responses
    • 1st Floor: 80 responses
    • 2nd Floor: 151 responses
    • 3rd Floor: 448 responses
    • 4th Floor: 274 responses
    • 5th Floor: 192 responses
    • 6th Floor: 206 responses
    • 7th Floor: 91 responses
    • 8th Floor: 106 responses
  • Abyssal Moon Spire Floors:
    • 9th Floor: 43 responses
    • 10th Floor: 32 responses
    • 11th Floor: 25 responses
    • 12th Floor: 28 responses

What are some of the dishes in Genshin Impact that you would actually like to try?

​ There are so many delicious-looking dishes in this game that you can almost drool over them. One of the most popular dish is the Sticky Honey Roast (Honey Sautéed Carrots and Meat,) which can be created with beast meat, carrots, and sugar.
The thick meat of the beast and the generous amount of sweet sauce stimulated the appetite and won the hearts of many players.
1.) Sticky Honey Roast (Honey Sautéed Carrots and Meat): 204 responses
2.) Sweet Madame (Baked Chicken with Sweet Flower): 196 responses
3.) Jade Parcels (Jade Lucky Bag): 159 responses
4.) Mondstadt Hash Brown (Mondo-style hashed potatoes): 155 responses
5.) Adeptus' Temptation (Calypso Orchid/Fairy Slipper): 144 responses

How many characters did you train as your main?

​ Most of the players answered that they train 4 characters as their main characters.
In this game, there are a lot of materials required for training, and in some cases, you need to use Resin to obtain them, so it takes a lot of time to train them. This result reflects the reality of the scenario.
  • 1: 3%
  • 2: 12%
  • 3: 14%
  • 4: 28%
  • 5: 18%
  • 6: 14%
  • 7: 4%
  • 8: 4%
  • More than 8: 3%

Do you do Co-op/Multiplayer on a daily basis?

Yes: 31%, No: 69%
What do you think of their survey? Do you agree or not? What do you think of their choices as well?
I left out some questions and results as I'm getting lazy.
Happy Holidays everyone!
EDIT: Formatting and minor edits.
EDIT 2: Edited one of Qiqi's comments with translation provided by Tsumaranchan.
submitted by Kalafino to Genshin_Impact [link] [comments]

Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

Moving into High-Level PvE: Guide for Beginners (Part 1, Season 12 update)

Season 12 Update: What’s New

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

Before We Get Started

Why you should trust me

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

What do I mean by high-level PvE content?

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

General Advice

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

Part 1: Armor and Armor Mods

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

Armor Mods

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

The first mod slot

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

Legacy, Combat, and Raid mod slots

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

Resistance Mods

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

Anti-Champion Mods

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

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

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

Charged with Light Mods

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

Warmind Cell mods

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

Recommended Builds

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

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

Lounge FAQs V3

The only thing different is the format... also a lot more.
Disclaimer: I own nothing of the links and ideas, even if some came from me. Me just compiler no @.
Blackkat FAQ. Seems too aged to work now.
DMesse FAQ. Still seems useful... maybe.

Newbie Guide

GFL Corner Matsuda GFC Gamepress GFWiki
G-Doc #1 G-Doc #2 G-Doc #3 "Official" Vid Prio Guide
1st Ech
I've heard things about Newbie Career Quests. What is it and how do I get it?
Things that newbie commanders can use to boost their early game.
Available in Quests button>Career Quests tab.
I think I drove myself into a wall not doing things efficiently. Do I have to restart my account to progress better?
Nah. You'll be just fine continuing. Just do things better from now on.
How do I level my girls? And I heard about corpse dragging, What is it?
First is grinding them on leveling maps. Corpse dragging is a resource efficient way to grind XP. The where and how. Dragging 0-2.
Second is using Combat Reports. You can get them in the Forward Basecamp or through the Data Room. You can give them by going to the Dorm>Warehouse>Gift tab or going to your owned doll profile and tapping the + button by the EXP bar. Note that they are not affected by dummy link EXP multiplier. They give 3000 fixed EXP per report.
Last one is the EXP mode combat sim. Total EXP per run is divided equally between all dolls present.
Is GFL being phased out/abandoned?

NO.

Not anytime soon, at the very least.
When do I do night campaigns?
Best metric would be when career quests send you there. Unlock them by completing the next chapter's emergency map (i.e. 11-4e unlocks 10-1n). Remember to equip PEQs to negate the accuracy penalty and bring HGs for map vision.
Is it worth to reroll in this game?
Depends on what you value more. If you want a pretty easy time until endgame, no need. Game gives you free strong dolls. Endgame? Mostly not, since this is a game of accumulation instead of meta characters.
What teams should I build?
ARSMG first, then whichever second ARSMG or RFHG you need more, then the other one you haven't made yet, then MGSG if you want.

Technical Help

Resupply/Costumes/Furnitures

Field Map

My team says Ammo/Ration depleted.
Move them to helipad. Double-tap them. Resupply is yellow button.
I just had a skirmish and saw that my team isn't in proper formation. Can I fix it without quitting the map?
me not caring enough to paraphrase it
How do I get the gold medals in maps?
*Retreating Support Echelons does not prevent you from gold medals, nor does support kills (shown in green +#) count towards.
Do I keep the drops if I terminate/restart?
"Recently acquired" option in the armory says yes.
Why do I get the lack of ammo/ration warning and sometimes not?
You'll get the warning when you lack either of them and when you can see the enemy.

Combat/Battle/Skirmish

Story

I missed a major event, will it come back?
6mos. after their release they get added to the Campaign tab. For collabs... hope for the best.
What's the sequence of the stories?
Just the overview.
How to read the story again? It's not available in the story playback in Index.
Settings>Game>Story Playback then play the stage again. Or just Youtube it.
Where can I read the MOD, costume, event stories etc?
Every story and details should be included here.
Cafe stories.
MOD stories.
Includes extra artbook lore.Clean-up required.
I want to read the GFL lore. Is there any summary out there?
Video format.

Commander Wardrobe

How do I change my commander's gender so I can change their dirty clothes?
Change gender in the commander's wardrobe, which can be visited by tapping the arrow below then tapping WARDROBE, or tapping your commander name then tapping on the avatar.
What does Infinite Surprise Dyes do?
Changes the appearance of your commander's clothes, IF they can be changed, that is.
What commander costume sets do the older servers have right now?
So far, nothing that the EN version doesn't have.
I saw that commander costumes have skills. How do I level it up?
Get another costume set with the same skill.

Expedition/Forward Basecamp

What should I buy from the black market?
Consumables first.
Which dolls should I use for expedition?
Maybe not Everything related to Forward Basecamp included. GFC Guide. ATM says CLv. 20 required.
Can I deploy two or three of the same pets in expedition?
Actually, that is the method used by min-maxers regarding advantaged pets.
Can the basecamp not give expedition loots?
Only if you didn't do one. If you did and no visible loot, restart app.
Which pet corresponds to which exploration material?
Cat - Bricks/City; Dog - Buttstock/Snowfield; Bird - Acorn/Forest; Misc - Fluid/Wasteland
Then use the corresponding food that gives higher chance to visit a locale for a near 100% visit.
If advantaged dolls change mid-expedition, which one determined your rewards, the advantaged on the start of exploration or at the end?
The start of the expedition.
What are T-doll effects available in the older servers?
Available as of Valentine's Day.

Heavy Ordnance Corps

How to HOC?
Yes. Yes. Yes. Yes. Yes. Yes.
How high should my Reload stat be to have an effect in attack speed?
CC guide.
Which HOC chips should I use?
Your local reddit guide. Another guide. Gampress guide.The Android version.
Found another one.
Which HOCs should I iterate first?
AGS>2B/M2>AT4>BGM. No quoting.
When do I get to unlock the whole HOC grid/matrix/board?
At full promotion. The yellow ★★★★★ one.
Which HOC can destroy buildings?
All of them. Building attack damage uses the Pierce stat.
How can I get Data Patches?
Either from the Code Refactoring menu in the Garage or getting a 5★'d HOC's Core Data.
What are Data Patches used for?
For Iterating FSTs beyond yellow 5★. They have to be level 100 and at 5★ for Iteration to be available.

Factory Production

Is there a voodoo recipe for *insert pennies here*?
Freedom of information, just add net connection.
When should I do T-Doll Heavy Production?
Preferrably during rate-ups. Low priority otherwise.

Resource Management

Theater

Theater tips?
Theater tips. Theater tips. Theater tips. Theater tips.
Do I have to save HOC charges and Fairy points for the boss?
Nope. Joins boss battle regardless of charges. Replenishes on next raid. Go ham.
What does "Settle Reward" do? It sounds ominous.
More like "Settlement Reward". Just shows you things you'll get once Theater ends.
How much CE do I need for a good score?
Just put your best stacks in your unused slots, especially in boss nodes.
I can't beat the current stage. Is this it for me?
Nope. Just fall back to the last boss node you can handle. These nodes can mitigate the "beaten stage" penalty so it's worth more than non-boss higher node.
I wasn't able to place high enough to 5★ the reward HOC. Is there another way to get their central data?
Wait for the next theater and they'll join the HOC gacha.
I'm thinking of using Landmine Fairy. Will they work?
Well yes... as a stat stick. Can't use a Strategy Fairy skill in theater mostly because you can't tap a node to activate it in the first place. Stick to Combat Fairies if you want to use skills.

Tactical Dolls

Neural Upgrade/MOD

How do Neural Upgrades work?
Gamepress. ATM. GFLCorner.
What's the Fire Control Core for?
Necessary for modding 5★ dolls.
What's the time frame for modding dolls?
From their release 'til forever.
Which dolls have a Mod in the older servers?
Unupdated as of now.
If I Mod my T-doll, is Level 100 still considered max level?
Thankfully, this is where common sense wins. In short, NO.
Where can I Mod my dolls?
Research>Neural Upgrade tab at the left.
Who should I MOD first?
Gamepress version.
Can I use duplicates to raise my doll's MOD level?
Yes, unless you're modding 2★ dolls. First, go to factory then dismantle all dupes. When you get enough cores, you can use them to raise MOD levels.

Events

Why didn't I complete "Consume 100 batteries" for the bingo mission when I EXP trained my HOCs?
Because you can get them back, that's what. It only counts when the training is finished, meaning there's no way to take it back.
Do auto-battles count for "Defeat Enemies"?
No.
What do I do with unused Keycards during the bingo event?
Keep them. You'll get 5 Calibration Tickets per 1 Unused Keycard. Points go to trash. Source: Game info tab.
Will the current event currency carry over to the next event?
No. Event currencies are for the current ones only.
When will my event medals expire?
One week after the end of said event.
Will the *insert ranking reward here* be available in the future?
Only if they rerun ranking maps.
Where can I see rankings?
Tap the bottom-right arrow at the main screen.
I wasn't able to clear the event. Will I still get the clear rewards when they get added to Campaign?
Nope. Gutted rewards compared to original. Free shit is free shit, and doll rewards gets cycled to Limited Dolls.
What's the optimal way of clearing Bingo Key Card Events?
Using the Targeted Draws to fully clear the board in one go.

Fairies

What are fairies?
ATM Guide.
How do fairies work?
GFC.
Does the Fervor talent give a 10% boost at the beginning of the battle?
0s, 8s, 16s. So yes.
Can fairies be recovered from Index?
No, unfortunately.

Third Party

I've heard of GFAlarm. Is it safe to use?
It's not modifying anything that can affect their income nor does it modify gameplay elements that would necessitate a ban. Should be fine.
Is it fine to use GFCalc?
Recommended more like.
Are keybinds bannable?
"Officially" recommended not to use keybinds. If you're willing to take the risk, go for it. Macros ARE a bannable offense, full stop.
Which emulators are good for GFL?
Mumu is the most recommended. There's also Nox, Memu, LDPlayer... Bluestacks seems to get shat though.
Any substitute for brainlets damage sim?
Github version and non-English version for starters. ATM has one too. Hycdes.
How do I kite using an emulator?
Keybinds are favored.

Auto-battles

Auto-battles?
Saves your sanity from painful-AF-to-grind-for-drops maps for starters.
Which map is best for auto-battles?
List of auto-battle statistics. Commentary.
What does total exp in the auto-battle completion mean?
...Not sure.
I can't do auto-battle even though I met the required CE. What happened?
Is it a night map? If it is, refer to night CE. If it still doesn't let you, increase CE, some required CE are listed wrong.
Can I get SPEQs/Limited dolls from auto-battles?
Yes, you can.

Support Echelons

Do support echelons use equipments?
Equipments, formation, and apparently costumes too are saved instances. Doll levels, equipment levels, skill levels, and chibi aren't.
I can't deploy a friend echelon. What do I do?
"Unable to deploy Support Echelon before the mission starts!". Maybe it's possible to set support echelon after starting the mission". If it's still a no, restart or check how many are allowed.

Dormitories

How do friend batteries work?
From QnA.
Why aren't my dorm batteries appearing?
Either it's because it's not their time yet or that you should check your surplus batteries.
Which dolls appear in which dorms?
Echelon position corresponds to dorm positione i.e. Echelon 1 in Dorm 1, Echelon 2 in Dorm 2, etc.
What are all the available pets right now?
If the pet you're looking for isn't here, it might be a Cafe Costume Story reward.

Others

I didn't get *insert reward here*. I checked my inventory but they're not there. How do I get them?
Have you checked the quests? What about the mail? If you did and they're still not there, either restart or wait for a few days.
How do I get a higher success rate for logistics?
Levels.
Would the equipment I'm enhancing get bonus points if I used an enhanced fodder?
Apparently no.
Which SF units are considered dolls/machines/armored/unarmored?
Note that Jupiter Cannons count as unarmored machine type.
Will there be problems with switching between two devices regularly?
Only if you think that manually logging in is a problem.
What's the Double Jupiter formation?
M4 MOD II + self-buff RF (usually IWS) + 3 HG (usually ROF buffers).
I can't access the new map even though I already cleared the prerequisite map.
Beat it again.
When will dorm battery, daily gift, friend battery reset?
Clock for your every need. And ranking updates one hour after Kalina's Daily Gift.
How can I play GFL if Apple Store doesn't have it?
Use Android, use emulator, use VPN, use jailbreak.
How does the rescue station work?
I claim no ownership.
What're the rewards for the Defense Drill?
Also includes the things you'll fight.
When is the anniversary?
May.
What does the Download Data button in the settings do?
Basically fairy and equipment texture, and dorm-related stuff.
How do I bind my account?
Settings>Manage Account>Bind to your preferred account.
Is it fine to use green equips?
Advised to use if lack gold ones. Do calibration only on gold ones for efficiency. Otherwise, fine to level them up.
How do I fill up the Enemy Index?
Just fight them. Win or lose, we get them.
Where can I get doll/fairy costume art?
Updated to CN servers.
How do I remove HOCs from Target Practice?
Tap on them again.
What does "Event" mean on the left side of the mission select screen?
Combat Missions: If there is a new night map, SPEQ rate up for X-4n.
Combat/Campaign: 1.5x EXP
Logistics: Great Success Rate Up
Combat sim: All simulations unlocked.
Which should I prioritizein the Data Room, Combat Reports or Special Combat Reports?
SCRs primarily because you can just EXP sim, corpse drag, and auto-battle the dolls, and also because basecamp sells far more CR than SCR. Note that you'd need 5000 SCRs to fully level a fresh HOC.
How do I maximize the efficiency of my RFHG echelon's ROF?
...I'll just leave it here.
What do advantaged dolls in combat map mean?
20% FP boost for AR, RF, MG. 20% EVA boost for SMG, HG, SG.

Limited-only Dolls

★★★★★
DSR-50 Five-Seven TAC-50 OTs-14 CZ-75
AK-74u AUG Ballista R93 JS 9
Lewis HS2000 M82A1 Desert Eagle
★★★★
KLIN UMP40 Honey Badger Cx4 Storm PP-19
KSVK M1895 CB
★★★
Arctic Warfare
Type81R RPD Super SASS MT-9 Ots-44
Type59
Operation Cube
Z-62 6P62 62 Shiki ASh-12.7 ARX-160
Deep Dive
AR70 SSG 69 F1 EVO 3 HK45
For more info...

Nice Things To Have

Vertical Messages on Dorms and Chat.
CE Fromula.
Chibi Rips and Character Arts. And the how to's.
GFL Loading Screen Splash Arts.
Pre-mission flavor text.
tehcavy rips of Division CGs and art.

Unobtainable

Anything collab.
Some Kalina costumes.
Some doll costumes.
submitted by BOOM_all_pass to girlsfrontline [link] [comments]

So You Want To Be An Invader

Part 2 of the "How To Demon's Souls: Sassy Edition." Given that Demon's Souls has brought in a couple trophies for invasion-related activity, I figured some people who struggle with invasions might find a general guide for standard invasion tactics and helpful tips for both the invaders and the hosts' side useful. In honour of my 1000th invasion in Demon's Souls, here is your How To guide to invasions.

So You Want To Be An Invader

You had some red guy come into your world, kill you in two hits with a longsword from across the room, clap at your disintegrating corpse and leave. What was that all about? How was he so strong?
Welcome to Invasions 101. where everything is made up and the points don't matter. Are we allowed to use that? Am I going to get a call from Drew Carey's lawyer? Here we'll learn how to invade, how to counter invaders and how to get those valuable trophies.

What are Invasions?

Invasions are an online component of the Soulsborne series in which players can attempt to kill one another. There are no rules, there is no honour, and there is no glory. It's like the Thunderdome but with more nudity and less blood. Using the Black Eye Stone in coop areas a player can invade another person's level. They can invade at any time if you're online and human, but it will happen most often at the beginning of a level, as fogwalls create natural coop and invasion boundaries. Most spawn points for invaders are at the beginning of a level, which can be a significant downside for invaders which we will discuss later.

How do you win?

You win by being the person with the shittiest internet. You win by being the last man standing. Invasions are all about skill, tactics and using whatever you've got on hand. For the invader, it's an uphill battle that is often being fought entirely on the backfoot, and so you will want to use whatever you have at your disposal. Poison, hiding behind mobs, . For the host, it's a battle for surival. Use everything you can to eliminate the invader. That includes summoning, hiding, using the Banish spell, abusing the fact that you have 25-50% more health and making a break for the fogwall if you just want to get rid of them.

Finding your Opponent.

As an Invader
One of the more exhilarating parts of invasions is the tracking. Some hosts are like a whirlwind through a level, and you can track their path of destruction through a level. More discerning and skillful hosts can evade pursuit for a surprisingly long amount of time. Always be wary of doors and corners as hosts and phantoms love to hide behind them for free damage. Get into the habit of rolling through doors, and checking corners. A hosts' healthbar is the easiest way to track them. Any time they take any form of damage, their healthbar will show up from any point on the map. Some Hosts will hide, and a new discovery recently is that the Plead emote will cause the host to clip through a wall, leaving only their feet visible. Keep your eyes open and be alert.
As A Host
This bit is easy. If you see an invasion notification, if you head back to the entrance, you're almost guaranteed to run into your invader. It's up to you on whether you want to engage with them, but a surprising amount of invaders are corner-blind and you can elude them simply by standing to the right or left of a door. Be aware that they may have the Graverobber or Thief's ring on, making it harder to track them from long distances. But most of the time, they're actively hunting you, and want to be found. Just be wary of sneak attacks.

Solo Host Invasions

This one is pretty simple, it's a lone host in the area. Depending on your luck, this is either a new player who hasn't figured out the risks of human form; a hyper-competent veteran of the series who is an efficient killing machine and fears no invader; or a lure who is sitting around waiting for invaders because they don't want to engage in combat without their extra 25-50% health.
Most of the time, it's going to be a duel around the Archstone, or an open plateau. Occasionally, you might encounter an entrepid, courageous sole adventurer who can handle both you and the mobs, but most of the time the second they spot you, they're going to make a break for the nearest clear area. You can choose to give them space to do so, or you can choose to hound them relentlessly as they flee, it depends on you as an invader. But be aware of reversals in those situations, as sometimes a fleeing host may turn around and take a few shots at you if you're pursuing too hotly.
Hot Tips

One Host and One Phantom

This is where the uphill battle really starts to get heavy. Your Sisyphean task only ends when the host is dead, as in most cases, if you merely kill the phantom the host will flee to the start of the area to summon his buddy again.
This is where your spawn point really displays its weakness. You're going to be starting behind enemy lines. Most 2-man invasions are password coop buddies playing through the game. Expect some level of advanced cooperation, as they likely have some form of voice communication. Traps, ambushes and coordinated play is common, you should prepare for this. Graverobber's ring is a must for evasion. Utilise corners, stairs, tight alleyways and doorways, although beware that this can be reversed on you in a heartbeat. Remain mobile as much as you can. Divide and conquer is the key, you want to be able to use mobs like a shield. Most of the time, hosts and their phantom will have an unrelenting bloodlust for you, and will chase you into even the most obvious of traps, so use that to the best of your ability. Force them into mobs.
The most difficult bit is usually finishing off either one of them. If you get one of them to low health, their partner will often automatically close in on you to protect their friend, and giving them time to heal. Use one-shot abilities to eliminate targets as quickly as you can, or prepare for sieges.
Good news is, you won't often be alone for long. Invasions match on a 1-1 ratio, meaning if the host has a phantom, if someone else is invading in the area, you're almost guaranteed to have back up in the form of another invader very soon. When you see that second spawn notification, as soon as it is safe, sprint for backup. If nothing else, you can keep the second invader from being jumped at spawn. Once you are facing 2-on-2, things become a bit more interesting, as they lose their bloodlust and become a lot more timid. Swap opponents often with your partner, and keep an eye out for rogue backstabs, in case your partner's opponent disengages and homes in on you.
Hot Tips:

One Host and Two Phantoms

The legendary Gank-squad. Not too common in Demon's Souls Remake yet, but not unheard of. These are usually dedicated, focused, and absolutely deadly. The win ratio for facing three or more players at once is not high, regardless of how skilled you are. Your best hope is for backup. For the most part, the tactics between 1 and 2 phantoms remain the same, but it becomes a bit more dicey running away, as they can cover each other in far more effective ways.
Mages are absolutely crippling here, especially Firespray mages. Anti-Magic is a must. If you're not able to shut down their magic, then you need to eliminate the fire support as quickly as possible. If there's more than one mage, I'm sorry, I'll send a letter to your widow.
Most of the time, they will have pre-cleared the area, meaning there are no mobs to hide behind. Run and hide until back up arrives. Thief's Ring or Graverobber's ring come in great use here.
Hot Tips:

Advanced Tactics

I want to dedicate some time to talk about advanced tactics. These are things that you may naturally do anyway, but they're good to bring up.
I've already mentioned some chokepoints, but one of the most important ways to use these chokepoints is by playing Fortress.
Fortress is the act of holding siege warfare at certain areas, in which there is back-and-forth, and there is a battle for territory. Some phantoms and hosts will automatically hunker down at a safe spot, and they will not be removed from it. Some common ones are the first large island in 5-2, the Swamp of Sorrow and the first small stairway to the left of the boss room in 1-1, the Gates of Boletaria.
It's important for you as an invader and a host to recognise when a game of Fortress is about to ensure, and what tactics you can use to foist them from their strongest position. I previously mentioned the partner-cover, and this is a huge flag that a game of Fortress is about to start, as well as a lack of desire to move from a particular spot. Most hosts will, upon the loss of a fortress, will immediately seek to either take it back, or flee to the next safe spot.
One possible response to Fortress is to apply pressure to their position, by shooting arrows from a distance. It's not intended to seriously injury or damage, but it's harassment that is used to frustrate an enemy into chase.
Hit-and-Run is particularly effective, as it makes the enemy think you're in hurtin' range, and may force them to take to chase. You're going to want to use a fast weapon for this, as you don't want to have your trousers down at an awkward moment. Hit and run is rarely going to kill an enemy, but it's about unsettling your opponent and keeping the pressure up.
Reversal is a major component to the invasion game. I've mentioned it previously, but the unrelenting bloodlust of some hosts and phantoms you face mean they're more than happy to run straight into your weapon, often several times in a row. Be aware of your surroundings, and make sure that you're only doing it at safe windows where you can target a single opponent at a time, or hit both of them in the same swing. The safe windows for attack are much smaller if you're facing 3 opponents, but still feasible. Use your heaviest weapon, if you can.

Invasion Counters

I've already talked a lot about what invaders can do, and I'm sure you can glean some idea of what to do from that discussion, but just to highlight a few things:
Summon when you can. More enemies that they have to face, the more chances the invader is going to mess up.
Play Fortress. You have the highest chance of success when you own the turf.
Don't chase. Invaders are going to want you to give chase, which they will use to put you into traps.
Keep calm. Invaders are at a massive strategic disadvantage, and you can use that to your delight.
Double Firespray is a guaranteed win. Very few invaders can deal with it without specifically speccing for it, and very few expect it. Grab a buddy and pew pew away. Don't you dare stoop to such low tactics.

Hints and Tips.

As always, if you have anything to add, do so in the comments!
submitted by TheGreatZephyrical to demonssouls [link] [comments]

Another 10 Overlooked Single Player Indie Games

There are also some links within the first link that discuss indie local multiplayer games as well.
Introduction
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again.
Details About the List
I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews.
Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment.
For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however.
Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars.
1. Ultra Hat Dimension
2. Bot Vice
3. Valfaris
4. Inertial Drift
5. Golf Peaks
6. Horizon Shift ‘81
7. Pato Box
8. Primal Light
9. Tamashii
10. Neon Drive
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever.
Have you played any of these games? What are some other overlooked single player indie games?
submitted by Underwhere_Overthere to Games [link] [comments]

Offseason Blueprint: The Detroit Pistons are an NBA basketball team. Hopefully, they can remind fans of that in the next few years.

The playoffs continue to rage on, but there are 26 teams sitting at home with nothing to do but twiddle their thumbs, watch the Conference Finals, and wait for next season to start.
For their sake, we wanted to look ahead with the next edition of the OFFSEASON BLUEPRINT series. In each, we'll preview some big decisions and make some recommendations for plans of attack along the way. Today, we're looking at the Detroit Pistons.
step one: weave a new narrative
Some teams are good, some teams are bad -- but almost all of them have a general direction. Are you a young team on the rise? Or a veteran team trying to squeeze out as many wins as possible?
Right now, the Detroit Pistons are in a wonky grey area. They're missing an identity. When they tried to make the playoffs, they were fairly mediocre (records of 37-45, 39-43, 41-41). When injuries hit this past season, they plummeted down to 20-46. While that generally suggests a young and rebuilding team, the roster doesn't reflect that yet. Their marquee players are Blake Griffin (age 31) and Derrick Rose (age 31.) They also have a veteran coach in Dwane Casey who's more accustomed to competing than rebuilding. All in all, they feel like a confused, forgotten franchise.
Fortunately, there's a new sheriff in town. The team hired a new GM in Troy Weaver, who had been Sam Presti's right-hand man in Oklahoma City. Weaver's been on the verge of a GM job for several years now, and his hire represents something of a coup for this embattled organization.
Going forward, the franchise needs to hold the keys over to Weaver and allow him free reign to do whatever he wants. Back in OKC, he had experience with a variety of makeups: with a rebuilding team, with a contending team, with a rebuilding-wait-whoops-we're-accidentally-pretty-darn-good team. It's up to him to look at this roster and this payroll and determine the best path forward from here.
step two: hold a garage sale for your old homeowner's property
Presumably, Troy Weaver will treat this project as more of a teardown than a remodel. Mainstay center Andre Drummond is already out of the door, and the other veterans may join him on the bus out of Detroit.
Unfortunately, that may be easier said than done. It makes a lot of sense to trade star PF Blake Griffin to a veteran team, but his injuries and his contract ($37M + $39M player option) would make that difficult from a logistical perspective.
There's a chance that a desperate team may be willing to roll the dice on Griffin. Throughout his career, he's been one of the more misunderstood players in the league. People want to treat him as an athlete-dunker only, but he's actually a skilled ballhandler and passer. In his last healthy season in 2018-19, he averaged 24.5 points, 7.5 rebounds, and 5.4 assists, and even showcased an improved three-point shot (36.2% on 7.0 attempts per game.) If healthy, he'd be a major difference maker to a team like Portland.
Still, teams aren't going to give up major assets for Blake Griffin until he proves that he is healthy. From Detroit's perspective, it makes more sense to wait to trade him. They need him to come back, put up some good stats, and then float him in offers. Right now, you'd be trading Griffin for 20 cents on the dollar.
In contrast, Derrick Rose's stock may be at a high. He put up good raw numbers this year (18.1 points, 5.6 assists), and he's on a reasonable $7.5M expiring contract. He'd be a positive addition to a playoff team, best served as a Sixth Man scorer. The Pistons and their fans like Rose (and he likes playing here), but it'd be irresponsible for them to not consider trade options. If they get any decent offers, they have to pull the trigger. If the offers are weak -- R2 picks or so -- then the team can keep him around as a veteran leader and placeholder starter.
step three: don't let your breakout break out
As bad as the Pistons were, they had a few bright spots. Derrick Rose played better than expected. Luke Kennard looks on track to be a rising starter. And, most surprising of all, rando Christian Wood broke out as a legitimate NBA player. As a starter, Wood averaged 21.9 points and 9.4 rebounds per game. Wood is a springy, energetic player who also has an improving range (40% from three as a starter.)
You can read a longer deep dive about Christian Wood here, but to sum it up. A) His production looks legitimate, as he's been putting up numbers in virtually every stop as a pro. But B) His breakout may be poorly timed for the Pistons, because he's slated for free agency and about to get more expensive. He's a 24 year old whose best days should be ahead of him.
Based purely on his stats and scouting profile, you could talk yourself into a contract closing in on $15M a year for Wood. However, players with his "pedigree" (undrafted, limited sample size) rarely get that type of contract right away. To me, paying him somewhere in the range of 3 years, $36M would be a fair deal on both sides. There's too much uncertainty to justify much more of a commitment.
Of course, the Pistons should know better than any of us whether to trust Wood. Prior to this year, he had a mixed reputation in terms of his basketball IQ and work habits. If Coach Casey can sign off on Wood's character, then the team can feel more comfortable with him as a building block. If there are still red flags, perhaps it's better not to get too attached. The Pistons have more cap room than most teams this offseason, so the money shouldn't be a major deterrent to this decision. It should be entirely about Wood as a person and a player. If you believe that he's the real deal, then you keep him around.
step four: find your next field general
Christian Wood is a solid young player -- Luke Kennard is a solid young player -- but these aren't franchise players. They're secondary scorers and members of a supporting cast. To truly advance to the promised land, the Detroit Pistons are going to need to find transcendent talent, somehow and some way.
Unfortunately, the NBA Draft Lottery didn't help. The Pistons slipped down from the # 5 slot to the # 7 pick, making it unlikely that they'll land a future star.
On the bright side, the "supply and demand" may be on their side. This draft class happens to be heavy with point guards. There's LaMelo Ball (the # 1 prospect on ESPN), Killian Hayes (the # 1 prospect on The Ringer), and Tyrese Haliburton (one of the safer picks in the class.) If any of them slip down to # 7, the Pistons should strongly consider them. It usually takes a point guard a year or two to find their footing, but they can sit behind Derrick Rose for a year and then get unleashed in 2021. From a personality standpoint, Rose isn't going to mentor and educate like Aristotle, but he's capable of soaking up 25 minutes and allowing the next PG some time to develop.
If those top guards are not available (and they are unlikely to be), the Pistons may have to take some chances. One name I'm intrigued by is R.J. Hampton.
On face value, that'd be a "reach." Like LaMelo Ball, Hampton was a top high school prospect who went off to play in the Australian league. Unlike Ball, his NBA stock suffered as a result. While Ball put up numbers (17-8-7), Hampton put up weak stats -- 8.8 points, 2.4 assists on 41-30-68 shooting splits. As a result, Ball is now locked into top 3 pick status, and Hampton is seeing his name ranked around the 10-20 range in mock drafts.
However, I'd defend Hampton to some degree. We have to consider the context here. LaMelo Ball joined a struggling team called Illawarra. With Ball, the team went 3-9 (and finished 5-23.) When you're playing on a bad team like that, you can be the "star" and jack up as many shots as you want. In contrast, Hampton joined the New Zealand Breakers, a better team that relegated him to 20.6 minutes a night and a more limited role. His raw stats may not do him justice.
No doubt, Hampton has a long way to go, especially as a shooter. At the same time, he's a big lead guard (6'4" with a 6'7" wingspan) who flashes a lot of explosive scoring ability when he's getting downhill to the hoop. He's also a smart kid and allegedly a good worker. There's some legitimate "star" potential here, even if it's a narrow bull's eye. Hampton doesn't have the same athleticism as Russell Westbrook (hardly anyone does) but maybe there's a parallel here. After all, Weaver and OKC selected Westbrook after he'd been a little under the radar after playing off the ball at UCLA.
To be clear, I'm not urging Detroit to take R.J. Hampton at # 7. I'm not endorsing him as a future star like Westbrook. I don't know enough to do that; I don't sit around and splice up tape of New Zealand basketball. Still, the point is, the Pistons should be looking at upside players in that vein, knowing that they're going to need to hit a home run in the future.
step five: keep one hand on the detonator
The Detroit Pistons only have $68M committed on the books for next season, which means they could be players in free agency even if they re-sign Christian Wood.
If the team decided to go "all in" in a desperate attempt to compete, then you could maybe talk yourself into retaining Blake Griffin, handing out a big contract for Fred VanVleet, and shooting for the playoffs. That may work. But to what end...? The 7th seed? The 8th seed? Is that the end goal here?
More realistically, the team should (as discussed) try to get Blake Griffin back and fully healthy in order to showcase him for a trade. After that, they'd then dive into a full rebuild.
Presuming that's going to be the ultimate destination, then the Pistons may as well get a jump on that with free agency. With their remaining cap space, they can take on a toxic asset that comes attached with future picks, or take some fliers on young and promising players. Among my favorite gamblers of this offseason may include PG Kris Dunn (CHI), SG Denzel Valentine (CHI), SF Josh Jackson (MEM), and C Harry Giles (SAC.) None of them should draw huge money offers, making them reasonable purchases and lottery tickets.
If the Pistons end up blowing it up, then they should play their younger players over the course of the season. That should mean a lot of Sekou Doumbouya (entering Year 2) and even some Thon Maker (entering Year 42). If that means you only win 25-30 games, that's all right. It'll only help your odds for next year's lottery.
I've mentioned this before with some potential tankers (CLE, CHA, etc), but next year's draft could be quite strong. The group is headlined by point forward Cade Cunningham (heading to Oklahoma State) and scoring swingman Jalen Green (heading to the G-League), but there are about 4-5 other players who have the potential to join the # 1 pick conversation in time. The Detroit Pistons aren't likely to be bad enough to get a top 3 pick on their own, but the flattened lottery odds make it possible for the 7th or 8th worst team to leapfrog into that territory.
Of course, before Weaver and the Pistons officially press the detonator and go into full-blown rebuild/tank mode, they need to have a heart to heart with Coach Casey. He's 63 years old already, and entering the third year of a five-year deal. Is he going to embrace the rebuild? Is he going to be the scapegoat if they rack up losses? They need to get on the same page, out of fairness to Casey and out of fairness to this franchise. A reasonable solution would be to promise Casey that, if he does tank like a good soldier, he'll still be retained for next season. Rome wasn't built in a day, and neither will chrome.
previous offseason blueprints
ATL, CHA, CHI, CLE, DAL, IND, GS, LAC, MIL, MIN, NYK, POR, SA, SAC, UTA
submitted by ZandrickEllison to nba [link] [comments]

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