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BoonieSteep [2947669] Level 100 ODB ODB Councillest

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Money-Printing Red 35% Warlord Rifle + Guide · · 308 likes


This gun will be your best faction member.


It doesn't need payouts. It doesn't need Xanax or needles. It doesn't incessantly keep begging you for feet pics. It just prints respect.


Give it to three of your best hitters and you've got a fourth for free. Give it to six and you've got two. And so on. More score/respect means faster wins in real wars, fewer hits in termed wars, and more faction growth from each chain. This gun makes money.

 

The XM8 is an a sweet spot in that it's not so bad to be unusable on a red base, but is bad enough to be cheap. Among the long list of trash rifles, this is the second best one. Thanks to the great quality, it has a performance comparable to a 50% grey Arma and about 5 shots per mag.

Can you punch up with it in a push? Definitely not. But when it comes to hitting down or even farming equal opponents coming out of hospital with low health, this gun will do the job and give your faction a massive +35% score boost on every hit. 

Buyout price is 8b, message me if interested

 

Also currently on mygear.tools

 

Can loan with collateral at 150m/RW

Full RW Armour Sets + Guide · · 195 likes

Current Stock - full Marauder added

 

Riot and Assault sets are the two best starter sets of RW armour you can have. I usually keep three sets: a budget Bronze one, a mid-tier Silver one, and a high end Gold one. I'm focused on quality with Riot sets, and bonus % with Assault sets.

Marauder is an excellent orange upgrade - having 25%+ extra HP is very versatile and useful for all builds and scenarios, at a fair price.

 

I don't stock Dune - it's quite a bit weaker than Riot without being cheap enough to justify it.

Need help choosing? Check the guide below

Riot Sets (quality % more important)

Great as an affordable starter set and in missions (most inactive targets use melee, which Riot protects against)

Name/Tier Bronze -  Quality Bonus Silver -  Quality Bonus Gold -  Quality Bonus
Riot Body 8.72% 21% 33.68% 20% 40.00% 21%
Riot Boots 7.72% 21% 30.79% 21% 45.25% 20%
Riot Gloves 9.08% 24% 28.63% 21% 44.26% 21%
Riot Helmet 14.75% 20% 26.77% 21% 42.05% 20%
Riot Pants 14.36% 22% 31.35% 20% 40.57% 20%
Price   410m   510m   610m



Assault Sets (bonus % more important)
Strong RW protection without breaking the bank, the bonus protects from guns

Name/Tier Bronze - Quality  Bonus Silver -  Quality Bonus Gold - Quality Bonus Diamond - Quality Bonus
Assault Body

13.02%

22% 9.11% 24% 6.60% 27%    
Assault Boots 6.67% 20% 10.31% 26% 1.75% 27% 28.97% 27%
Assault Gloves 10.19% 20% 3.42% 24% 1.28% 27% 38.22% 28%
Assault Helmet 5.63% 21% 15.68% 26% 30.45% 27% 5.68% 29%
Assault Pants 12.41% 20% 13.90% 25% 0.33% 27% 11.76% 29%
Price   725m   1.15b   1.7b   2.8b



Marauder Set (total bonus between 25-34%, quality and bonus both important)
Extra HP makes a huge difference in all scenarios, particularly strong in RWs for users of needles (which make Vanguard/Sentinel much less effective)

Name/Tier  Quality Bonus
(Total: 26%)
Marauder Body 8.53% 8%
Marauder Boots 21.72% 2%
Marauder Face Mask 30.41% 5%
Marauder Gloves 12.37% 2%
Marauder Pants 22.58% 4%
Price   6.6b

 

Sentinel

Name  Quality Bonus
Price
Sentinel Apron 0.50% 44% 5b



Message me to buy, I only sell by trade

Money-Printing Red 35% Warlord Rifle + Guide · · 105 likes

Buy Smarter Than a Top 100 Player

There's a lot of trash being sold out there. Most traders don't know/care about selling good weapons or are happy to try to sell bad stuff with a premium first. Most weapons should be headed straight for recycling at the Bunker, but that makes the least amount of cash. Tricking someone to buy a useless weapon makes more money so that stuff will always be on the market.

As an RW trader, I've repeatedly been contacted by people who bought fancy coloured weapons for high prices that are weaker than a 250k Enfield. It's an unpleasant job to have to break it to people that they are in fact holding a Bunker Bucks (trash) weapon and their best bet is to either take the loss or try to find a bigger fool to pass it on to - and use the money to get something good instead. But what is good?

Ched has made Torn's weapons and bonuses extremely unequal, with a small handful that's good and the rest so weak as to have no use whatsoever (other than roleplaying?). Following the advice below will help you build the strongest competitive warring-oriented loadout for your budget and not be the bigger fool yourself.

Summary

Primary

Use: Dealing most/all of your damage

The best weapons: Armalite / Enfield (best), SIG 552 (5% weaker), Tavor (8% weaker)

Acceptable alternatives: Stoner 96 (2% weaker, unusable with special ammo),  PKM / AK-47 / Steyr / M16 (only as additional budget warlords, for farming only, ideally owned by the faction, 17-22% weaker), MP5 Navy (as revit only)

The best bonuses: Powerful, Penetrate, Deadeye, Expose, Puncture, Specialist (only on Enfield or Stoner)

Mods: Recoil + best laser you have


Don't buy other bases and bonuses no matter the price or colour. 99.9% of the time you'll end up with something that sucks.

Secondary

Use: A few rounds of extra damage, or special functions

The best weapons + bonuses: Assassinate Cobra, Specialist USP / Beretta 92, Execute USP / Springfield 1911 / Ruger
Alternative bases: Warlord/Revit BT MP9 (non-special ammo), Specialist/Warlord/Revit Skorpion (weaker than BT MP9 but more than double shots per mag, weaker than Beretta 92/USP but more shots and lower ammo use) 
Alternative bonuses for special use: Disarm (assisting), Warlord/Revit (e or rep boosting), Stricken (mercing/hosping, should be faction owned), other non-RW uses (Proficience for xp gain, Finale/Deadly for max damage merits etc.)

Mods: Assassinate: 2nd best laser + trigger; Specialist: 2nd best laser + sights; Execute: trigger + sights

Melee

Use: Special functions, defending with to save ammo, assisting, weapon of last resort for low ammo loadouts

The best weapons: Kodachi (with edu), DBK, Macana, Metal Nunchaku, Yasukuni Sword (with edu)
Acceptable alternatives: Samurai Sword (with edu), Naval Cutlass, Katana (with edu)
The best bonuses: Eviscerate / Disarm / Bleed (defending and assisting in RWs), Backstab (assisting in RWs), and non-RW uses like Parry (mission winner), Plunder etc.

Mods: N/A

Filling Your Slots Responsibly

The Powerful Arma is the most recognised - and usually the best - base and damage combo.

The primary slot is your main damage dealer. Primary weapons (and in particular damage rifles) combine good base stats with good mods (unavailable in melee), and good mag size (a problem with secondaries). This makes them the damage dealing workhorse - able to inflict a high rate of pain for many turns. Your primary weapon will make the biggest difference in your combat outcomes.

 

The only time the primary slot should be used for anything else is if maximum damage is not crucial - such as hitting low HP/weak offline enemies during RWs with warlord or revit weapons (known as farming). Warlord rifles in particular will benefit from the same weapon specialisation merits that your primary damage dealer does, so it can be worth switching to them instead of carrying a warlord secondary at all times.


The Assassinate Cobra delivers a devastating first turn punch.

The secondary slot can give you a few rounds of extra damage, or fulfil special functions. Damage-oriented secondaries (Assassinate/Specialist) can boost your performance on opening/early rounds - they run out of ammo quickly but are much cheaper than an equivalent primary (you can get the pistol equivalent of a rifle for as little as 10-20% of the price). They also extend the number of turns you can do good damage with if you're using a smaller mag primary like the Arma. 

Secondaries can also be carried for special functions: farming/assisting (Execute / Disarm), rep/e boosting (Warlord / Revit), mercing/hosping (Stricken) plus non-RW uses (Proficience, Finale, Deadly etc.). Secondaries are nice-to-have, and can give you an edge in very close run encounters or assist the overall war effort.



An Eviscerate melee on defensive settings will make your attackers more vulnerable while saving you ammo

The melee slot is for special functions, defending with to save ammo on your primary, and the fall back option when out of ammo. While their damage is always unimpressive relative to primaries, Eviscerate / Bleed / Disarm / Backstab melee can be very useful in RWs in assisting the team effort and as a defensive option to save (special) ammo. Your melee will primarily make a difference in terms of the faction's overall effort as well as your defence against incoming attacks. Overall it is the least important of the three slots.

What makes melee weak as a damage dealer? There are a handful of melee weapons that have good stats on paper and benefit from edu, like the Kodachi. There are damage-oriented bonuses on melee (same as the rifle ones plus Fury etc.) and not needing to reload is a performance boost as well. What makes melee unsuited for damage dealing is the lack of mods and of special ammo - these two things make such a huge difference that melee just can't catch up. 

Melee can also be used outside of RWs, with Parry with a decent base being an almost guaranteed mission winner, Plunder useful for habitual muggers etc. One might think bonuses like Empower might be useful, but they only boost while the weapon is in use, making it basically a second rate damage bonus only.

Spending Your Money Wisely

Most of us are on a limited budget so spending your gear money well is crucial. Not all equipment is equally important and there is a logical order of buying things in that gives you the best performance for your money. You'll get the most value from a damage primary and armour as the bulk of your spend. Your primary will be doing most of your damage in almost every fight and your armour will be protecting you in every fight. Your secondary is a nice-to-have rather than a game changer, and your melee will almost never decide a 1-v-1 fight.

 

A balanced loadout for around 2b

 

That being said, the cost of equipment scales aggressively upwards. My observation is that every 5-7% of extra performance doubles the price. You shouldn't wait to spend 65b on a full EOD and red Arma before buying a 300m yellow secondary or melee when those could actually be useful for you.

A good upgrade path is primary -> armour -> secondary -> melee and then shifting to the next tier of rifle, secondary etc. For a rule of thumb spend 30-35% on a rifle, 40-50% on armour, 10-15% on a secondary, 10% on a melee of your overall budget - adapt this liberally to your needs and market conditions.

A reasonable upgrade plan might look something like this, moving from left to right in each row:

  Primary Armour Secondary Melee
Tier 1 budget yellow rifle moto + combat doesn't matter grey macana/DBK
Tier 2 mid-range yellow rifle full Riot budget Execute/Specialist (or skip) budget Eviscerate/Disarm (or skip)
Tier 3 high-end yellow Arma budget full Assault orange Specialist/Execute or yellow Assassinate Cobra mid-range yellow Eviscerate/Disarm or Parry
Tier 4 mid-range orange rifle premium full Assault double bonus orange pistol premium yellow Eviscerate + additional yellow Parry
Tier 5 high-end orange rifle budget full Marauder/Vanguard/Sentinel red Specialist/Execute or orange Assassinate Cobra mid-range orange Eviscerate
and so on...        

 

Dodging Bad Bonuses

When you first look at the list of bonuses on the item market or wiki, you might think 'Wow, what a wide range of interesting bonuses, surely they enable a host of interesting and varied playstyles with different strengths and weaknesses!'.

If you still think that, you clearly haven't been paying attention. As with bases, most bonuses are either totally useless or not useful enough to not get a weapon with the handful of meta bonuses instead. When it comes to dealing damage and/or being useful in RWs, the following are the best options:

Primary

 

Some meta primaries

 

* Powerful (Increased Damage by x%): A straight-up damage multiplier. Powerful + Piercing is the most devastating bonus & special ammo combo in the game.

* Penetrate (Ignores (%) of enemy armor mitigation): Gets more valuable as the opponent's armour gets better. Against half-decent armour or better it's the best bonus - if not using special ammo. Penetrate + Incendiary is the second best bonus & special ammo combo. 

* Deadeye / Expose (Increased Critical hit damage (%); Increased critical hit rate (%)): Slightly lower damage than the above on average, but typically cheaper. On the same colour, max Deadeye is stronger than max Expose simply due to the numbers on Expose not going so high.
* Puncture (Chance (%) of ignoring armor): Used to be the RNG twin of Penetrate but they way it works was recently changed. Now it's the low-budget cousin from out of town of Penetrate with lower base bonuses but the ability to bypass some armour effects (most notably Assault and EOD). A budget anti-armour option for most, a must-have EOD counter for top end fighting the strongest HoF factions, especially in orange/red variants.  

* Specialist (Increased Damage (%), weapon is limited to a single clip): Like a Powerful but on a single mag. Only viable on an Enfield or Stoner unless going for a super specialised loadout. The recoil pad is a must, add in the Mathematics edu too (which reduces ammo use) and it's an excellent gun if you're not under (literally) constant attack. Very heavily targeted fighters (like top end in competitive wars) will struggle because ammo only replenishes when you aren't under attack.
* Revit / Warlord (reduces energy used; increases respect): A big decrease in damage but using a revit / warlord as a second primary during farming helps the faction. Warlord primaries are stronger than warlord secondaries plus benefit from rifle merits. The MP5 Navy is the best revit primary - it's weaker than the BT MP9 but has twice the shots and usually half the price.

Secondary



Murderer's row

 

* Specialist (Increased Damage (%), weapon is limited to a single clip): The limited mag size is less of a problem for a secondary as we have the primary to fall back on. The basic idea is to get a Specialist secondary that outputs more damage than your rifle, use it until the ammo runs out and then switch. Specialist secondaries are much cheaper than the equivalent rifle so you can buy a few shots of premium performance on the cheap.
* Assassinate (% increase damage on first turn only): The same as above but only on the opening turn, with a higher damage spike.
* Execute (Instantly defeats a target if they are under x% of life): This bonus is very useful for farming low HP offline targets as they leave hosp, and for assisting against significantly stronger targets in group attacks (as long as you can still land a hit). A very fun option for punching up and stealing kills. The average player in a good faction will have 10% regen per tick (5% base + 1% from PI + 4% from faction perks) so 20%+ is recommended to have a chance at a single shot kill while farming. Lower % bonuses are still useful in assisting.
* Disarm (disable opponent's weapon on hand or arm hit for X turns): Better as a faction armoury staple than an individually owned, it can still be fun to assist against strong opponents with this bonus or to have it on defensive settings with no special ammo. The odds of disarming are about one in six hits. Better on a melee.

* Revit/Warlord (reduces energy used; increases respect): the secondary slot can be used to fulfil these functions for a single loadout build that doesn't require switching between pushes and farming. It usually costs more for less performance and sacrifices the bonuses above but can be an option for very strong top end.

 

Melee

* Eviscerate (% extra damage after the first hit): Potent in both defending and assisting because it makes it easier for your faction mates to take down the eviscerated target. Great for mid to low end roster because the effect is applied as long as you land a hit, even if it didn't do much damage.
* Bleed (% chance of applying 225% damage over 9 turns): A strong Eviscerate alternative for top end players. If you are likely to actually cause serious damage to your attacker, the Bleed effect will last after your death and apply on the attacks of weaker faction mates, potentially killing your attacker even after you are dead. If you can only land a small amount of damage, Eviscerate/Disarm is better.
* Disarm (disable opponent's weapon on hand or arm hit for X turns): Not as good as Eviscerate individually, but a faction running a roster of Eviscerate + Disarm  on defends and assists is an absolute gauntlet to push against. Eviscerate doesn't stack on additional hits so having some people with Disarms is useful.
* Backstab (% chance to do double damage if opponent is distracted): With ongoing distraction (ie. while assisting a group attack) a macana or DBK with this bonus can more or less match a decent yellow rifle without spec ammo in damage output. Reports say that this works on defends too if the attacker is already being attacked themselves. Not a bad option for defending/assisting without burning precious primary ammo.
* Parry (% chance to completely neglect incoming melee attacks): Melee is not used offensively by anyone competent in RWs but having a Parry defend can be be useful against less knowledgeable opponents. The main use of Parry is to do with missions - a good yellow Parry with full Riot will win missions easily because inactive targets usually attack with melee, having ran out of ammo.

Bonuses that look good but aren't

Why stat debuffs bonuses don't work

* Body part damage boost (Achilles/Throttle/Cupid etc.): They do boost overall damage just not as much as the better bonuses. No point picking them when better options are available.

* Buff/Debuff (Motivate/Empower/Quicken/Slow/Wither etc.): These bonuses are very sensitive to having exactly the same stats as the opponent (for example equal opponent defence to your strength for Empower, opponent speed vs your dexterity for Slow etc.). Any opponent that is not perfectly aligned, the already not amazing effect gets even lower. Unlike Eviscerate which triggers on any successful hit, debuffs also have a pretty low chance to trigger per hit. A full Motivate stack is very hard to maintain in a competitive RWs (you lose it on death). And finally, anything to do with boosting stats becomes obsolete once needles are in play - they are additive to the stat boost of the needle, not multiplicative.
* Damage bonuses on melee (Fury/Rage etc.): Melee can never become your best damage dealer irrespective of the bonus, so it's better used for the functions above. 

* Non-meta bonuses on primary (Assassinate/Specialist/Eviscerate etc.): Your primary is meant to be able to last many turns dealing good damage. Assassinate's damage spike is outdone by consistent extra damage in a few turns, and Specialist doesn't last long enough with most bases. Eviscerate is a great bonus on paper but only comes on shotguns which have very few shots, making them unfit for the primary role.

 
For a more complete analysis and tier list of bonuses, see mug's guide (caveat: the guide assumes long fights with unlimited time such as you'd see in missions, unlike this one which is focused on shorter, rapid competitive RW-style ones. Some bonuses that are good in one scenario aren't in the other.)

 

Reloads Bad, Special Ammo Good

Base stats aren't everything when it comes to weapons, sometimes mag size and ammo use can make or break a gun.

 

Having to reload often can be a major drag on a weapon's performance. If I have two weapons with the same stats but one needs to be reloaded after every shot and the other one never needs to be reloaded, the second one will output double the damage overall. Reload turns are wasted turns - you still take damage while dealing none of it yourself and adding no distraction. In addition to adding lots of reloads, using all your mag in a couple shots means that your weapon won't last very long in a fight (looking at you, shotguns).

The other thing you want to think of when comparing weapons is: 'Can I consistently use special ammo with this?'. Special ammo like incendiary (+40% damage) or piercing (+50% armour mitigation) adds a massive boost to your damage output. A yellow rifle with special ammo can match its own red version used without special ammo many times, a 100x times more expensive weapon. It can not be overstated how important special ammo is to maximising RW performance.

For someone who fights competitive RWs often, special ammo will be a limited resource to be used carefully and gathered constantly. The earliest source of special ammo is shoplifting with security down from Big Als, followed by the BAG stock and finally buying it from the mission shop once mods and books are done. Unless you are extremely wealthy and can hold loads of BAG stock or work in a Gun Shop, you will need to be very careful about your special ammo use to make it last. Weapons that burn lots of ammo will deplete your stocks quickly, leaving you back to using regular ammo. Any weapon that you can't afford to consistently feed with special ammo is not a good RW weapon.

This it the reason why I disagree, for example, with the popular wisdom of using BT MP9 as a secondary. It has the best damage output in its class even with reloads but it chews through ammo like there's no tomorrow and has few shots per mag. Another interesting example is the Stoner 96 - it has great stats, and can last as a long as as an Enfield on a single mag but uses almost four times the ammo. This makes it an acceptable option before one starts using special ammo, but immediately obsolete after.

 

The Weapons That Don't Suck

There's only a small handful of weapon bases that are good amidst an ocean of trash. 

Primary

* Arma / Enfield: The cream of the crop. In an infinite fight, these two perform the same. The Arma has better stats but needs to be reloaded more often. In a short fight the Arma is stronger, then once it needs to be reloaded the Enfield gains the upper hand until it too runs out of ammo. Most RW fights are short so the Arma tends to have an advantage there, leading to an 'Arma tax', Armas costing more than comparable Enfields.
* SIG 552: A bit weaker and a bit more ammo hungry, but still a very good rifle. It's balanced towards more damage and lower accuracy, making it better than Arma / Enfield for top-end players who hit down a lot. Having extra damage ends fights faster, and the accuracy doesn't matter very much in this scenario.
* Tavor: Weaker than the rifles above but viable. A high quality and bonus Tavor can sometimes outperform a better rifle with worse rolls and be cheaper, it can be a great budget rifle or a faction armoury filler that's actually useful.
* Stoner 96: Performs almost as well as an Arma/Enfield but burns through too much ammo to be a long-term choice. Has a magazine big enough to be used as a Specialist. An okay choice if found cheaply (or loaned from the faction armoury) for new players but ultimately a dead end for a serious RW fighter.

 

Secondary

* Assassinate Cobra: Good base stats and ridiculously low special ammo use (1-2). The cheapest secondary to run. The super small mag size (2) is normally a liability but on this base it means that it can be set on defensive settings (with no reloads) without bankrupting your special ammo store during RWs, which is unique amongst all guns. It's a roll of the die on the first turn - it won't always land on a good body part or at all, but once you take a stronger opponent out with a single PI or IN ammo headshot, they'll be sweating every time they attack you after. Other pistols can be used as Assassinate if they have good stats and low ammo use (like the USP and Beretta 92), but they won't be viable to defend with like the Cobra because of their larger mags.
* Execute USP / SP11 / Ruger : The main thing you want in an Execute is high accuracy and low enough ammo use to consistently put tracer ammo on your attacks. These three guns fit the bill the best, but anything with 60+ accuracy is viable, if it can use tracer ammo.
* Specialist USP / Beretta 92 / Skorpion : A viable Specialist needs to have low ammo use, good stats and a decent number of shots per magazine. USP and Beretta 92 excel in these areas, the Skorpion is slightly weaker but uses a bit less ammo and has slightly more shots.
* Revit / Warlord BT MP9 / Skorpion: The BT MP9 is commonly highlighted as the best secondary, but it is only viable for someone who has lots of special ammo coming in or fights only occasionally. The base stats are best in class but not good enough to compete with special ammo alternatives while on regular ammo. For punching down with Revit and Warlord, this might not be an issue. The Skorpion is quite a bit weaker but has more than twice the shots per mag and is much cheaper.
* Stricken Milkor / China Lake: Not good as damage dealers but the best Stricken bases because of their larger mag sizes. The single-shot heavy artillery is a pain to use and will lead to lots of non-Stricken finishing hits.

Melee
A melee weapon's overall damage output is the main factor to consider, plus whether they carry the right bonuses.

 

* Tier 1: Kodachi, DBK, Macana, Metal Nunchaku, Yasukuni Sword
* Tier 2: Samurai Sword, Naval Cutlass, Katana
* Eviscerate / Bleed is available on all the above bases except the Metal Nunchaku, Backstab is on DBK / Macana only, Disarm is on all, and Parry is on all except the DBK, Macana, and Nunchaku

Ancient Japanese History edu is needed to get full damage from the Kodachi, Yasukuni Sword, Samurai Sword and Katana.

 

Mods, Merits, Education

Mods
Mods are not as impactful as special ammo but still make a big difference in combat performance. A regular RW fighter should do missions daily to unlock all the good mods ASAP.

* Recoil Pad: The best value / performance mod. Reducing ammo use reduces reloads and makes your weapon's spec ammo footprint lower. Goes on most primaries.
* Lasers: Expensive but the increase in crit rate is very impactful. Your best one should go on your primary and your second best one on your secondary.
* Triggers: Only useful on Assassinate secondaries but super effective there, adding a lot of accuracy on the first turn.

* Sights: Expensive but useful on Specialist secondaries, adding very valuable accuracy.

The other mods have fairly niche uses, if any, and are not crucial for winning RWs.

 

Merits
From a combat perspective, the order of merits to invest in is Life -> Crits -> Rifle Mastery -> Pistol Mastery -> Passive Stats.

10 crit merits are needed to take full advantage of Deadeye (but not of Expose). Passive Stats and Pistol Mastery can be swapped around or raised together. Pistol is most important if using Specialist as it will be used for multiple turns in each fight. Passive stats are nice to have but become less valuable once needles and stat enhancers (SE) are in play.

Education
The combat bachelor (weapon XP) and maths bachelor (25% ammo use reduction) are the most impactful for an RW fighter. Both are very significant boosts to overall damage output. Biology is important for crit increases and needles down the line. History adds bonuses to melee in general and Japanese blades in particular. Gym and passive stats boost edus have a relatively small impact on combat. 

 

Further Reading
BoonieRating Explained - A Single Index for All Weapons
Table of the Damage Output of Different Weapons
mug's buying advice - the inspiration for this guide
mug's bonus tier list
cake's RW weapon guide 

Mentorship Program For Elite New Players · · 42 likes

NOT CURRENTLY RECRUITING

This is not your usual invitation...


  • Do you have what it takes to be part of the next generation of Torn’s elite?

  • Have you devoured all the forum guides and still want more?

  • Do you play hours a day every day?

  • Are you zooming ahead of your peers in stats growth, activity, fighting ability?

 

If this is you, whether you are day 30 or day 300, we have an opportunity for you!

 

Introducing ODB Academy

We want to invite new players who have already started to prove themselves to take the next step and level up your skills with hands-on mentoring, resources to let you focus on your growth and learning instead of hustling for cash, and practical experience alongside one of Torn’s most active and knowledgeable group of warriors. 

 

We are not asking you to leave your faction to join us as a permanent member (unless that’s something you want to do, and if so, you may get that opportunity at the end of the program). 

 

We are offering you a 3 month program designed to take your gameplay to the next level, and what you do with it at that point is up to you.

 

What You Get

 

If successful in your application to join our program you will join ODB for a three-month period, as part of a cohort of 5-10 similar new players who join at the same time.

 

You will receive:

  • free all-you-can-eat xanax and refills for training and wars

  • a personal mentor, assigned with an eye to what skills you particularly want to improve

  • a designated yellow loadout (riot armor set, high quality yellow enfield/SIG or similar with a perk of your choice, and all the temps you can use. The primary weapon is yours to keep at the end of the program; the rest of the loadout will be yours to use throughout the time you are with us without us ever retrieving it for other players).

  • practical challenges and activities designed to teach you the ins and outs of Torn gameplay at a high level

  • advice and help with money-making via our active stocks gurus, traders, company directors/flippers, merc group and similar.

  • regular check-ins with ODB leadership, a direct line to us for ideas you have to improve your experience with us.

  • your share of payouts from wars and OCs just like any other member (assists, outside chain hits, etc, are all counted the same as war hits here, so there’s plenty of opportunity for even the smallest members to make money).

  • some players may receive a no-strings-attached invitation to remain in ODB at the end of the program, but we won’t be offended if you choose not to accept

 

Why Are We Doing This?

 

ODB is a relatively new faction. We were created in 2018 as a 5k R new faction and for the first years of our explosive growth trajectory (now nearly 9m R) we had a large number of new players. Our older members enjoy having new players around to advise and help. In the last year or two we have had a stats minimum of 500m and mostly attract players with billions of stats who don’t need that kind of help or advice. 

 

We want to bring in some diversity in players, and give our older players new blood to pass their experience onto, but it can be demoralising to bring in completely untested greenleaves who quit the game after a few weeks. Better to invest in players who have already begun to prove themselves, who will be sticking around in Torn long-term, and one day be a force to be reckoned with.

 

We also hope that even though most might return to their home factions at the end of our program, they will keep in touch and if you one day fancy a change of scenery you may look on ODB with fond memories and keep us in mind.

Who Are We?

 

We’re a faction of players who really love Torn and try to bring out the best of the gameplay experience. We’re easygoing and have an irreverent attitude while playing the game at the highest level possible. 

 

We’re renowned for our hardcore warring approach - we’ve earned the respect of the very top factions in the game with our high activity, great coordination and innovative tactics, all the while never losing sight of the fact that we’re here to have fun.

 

Our faction also has a large number of traders, RW gear specialists, company directors, script makers, sheet wizards and meme lords. And trout! 

[image: media1.tenor.com] 

FAQ

Q: ODB is a Diamond ranked faction - Will I be able to take part in wars? Will I have targets?
A: We fight at the highest level of ranked warring, frequently challenging the strongest factions in the game, with rosters full of very high stat players. That doesn’t mean, however, that an active and engaged newer player can not contribute significantly to our wars. We fight in a strategic and organised way where every contribution adds up - from assisting on our toughest targets, saving the chain or even special overseas missions, the bottom of our roster often plays a critical role in wars. Sometimes our opponents will also have newer players as well, in which case you will be in the best position to earn score from them. We don’t differentiate in our payouts between different kinds of hits, you will have the same opportunities to earn as anybody else.

 

Q: Do I have to stay in ODB once the Academy ends?
A: There is no obligation to stay with us once the programme ends. We value developing long-term relationships with the next generation of elite Torn players, whether in our faction or outside of it.

 

Q: Can my current faction benefit from me joining the ODB Academy?

A: While your faction might feel your absence for the three months of the programme, you will potentially be returning as a significantly better player both in terms of stats and equipment, as well as knowledge of the game. ODB is considered one of the top warring factions in Torn, and we have highly successful players in every aspect of the game. You can bring a lot of new information, tactics and contacts back to your faction that can help them go the the next level too.

 

Q: Can I bring a friend?

A: We’re happy to consider other players to bring on board as well, as long as they have a similar activity and passion for the game as yourself.

Q: Am I an 'elite new player'?
A: While decisions are made on a case-by-case basis and depending on the availability of slots, you can check this guide for some ideas on what would make you stand out.

Interested?

Chat with one of us to get started:

 

 

Full RW Armour Sets + Guide · · 33 likes

How to Pick Your First RW Armour Set

A good yellow rifle is the best bang for your buck in terms of combat performance and you should always get one of those first. If you need help with that, check out How to Pick Your First RW Weapon

Once you have that though, the most affordable next upgrade is getting an RW armour set. Melee/secondary won't come into play much if you have a good primary and moving on to orange rifles is not cheap (1.5b+ for something useful).

If you can only afford one piece of armour, protect your head. 80% of critical hits are on the head and taking a single unarmoured Deadeye hit might lose you an otherwise winnable fight. Furthermore, your head gear determines your resistance to temps. If you can only afford one piece of kit, get a motorcycle helmet (cheaper) or a Riot helmet (more expensive). They're both resistant to Pepper Spray.

The three affordable full RW sets are:

 

Name

Bonus

Armor Rating Pros Cons
Dune Reduced opponent damage (%) when under 1/4 life 44 - 49
  • Cheap
  • Bonus rarely useful
  • Bad head piece (poor coverage & vulnerable to pepper) 
Riot Reduced opponent melee damage (%) 45 - 50
35 - 40 (helmet)
  • Good head piece (solid coverage and pepper immunity)
  • Bonus rarely useful
Assault Reduces opponent bullet damage (%) 46 - 51
  • Amazing bonus
  • Bad head piece (poor coverage & vulnerable to pepper)
  • (More) expensive 


Dune combines the weaknesses of the two sets. Finishing hits often take more than 25% of your health, so the bonus doesn't even trigger at all. Also, while almost dying is better than not dying, it's still a bad outcome in wars, burning your med cd down. The headpiece is vulnerable to pepper and only covers 65% of the head, so one third of your opponent's head shots (always critical) will hit completely unarmoured areas. Given that they are only slightly cheaper than Riot, I am not a fan.

 

Riot comes with a great headpiece that has full coverage, is immune to pepper, and has a better armour rating than the motorcycle helmet. The downside of the full set is another not-very-useful bonus. Why? As established above, melee is weaker than rifles and is not used much in competitive RWs at a high level. You might encounter them in 5-10% of your fights. Most of the time you will be fighting guns, which are also the more dangerous opponent, and Riot will not help you with that. That said, the set performs okay even without the bonus and is much better than any of the non-RW armour. I'd recommend full Riot as the budget alternative/stepping stone to full Assault.

Another use for Riot is for missions or chaining on inactives (including for Halloween). These targets have usually run out of ammo and will be melee based most of the time. If you can afford it, it can be nice having an extra budget Riot set loadout for this purpose.

Assault has an amazing bonus. The downside is the helmet, which only covers 66.5% of your head and is vulnerable to pepper. It's a slightly better version of the Dune helmet, as at least you get 10% damage reduction even on unarmoured gun hits because of the set bonus. 1 out of 12 hits will hurt you quite bad, but you'll be well protected against the other 11. Also, it takes quite a well prepared opponent to scout your loadout and switch temps accordingly. Most factions just use smokes as a default so usually you'll be fine. The other downside is that it's more expensive than Riot, but for a good reason. If you can afford it, this is my favourite of the three affordable RW sets.

TDLR: In tests against a typical RW opponent (with guns) the order of performance is Assault > Riot > Dune. Their price is, of course, in reverse. I don't recommend Dune, but do recommend Riot or Assault depending on your budget.

 

Bonus vs. Quality vs. Price

Another consideration when picking RW armour is how much to spend on better gear, and what to focus on. Higher quality/bonus can come at a significant increase in price, but is it worth it?

For maximum value: buy the cheapest complete set you can get. 0% quality and the lowest bonus possible are still huge jumps in performance compared to the previous set you can have (combat/moto -> riot, as well as riot -> assault). If you have to choose between a better armour set and a weaker yellow rifle, or a stronger rifle and a weaker set, always pick the stronger rifle first as the rifle upgrade will make a much bigger difference.

If looking for a better Riot set: quality is more important than the bonus. For reasons outlined above, the bonus is not very useful, whereas the quality (armour rating) of the set will reduce damage from all sources.

If looking for a better Assault set: bonus is more important than quality. Since we're looking to primarily reduce bullet damage, the bonus is more powerful. A 0% quality, 29% bonus piece will take less damage than a 100% quality, 20% bonus piece. Also, the set bonus is not affected by Piercing/Penetrate or by piercing special ammo, which competent opponents will use.

Very high quality/bonus pieces are rare and cost a lot, so it's worth considering whether you'd be better off investing that money in a better weapon or the next set upgrade instead. Other than bragging rights, you'll be paying dearly for very small increases in performance.

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