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    • Hello fellow BK members and anyone else who may be reading this guide.   If you’re looking at this guide today, you’re probably looking to improve upon your chain target selection skills, which is fantastic. The more people read this, the faster we can get voracity and the faster I can die from overdosing on energy drinks.  ----------------------------------------------------------------------------- If you’re asking,  “Why do I need to hit better chain targets?”  Well the answer is simple. It earns more respect.  If you’re not trying to earn respect, why are you chaining?  ----------------------------------------------------------------------------- Now if you’re asking,  “What makes a good chain target?”  Well here’s a quick breakdown. If you didn’t know, every time you defeat an opponent as a member (not a recruit) of a faction, you will get a certain amount of respect, which is indicated by the number that appears next to the name of the opponent. The best type of attacks for chaining is “leaving.” Hospitalizing (doesn’t earn as much level xp) and mugging (doesn’t earn as much respect) should be kept to a minimum.  As a new player with less stats, you’ll be wanting to aim for around 3 respect per hit.  Around 2 respect is decent.    Around 4 respect is pretty good.   Around 1 respect is bad.    Here's a handy chart.   Now, because of how chains work, you’ll get bonus respect from each additional hit, which means that it can be harder to ascertain if the target is good later into the chain.  But, there’s this handy thing in the chain page that tracks the “fair fight” multiplier.  If you’re at the max fair fight multiplier (x3), you have a great chain target. But anything close to (x2) is also decent.    This is a very very simplified explanation of how respect works. If you want to read more about how respect works, go here.  You’ll also want to split your target list into two halves: ones that you can defeat with no cooldown, and ones that you can defeat on xanax. Trust me when I say it’s not a very pleasant surprise to get one shot by a target that you could beat if you didn’t have the xanax debuff. There’s one exception to this rule though. If you beat a target earlier in the chain, then take xanax, you should hit them when they come out of the hospital. Chances are, they’ll give a significant amount of respect due to the chain bonus while being easy to beat due to their low health (this is why you leave. Hospitalizing and mugging gives the opponent too much hospital time which allows them to regenerate more health). Now, respect is not the only thing that’s important in choosing a good chain target. You actually have to beat the damn person first.  See? No respect.  Also you have to make sure that you can also consistently beat the target. If you’re taking massive amounts of damage each time, it’s probably not the best of targets, even if you get massive respect from defeating them.  If you hit a hundred of these targets a day you’d probably go bankrupt from the medical costs. ----------------------------------------------------------------------------- Now that you know what a good chain target is, the question still remains:  “How do I find good chain targets?”  There’s actually an easy solution, and it starts with “D” and ends with “uke”.  Oh please no. Nooooooooooooooooooooo. Now I know people have had less than desirable experiences with Duke missions. I’m no stranger to this.  How do I do this first try??? But, Duke gives you missions based on your battle stats. They aren’t random. It’s a pretty underutilized strategy, but it’s also a pretty useful and easy strategy. All it requires is that you do your one Duke mission every day. Aaand you get free shit from mission credits. Just saying.     I love me some light reading.  Oh, and keep track of your chain targets somewhere. I prefer discord, but anywhere you can write works really.  All from Duke. They really add up over time.   The second method is much more tedious, but if you really don’t like Duke missions, you can use this instead.  You’ll really want to have the torn tools extension for the stat estimator.   Additionally, you’ll want to have the “best damage dealt”, “xanaxes used”, “LSD used”, “energy drinks used”, “energy refills used”, and “Consumable boosters used” stats under the user info comparison.   Now, you’ll want to search for people in your general level range who aren’t in a faction and have been inactive for over a year.     If you don’t have donator status, that’s perfectly fine. Simply adjust the Torn Tools search filters as necessary.    Now, find people who you can beat. The easiest stat to look at for finding is the “best damage dealt” stat, as that is a flat out statement of what that person’s strength is. If they’re significantly lower than yours, they’re probably a safe target. Now check their stat estimation. If they’re in the same range as your stats, you’re good to go. However, you’ll also want to watch out for defense “whores” that have insanely high defense, which can usually be spotted by their high “defends stalemated” stat and their “tank” status.    This method will take a lot of trial and error. Expect to hit a lot of targets that are either too easy or too hard for you. But, if you persevere, you should end up with a nice batch of chain targets just right for you. If this seems a little too time consuming, it’s really not. Just spend 5-10 minutes every day finding potential targets then spend 10-15 minutes hitting those targets during chains.    Now that you’ve finished reading the guide, you have now been magically imbued with the ability to find good chain targets. Go out there and start kicking ass.         
    • https://docs.google.com/document/d/1SzXBhw_XbGTL2tj_NqcGjroal7D3AMYd8ooIEOJwDoM/edit?usp=sharing  Courtesy of Crazygamer7477
    • Carrying Capacity With nothing to your name you can carry 5 items from abroad. This capacity can and must be increased. A faction can provide up to +10 through perks. These perks are paid for by the faction with Respect, a lot of which is gained from chaining. Chaining is good. A Private Island with airstrip provides +10, removes the cost of flying and reduces travel time by 30%. I highly recommend renting a private island that has an airstrip for 7 days to get you started. This should not cost more than $3.5m ($500k per day). Once you have moved in you need to hire a Pilot. After that you're set to fly fast and cheap. ROI: It will take you 17 hours of flying to recoup this cost. Or: You need to fly 2.5 hours per day to offset this cost, the rest is free money. Once you've built some capital you should look for a private island with 3700 happy or more to help with your gym gains, but that is a different topic. You absolutely need to live on a Private Island immediately. Sell losses, marry a sugardaddy or borrow money. You'll make it back in a day. A Large Suitcase provides +4. This will cost just north of $10m. ROI: It will take you 250 hours of flying to recoup this cost. While not as urgent as a Private Island, you 100% need this item eventually. So get it as soon as you can afford it. There are smaller suitcases which you can buy meanwhile if you want, but I don't know how easy they are to sell back to the market. My first suitcase was the Large Suitcase. Working in a 7* Toy Shop lets you carry an extra 5 plushies. A toy shop requires low working stats so it is not too difficult to get hired in one. Make sure it is 7* or higher. ROI: Flying 10 hours a day will make you an extra $500k. But at the same time you are not working in a different company (like a sweet shop) where you could potentially make more or gain different bonuses. Company choice is a topic on its own. Working in a 7* Flower Shop lets you carry an extra 5 flowers. Same as Toy shop, but flowers are generally less profit than plushies. Working in a Cruise Line Agency provides +2 total capacity at 3* and +3 more at 10* for a total of +5 total capacity. Cruise Line requires very high working stats and if you are a new player you will not get into a 10* without a friend owning the company. So the max carrying capacity you can reach right now is 34 items. Quite a difference from 5. Where to fly, what to buy Items will get bought and eventually have 0 stock. Once at 0 it will restock in half the time it took to deplete. So if an item restocked to 2500 at 1am, reached 0 stock at 3am (2 hours), it will get restocked to 2500 again at 4am (1 hour since depletion). Items only restock on a quarter hour. If there is no good stock when you arrive, wait until the next quarter hour and refresh. If you stay too long you will get mugged. The easiest way to fly after you completed everything in the previous topic is: Fly to the UK and buy Red Fox Plushie, Nessie Plushie, or Heather. This trip takes about 3h45m and with max capacity earns you a net $1.3m per trip. The reason this is the easiest option is because there are 3 items that all yield a high profit. Most locations only have 1 and if it's out of stock when you get there all you can do is wait. Bring enough money to buy the item that costs the most, in case that is the only one available. In this case Heather costs $5000 to buy so bring $200k. It is good to bring a bit more than you need in case you get mugged and lose 10%. If you want to get nerdy about it use these links: https://doctorn.rocks/travel-hub/ This shows what the current stock is for each item. Take note of how long ago it was updated. If it was 20 minutes ago the numbers can't be trusted. https://arsonwarehouse.com/foreign-stock alternative to the link above if it's not working. https://eski786.pythonanywhere.com/flyguide This shows what the current profit is for each item. It assumes you sell to a trader, so the profit will be bigger if you sell from your own bazaar. If you don't have a bazaar do not sell on item market, in that case it's better to sell to a trader. If you want to get super nerdy about it collect data for 18 hours and make a spreadsheet to estimate at what stock levels you should fly for different items.  Energy and nerve Your energy bar fills up from 0 to full in 5 hours. Energy is the most precious resource in this game. Any flight that takes a total of more than 5 hours will waste energy and should be avoided even if the highest profit item is in those locations. Same thing goes for your nerve bar. Nerve regenerates at 12 per hour, so before you have 45 max nerve you will waste nerve on your trips to the UK. Some people are really into crime and do not want to waste nerve, while others don't see the point of crime so they don't care. Either way it is arguably not as important as not wasting energy. Decide how you want to play. Getting mugged overseas Some people think a good way to not waste energy is to mug people overseas, since that uses energy. So the longer you stay in a location the more likely it is that you will get mugged. Bring 10% cash more than you need, and limit your time spent overseas. You cannot use medical items overseas, so you have to wait the entire hospital time. (Caveat: you can ask for a revive overseas which usually costs $1m and is paid with the honor system) Merits There are 22 merits to get from flying. 8 of them you will get without any focus, just keep flying. The others require you to fly 50 times to each locations. When stacking energy for chains you can travel to places further than 5 hours away without wasting energy. You will still waste nerve. Notes ROI means Return On Investment. The time an investment takes to earn back its own cost. In the case of Large Suitcase it is not how long it takes to earn $10m, it is how long it takes those extra 4 slots to earn $10m. The profit numbers in this post are very pessimistic, at around $10k per hour per carry slot. Actual profits will be up to 30% bigger depending on market and how you choose to sell your stuff. The highest profit item to buy is actually Xanax from South Africa. It's around 20-25% more profitable than the best plushie but has 2 downsides. It costs $745k each, so you need up to $20m in your pocket to fill your capacity. Carrying that much money is always a risk. South Africa is a 7 hour trip so it wastes tons of energy. I'd only consider this trip when stacking energy, and even then you can waste drug cd since Xanax can go as low as 6h.   This has been one of the better posts I've found regarding this, and I don't think I could do better https://www.torn.com/forums.php#/p=threads&f=61&t=16153607&b=0&a=0&start=0&to=20188665
    • We've had a few people interested in racing, and I'm going to attempt to compile the finer beginner points into a guide. The guide referenced is here (RD_'s Racing Guide 2.0). This will help you get your merits quickly. If you want to pursue it long-term, check out the actual guide. Preferred Car by Tier E Class - Volvo 850 D Class - Toyota MR-2 C Class - Corvette Z06 B Class - Sierra Cosworth (Mustang if you're cheap) A Class - Ferrarri 458 Upgrades The only upgrades you're going to want are going to be those that increase multiple stats at once. First: Aerodynamics Second: Engine Third: Tires Fourth: Exhaust and Weight Reduction Again you're only going to want to spend points on those increasing multiple stats. You're also not going to want to spend all of your points in each class. At the time I'm writing this I'm at 4.58 skill and have 226 points saved up (after two crashes with my Sierra Cosworth).   The only way to gain points are from placing first, second or third in an official race. However you can just custom races overnight that offer 100 laps and gain driving skill this way. It's also worth noting that the "races won" metric is only for placing first. Company Perks (Mechanic Shop) 1 star Machinist + Racing point (5 job points) 3 star Discount Parts - 25% discount on car parts (Passive) 5 star Junkyard Dog + Random car (5 job points) 7 star Refurbish Lose no car parts after crashing (Passive) 10 star Driver + 25% driving skill gain (Passive) (Car Dealership) 1 star Test Drive + Racing point (5 job points) 3 star Discount parts - 25% discount on car parts (Passive) 5 star Salesman No item market fees (Passive) 7 star Two-Faced + 25% fraud success rate and skill gain (Passive) 10 star Getaway car + 95% run away chance (Passive) (Gas Station) 1 star Machinist + Racing point (5 job points) 3 star Discount Parts - 25% discount on car parts (Passive) 5 star Arsonist + 25% vandalism success rate and skill gain (Passive) 7 star Molotov Cocktail + Molotov Cocktail (5 job points) 10 star Blaze of Glory + 100% molotov cocktail damage (Passive)  Despite my previous statement, you can also join companies for points, if you really want to.
    • This will be a rough idea for progression for investments. These are not things you'll achieve quickly (in most cases), but overall goals to strive for. This listing is based upon the amount of time it would take to pay off the investment. LSC Benefit Block - Lucky Slots Casino will take about 51 weeks to pay for itself by giving you lottery vouchers. FHG Benefit Block - Feathery Hotel Group will take about 56 weeks to pay for itself by giving you hotel coupons. SYM Benefit Block - Symbiotic will take about 58-59 weeks to pay for itself by giving you drug packs. At this point you'll want to focus on getting your bank filled up; 2 billion buckarinos. You should be investing in a bank anyways at this point, in which profits can be cycled inside of it. If you can get cheap stocks, purchase one of the three above until you finish your benefit block, do not purchase any below this point. TCHS Benefit Block - Torn City Health Services will take about 115 weeks to pay itself off by giving you medical boxes. PRN Benefit Block - Performance Ribaldry Network will take about 121 weeks to pay itself off by giving you Erotic DVDs. HRG Benefit Block - Home Retail Group will take a while to pay itself off, no hard math, by giving you random properties. At this point you should consider investing in owning a Private Island. You can either do this here, or before the HRG benefit block. It's all personal preference. Cash Dividend Stocks with 20% APR; they yield pure cash on average 4 times a year. Pretty infrequent: TSBC - Torn City and Shanghai Banking Corporation TMI - TC Music Industries IOU - Insured On Us GRN - Grain TCC - Torn City Clothing From here we get really bleak outlooks on paying investments off. TCB Benefit Block - Torn City Investment Banking increases interest rate by 10% and will take about 265 weeks to pay for itself. That's 5 years to get a return on your investment. That's about on-par with the cash dividends listed immediately above it. From here, you can invest in Private Islands to rent out. That will take about 5 years and 6 months to pay for itself. EWM Benefit Block - Eaglewood Mercenary will take about 516 weeks to pay itself off by giving you grenade boxes. SLAG Benefit Block - Society and Legal Authorities Group will take about 1000-1600 weeks to pay itself off by giving you lawyer business cards.