![]() However, when working with compromised customers, we often find that recovering from intentional compromise is absent in their disaster recovery plans. ![]() 10 Immutable Laws of Security Administrationĭisaster recovery plans in many organizations focus on recovering from regional disasters or failures that result in loss of computing services. Law Number One: Nobody believes anything bad can happen to them, until it does. ![]() Ace Transporter with suit or both Transporter and Die Hard with LBV.Video - Fastest Stealth Deck (Transporter aced)įor stealth, it's possible to boost our carry speed for heavy+ bags, like gold, weapons, body bags, artifacts etc.Applies to: Windows Server 2022, Windows Server 2019, Windows Server 2016, Windows Server 2012 R2, Windows Server 2012 BV and HBV does not provide any advantages whatsoever, thus Invigorator and Concealer Crew Boosts are ignored.Inner Pockets (aced) can offset the LBV concealment loss. ![]() Yakuza, 30% health with Berserker/Frenzy.Suit +2%/5.1% carry speed (without/with Protector Crew Boost).Following comparisons are against generic suit with just Parkour (basic).The 4.3% health Yakuza is obtained with just one molotov, with LBV, Die Hard (aced) and Protector.Anarchist carry speed is faster than 30% health Yakuza (no molotovs) but walk speed loss is not worth it.Arguably, Concealer can replace Inner Pockets (aced) to save 4 points. Transporter (aced) reduces the heavy+ bag penalty, based on our current armour value plus any additive bonuses (Die Hard aced, Anarchist, Protector Crew Boost). With just 4 skill points, we can gain a small boost to the suit carry speed. Whether or not the LBV is worth it is up to personal preference. The most common ones are body bags, weapons and gold. The only very heavy bags in stealth are Shadow Raid artifacts. There is also the rare "slightly heavy" bag which is the old wine from Framing Frame Day 3.īoth tables use the Protector Crew Boost. T represents Transporter (aced) while Full represents Transporter (aced) + Die Hard (aced) + Reinforcer (for Anarchist). Stealth in multiplayer (as a client) is usually taken for granted to be the same but is quite a different beast, due to real life limitations of the internet. It's mostly termed "desync", which I think is a misnomer, as "desync" is a state where the game is no longer able to synchronize two parties, like when enemies stop spawning for a client in loud, or a client can no longer drop/pickup bags or thrown bags ending in different places. Having a delay, lag or latency, is in no way "desync" but I digress. The point I'm making is, when stealthing as a client, lag has to be accounted for, spiking excluded. Points below are made with my meagre experience as a client and may require more research/playtest. Stealthing with host A, compared to stealthing with host B will potentially be different. For example, observing things that require synchronization, e.g. host opening doors, host tying down civilians, answering pagers, or when we the client try to shout down civilians, pick up bags etc. This will give a pretty good idea of how good/bad the lag is. This mainly refers to sneaking and detection. For example, when being the host (or having a very good connection to a host), the safe distance to tail a guard without being detected is 10 metres. When accounting for lag, give allowances. With some slight lag, stay a little further, let's say 15 metres. With significant lag, possibly increase that allowance to 20 metres. In situations where the lag is really really bad, I'd volunteer for loot duty (Shadow Raid) or spotting/camera duty.Ĭrouch jumping (or the Sprint-Jump-Crouch), should be avoided when trying to get away from an already suspicious guard, as the sprinting will cause a sudden spike in the detection meter, potentially getting detected. This already happens even for the host but is more pronounced for clients. With lag, guards and civilians will take time to sync up their actual positions.
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