Showing posts with label eft cheats 2020. Show all posts
Showing posts with label eft cheats 2020. Show all posts

Sunday, July 26, 2020

Escape from Tarkov devs reveal new map & changes for patch 12.7

The new Escape from Tarkov map has been revealed, and lead developer at Battlestate Games, Nikita Buyanov, has also revealed what they have planned for the next update, patch 12.7.
Battlestate has been on a roll in 2020 with frequent updates addressing players' complaints, adding new features and improving stability and performance in Tarkov.
They are continuing to ramp things up, unveiling their biggest map yet during the PC Gaming show, which will take the fight for survival to a more urban environment.
"It will be the biggest and most detailed location ever," Nikita explained, "there will be a lot of explorable buildings and underground [areas]. It's an attempt to recreate the realistic modern city."
  • Read More: How to get Escape from Tarkov Twitch Drops
A short preview of the map, showing a player entering an exquisitely detailed building and then checking out the view of the skyline, gives us a glimpse at what exactly Nikita is talking about.

What's coming in Patch 12.7?

In addition to discussing the new map, Nikita also dived into some explanation of what players can expect from the 12.7 update.
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"12.7 is more like a technical patch. It will include the big addition called the expansion of Customs location. It will enlarge the overall area by 30, or ever 40%."
  • Read More: Escape from Tarkov dev confirms looting changes after 12.6 patch
Then, in the next update (presumably 12.8), Battlestate will "totally overhaul the skill system," and introduce a new boss, Senator, who will be able to heal his partners and search for stashes.
"A really big amount of cool features are to come this year, we'll try to bring some new experiences for you," he concluded.
Unfortunately, no dates were given, but it could still be a few months away or more. After all, the most recent wipe in Tarkov was only a matter of weeks ago.

Saturday, July 18, 2020

Escape From Tarkov Patch 12.6 Wipes Character Data, Items, And Progress

Escape From Tarkov went down for a few hours on Thursday, May 28 to deploy patch 12.6 (0.12.6.7456), a major update to the early access shooter that included a global wipe of character data among several other changes, additions, and bug fixes. The massive reset erased all player progress, including level, trader rep, and any items stored in your stash, keeping only weapon presets and examined items saved in the handbook.
While the routine wipe was one of the major highlights of the latest Tarkov update, it's not the only thing that patch 12.6 brings with it. A captcha has been added to the flea market as an extra measure against bots, all stashes (no matter which Escape From Tarkov edition you have) have been increased by an additional 20 cells, and players now have the ability to lean while prone. Five new parts for the AR-15/M4 are also available to scavenge, but cannot be purchased from traders. The update also modifies a few quests and brings a number of optimizations, AI improvements, and bug fixes.
Leading up to the most recent wipe, Battlestate Games also temporarily reduced shop prices and unlocked all trader levels, allowing every player to access high-level weapons and gear before the wipe took place, in a kind of "post-wipe event." Patch 12.6 marks the first Escape From Tarkov wipe since October 2019.
Find the full patch notes for this latest Escape From Tarkov update below, or read them on the game's official website.

Escape From Tarkov Update 12.6 (0.12.6.7526 Patch Notes (May 28)

  • This update wiped player levels and stashes. Only weapon presets and examined items in the handbook were kept.

Added

  • "Captcha" was added to the flea market.
  • If there are suspicious actions at the flea market and in the trade, a captcha may appear.
  • If you enter the captcha incorrectly three times, the account will be blocked from accessing the flea market for 5 minutes, after which you will need to enter the captcha again to buy the item.
  • Each subsequent three times incorrect entry will increase the time of the ban.
  • Access to trading will not be banned, but it will require entering a captcha.
  • All stashes, for all editions, increased by 2 rows (+20 cells)
  • Improved the display of objects via thermal imaging devices. Through thermal imagers, now, as in real life, it is impossible to spot through the glass.
  • Ability to lean while prone
  • Added the first iteration of Steam Audio, aimed at improving the positioning of sound in game, it can be turned on with the option “Steam Audio: Binaural audio” in the game settings. This option is disabled by default.
  • Now you can't sell items that were not found in raid on the flea market . This rule will not apply to weapons.
  • When combining stacks of items found in raid with items not found in raid, all items will receive not found in raid status.
  • Items that are placed in a secured container get the status " found in raid” only when you exfil the location with the status “Survived” (“Ran through” is not counted).
  • When you exit with the status "run through” or death, all items in your inventory that you brought out lose the "found in the raid” status
  • If you enter a raid with items that have the "found in raid” status, the items lose this status.
  • When buying an offer from the flea market, the item also loses the "found in raid” status
  • The quest reward obtained by completing a quest, crafted in the hideout, the Drops, and items obtained through the scav box will have “found in raid” status
  • All the Fence's goods will not have "found in raid” status
  • A large number of UI layout edits and UI bug fixes
  • The resource of items (fuel, medicine, etc.) is now displayed in the flea market interface
  • Now the currency icons at the flea market are colored differently
  • 5 new parts for the AR-15/M4, not available from merchants (you will have to search for them on locations and in the inventory of bots)
  • New character tops and bottoms
    • BEAR - top " Tigr”
    • BEAR - pants from " Zaslon” equipment kit
    • USEC - Urban Responder
    • USEC - Deep Recon pants
    • Scavs - Motocross Jacket
  • New gear

Optimizations

  • Various CPU optimizations
  • Sound optimizations
  • Optimization of casing, muzzleflashes
  • Optimizing the creation of decals

AI improvements

  • Improved behavior of ordinary scavs, now they can cooperate
  • Fixed a bug that when a player falls into the bot's legs, the bot can’t hit him
  • Fixed a bug where the Gluhar and his guards did not react to the enemy
  • Fixed a bug where the Gluhar did not react to shots and the death of his guards
  • Fixed a bug where the Shturman's guards did not take their positions
  • The Sturman's guards will no longer rush between points while in peaceful behavior
  • Bots no longer attack a player scav who has killed another player scav (the aggressor)
  • Increased variety of bot patrol routes on locations

Fixed

  • A bug where the border of the interface elements were twitching
  • The mastering counter is now updated during the raid
  • One of the bugs where player did not hear the fall of the grenade
  • Ripples in the FLIR thermal imager
  • Bug that would cause inability to open the inspector of items on quest items
  • One of the bugs of incorrect calculation of the amount of money when purchasing an item
  • Bug when a grenade would not fly through the window if you throw it too close to the window
  • A bug where the character could pass through obstacles if player would switch to melee weapons while checking the weapon's fire mode
  • Bug when the image in the inactive optics was frozen if several sights were installed
  • Bug of inability to complete the quest if the player lost the connection to the server at the time of selecting the quest item
  • Bug when the sight image was frozen after reconnect
  • Visor audibility sounds, prone movement, third-person character shortness of breath
  • Bug when a character could move to a prone position while jumping
  • Blocking the examining of items if the player has started examining an item in the handbook
  • Movement bug, when a character could increase their speed as a result of running and jumping
  • A bug where the reconnect while indoors led to the fact that all sounds were not switched as indoor sounds
  • Bug when there was no animation for a melee attack while prone
  • Bug when a broken visor was visible against the background of the preset or modification screens in the Hideout
  • Spamming AI error on the server, related to searching the bot's path
  • Spamming error on the client “Graphics.CopyTexture called with null destination texture” when opening inventory
  • Lack of sound when switching magnification on some scopes
  • Error when the storage time of items in the email displayed a negative value when opening the window or receiving the mail
  • Bug that didn't display the list of friends for invite to the group dialog
  • Bug that caused deleted messages to appear in the dialog after sending new messages
  • Fixed incorrect position of the “Old school" bottom clothing icon
  • Various other bug fixes
  • A large number of fixes on locations (culling fixes, physical colliders, visual bugs, etc.)
  • Various localization edits
  • Various fixes in the animation system
  • Various network fixes
  • A large number of various technical fixes aimed at increasing the stability of the game

Fixed at the flea market

  • Layering of the offer description in fleamarket UI
  • Bug of deducting twice the number of items from the merchant, when buying two items
  • Bug of overlapping the drop-down list of filters with elements of the offer list interface
  • Improved display of the purchase limit
  • Displaying the maximum number of items when purchasing a single offer with multiple items
  • Bug of inability to buy several items for barter

Fixed in presets

  • Bug for selecting blocked offers, if you put a checkbox when purchasing items for a preset “Select all”
  • Flea market interface block, when purchasing preset items, as a result of an error
  • Various other fixes

Changed

  • Removed the audio notification about the completion of crafting during the raid
  • Now you can't throw grenades while sprinting
  • Changed the conditions for the status “Survived”. Now you need to stay in the raid for at least 10 minutes or gain at least 600 XP before leaving the location.
  • Increased the amount of experience required for the first 20 character levels
  • Simplified Jaeger's quests
  • Changed various old quests, new rewards have been added
  • A large number of rarity edits and chances of items spawn
  • Increased the variety of items spawned in loot containers
  • Improved the quality of loot issued for a successful extraction with a friendly Scav
  • Various changes in the characteristics of items
  • Various changes in the equipment of bots and the player scavs
  • Various changes in loot spawn points locations

Friday, July 17, 2020

Escape From Tarkov's New Map Revealed, 12.7 Patch Will Revamp The Skill System

Escape From Tarkov had a ton of new content detailed during the PC Gaming Show, and players of the military sim shooter can look forward to the next map, the revamped skill system, and a new boss. These features are part of Tarkov's upcoming 12.7 patch, which was said to be more of a technical update.
The major reveal was the new map and it looks to be a highly detailed rundown city full of buildings to explore, and Battlestate's head of PR Nikita Buyanov said that this will be the "biggest and most detailed location" for Tarkov. Sound design will be very important as the trailer showcased the different audio cues of walking on different surfaces. You can see the preview of the map in the video below.
Buyanov also stated the the Customs map size will increase by 30 to 40 percent. Although 12.7 will overhaul the skill system and include the new Senator boss, we didn't get further details on those features. For more on the game, be sure to check out our Escape From Tarkov coverage.
GameSpot has officially kicked off Play For All--a celebration of all things gaming. Join us as we bring you the summer's hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Sunday, July 12, 2020

Escape From Tarkov's v0.8 trailer teases harrowing close-quarters combat

Yes, that is a fortified Ikea
While hardcore multiplayer shooters aren’t normally my thing, I find myself dipping a toe into Escape From Tarkov‘s pre-order beta once a week or so. It’s a STALKER-inspired (minus the supernatural bits) hybrid PvP/PvE combat sandbox where teams of mercenaries scour an abandoned city for resources as they clash with both NPC gangs and each other. The main draw for me is how intensely violent the gunplay feels, and the trailer for the next major patch looks to take that to new levels.
Developers Battlestate Games were kind enough to give me press access to the game some time ago. Having just finished an article on STALKER’s mod scene when they did, it was easy to draw comparisons between Tarkov and the more simulationist mods such as MISERY. While the full version of the game promises a PvE-focused story mode where you must work your way through the titular city in search of a way out, the current public beta is a purely PvP sandbox of murder and looting, which makes it great for streamers and groups of players, but not really advisable for solo, casual play.
Combat plays out very similarly to STALKER, albeit with a significantly more realistic damage model. If someone strafes your legs with SMG fire, you’re going to have to plug those holes and splint up any broken bones if you plan on doing anything more than crawling home on your belly. That said, it also means that nobody is invulnerable, no matter how expensive their gear. See, here’s the big twist: If you die in Tarkov, your entire inventory is up for grabs save for a small, special case that persists between lives.
The best way to take advantage of this easy-come, easy-go system is the option to spawn into battle as one of the roaming NPC scavengers. You’ll not have anything better than a pump shotgun, but that’s enough to kill someone if you sneak up on them. All you’ve got to do is loot the body and hoof it out of the combat zone and you get to add the ill-gotten goods to your personal stash, either to use in later sorties or to trade in for gear better suited to your personal playstyle.
Escape From Tarkov
The next update, which you can see in the trailer above and will be hitting servers soon, adds the dense, urban Interchange map, which looks to be a complex warren of potentially lethal environments (including an Ikea store), but also brings the promise of good loot within the map itself. There’s plenty of new guns coming in the update, plus more ways to modify your existing gear (if your gun has a tactical rail mount on it, there’s probably 20 different things to attach to it), and some exciting new gear like super-heavy helmets that can absorb direct headshots if you can stomach the disconcerting spiderweb cracks spreading across your field of view.
If you want access to the current beta build of the game, you can pre-order Escape From Tarkov direct from the developer’s site for 34.99€, although I would personally recommend against it at present unless you’ve got a good crew ready to roll with you. That said, I’m definitely going to be keeping a close eye on this one – even though it falls outside of my regular wheelhouse, it’s an oddly compelling experience, even in this early state.

Wednesday, July 8, 2020

Escape From Tarkov has sent me on a long quest for some toilet roll


Deep in a rusting warehouse, in a broken Russian state, I scope around a corner and stumble across the site of a massacre. Four, no, five bodies stretch the length of the hall, slumped and discarded. After reeling from the dead I click into Tarkov mode… Someone in that pile might have a roll of toilet paper!


Though there is no military value in bog roll, Escape From Tarkov thrives on loot. All the gruff men scouring the levels, with their carefully arranged layers from a tactical Urban Outfitters, are basically popping out for something from the shops/corpses. It might play a bit like a survival shooter, and it might also feel like a battle royale game, but “winning” is simply a case of getting out of the vast levels with more stuff than you entered with. You don’t need to be the last man standing, but you do need to have netted something for your time.

In my opening days as a scavenger, a roll of two-ply with a puppy on the wrapper was about all I could focus on. It was an easily understandable requirement in an otherwise baffling game. Vendors in Tarkov will often require additional items to trade alongside rubles. I wanted an armoured vest, and the vendor needed some loo roll and soap alongside payment. Hygiene is important, especially during an apocalypse, and somehow, somewhere I’d already found some soap.



So I had a purpose, which was good because it was a rare moment of clarity in a game that thrives on obfuscation. When you’re asked to Escape–as the title behooves you to do–you need to work out where the unflagged escape routes are (there are in-game maps, but every single person in the community will tell you to use the game’s wiki). Looting requires you to take the time to uncover what you’re looking at, leaving you in prime position to be turned into a corpsey lootbox for someone else to rifle through. It’s chaos! I chose to focus on that single item, hoping I’d learn the rest of the game by Andrex osmosis.

Each round has a time-limit hanging over you like someone banging on a toilet stall demanding you hurry up, but it’s not a swift game. It’s built for stealth, with a control scheme that plays like an accessible Arma. Stances and speed are adjusted in small degrees. As I traipsed across the warehouse strewn Customs map, I learned that running full pelt around the map was a sure way to get dead. Then I learned that doing the same, but crouching, just made you dead in a more compact position. It was starting to feel like the only way I would escape would be to load into the level and run straight for an exit. I tried that. I did not make it. Death was around every corner, hidden in every shadow, squatting in every bush. You don’t learn by doing; you learn by dying.



And using the internet. Google told me the dorms in the Customs map was a known loot haven. There’s no guarantee with RNG, but I figured that there was a good chance that I’d uncover my totemic toilet roll in that squat little collection of buildings. I somehow made it there alive, and snuck in. Like dorms everywhere, they’re incredibly unwelcoming. Dark, claustrophobic, and a place where high-level NPCs spawn. I stalked the corridors, cracking doors and checking rooms, closing them as I went, because I was taught to be respectful even during an apocalypse. I found piles of crap and burnt-out detritus, but no loo roll. When I discovered a body pile on the roof it was full of worthless military doodads. This is a world with more shotguns than sponge soft shitter sheets.

So I backtracked downstairs and froze: half the doors were now open. I wasn’t alone. I crouched and backed up the corridor as another player emerged. He was zig-zagging, checking every room. I settled into a prone position and watched, fascinated. He never once looked at me. He wasn’t aware he was being watched. It was like looking at myself many deaths ago. This is how I learned that you really, really need to take your time and plan every step as you hunt for loot. What a clumsy idiot I must have been! A walking target, crazily mumbling about commodes. I can feel all those crosshairs converging on me as I type this…



Then the door into the building opened and another played entered. I shot at him and missed, the guy I had been tracking dropped back into a room, and the new player shot me in the face. I’m not sure there’s even a lesson in that. It just happened. Maybe if I’d had the toilet paper I’d have been more cautious and let them fight each other while I tried to make myself smaller and less shootable? I’ve since stalked around Tarkov as stealthily as the controls will allow. I still died in a garage with a hand full of rubles and no poop paper, but at least this time I saw my murderer for more than a second. We even engaged in a what could charitably be called a face-off.

In a way, Tarkov reminds me of One Red Paperclip, a website where a guy started out with a paperclip and traded his way up from it until he owned a house. Risking life and limb for a roll of toilet paper is just the start. With the TP, I can trade onwards and upwards, to the point where I’ll be able to fit out my hideout with a room that generates toilet paper. That’s the dream. The hideout also has the capability to store a BitCoin mine, but right now that’s so far off that it might as well be a time machine. Or a bidet.

For now, I’ll keep playing. There’s someone out there in the same position I’ve been in. Zigging when they should be crouching, zagging when they should be trying to work out what grip fits perfectly on an HK 416A5 5.56×45 assault rifle by searching the wiki on their second monitor. I hope I find them, if only to see if they have a roll of two-ply on them. I still really, really need it.

Sunday, July 5, 2020

Escape From Tarkov's next map is off to the big city

Battlestate today gave a new look at Escape From Tarkov‘s next map, named Streets Of Tarkov. Escaping the woods, warehouses, villages, and industrial facilities of previous maps, it’ll head right into the big city. Battlestate say it will be the hardcore PvP first-person scavenge-o-shooter’s “biggest and most detailed location ever”. I say it has some unexpectedly stylish apartments for a game where you’re desperate to find bog roll.
“It will be the biggest and most detailed location ever,” Battlestate COO Nikita Buyanov said on the PC Gaming Show today. “There will be a lot of explorable buildings and grounds. It’s an attempt to simulate the city, the realistic modern city.”
A location like this does seem important for contrast. The game’s set in a Russian region which collapsed so hard that civilians fled and armed factions took over, but it doesn’t have that full vibe if you’re mostly poking around warehouses and the occasional run-down shopping centre (which, really, you can find on any British high street).
Buyanov also mentioned that the upcoming patch 12.7 will expand the Customs map, enlarging the overall area by 30-40%. He added, “The next update will totally overhaul the whole skill system and there will be a new boss called Sanitor. This boss will be able to heal his partners and search for stashes, we always try to bring something new in terms of new bosses. Really big amount of cool features are to come this year. We’ll try to bring some new experiences for you.”
Escape From Tarkov is currently in paid beta, with access coming if you pre-order for €35.
Whatever you call it, hit our E3 2020 tag for more from this summer's blast of gaming announcements, trailers, and miscellaneous marketing. Our E3 stream schedule will tell you what to watch and when. See all the PC games at the PlayStation 5 show and everything at the PC Gaming Show, for starters.

Friday, June 26, 2020

Escape From Tarkov is a hit, despite the developer repeatedly shooting itself in the foot




Tarkov is like being a grizzled, Russian dragon amassing a hoard of treasure—except it's all guns instead of gold.

Instead a 100-person deathmatch format, Escape From Tarkov's "raids" have a different objective: get out alive. You (and possibly your friends) spawn on one side of an expansive map, are given an exfiltration point on the opposite side, and have anywhere from 15 to 45 minutes to get there depending on the map. Along the way, you'll cross paths with up to 14 other players trying to reach their own exfiltration zones, bandits who are typically controlled by the computer but are sometimes actual players, and loot. Lots of ridiculously tempting loot.
While the primary goal is to stay alive and escape, items and equipment don't disappear when the match is over. Everything you have with you can be stored in a stash and used on subsequent raids, sold to NPC merchants for cash or to complete quests, or traded to other players via the Flea Market. It's like being a grizzled, Russian dragon amassing a hoard of treasure—except it's all guns instead of gold, and in order to get more you have to gamble what you already have. If you've played Hunt: Showdown, this will sound somewhat familiar.
In order to offset the risk of dying and losing everything on my body, scavenging becomes absolutely necessary. While the usual stuff like guns, ammo, and clothing have their value, even a can of condensed milk can fetch an astonishingly high payout from one of the NPC vendors. Those who learn how to hunt and survive will slowly amass an arsenal of high-end tactical armor, weapons kitted with advanced mods, and enough rubles to cover the cost of a raid gone bad.
Not me, though. I'm so poor and terrified of losing what meager wealth I've acquired that most times I'm headed into a raid with just a pistol and a dream. Even after 15hours, I've failed to survive a single proper raid.
Below: Even NPC Scavs can have ridiculously good aim now and again (all these gifs have sound).
Fortunately, there's the option to play as a Scav, one of the raiders typically controlled by the computer that wander around as juicy loot piƱatas for players courageous enough to take a shot and risk giving away their location. As a Scav, I'm given a random loadout of gear and the same objective to escape alive. If I succeed (which I've managed to do a few times), I get to keep everything I have on me. It's a valuable way for new players to learn the game or to help those who might have gone destitute after a bad losing streak get back on their feet. But even the times I was lucky enough to spawn with body armor and a decent assault rifle, death was almost always assured. 

Geared up 

Combat in Escape From Tarkov takes most of its cues from hardcore military sims like Arma but with an even greater emphasis on simulating how you manage your gear. Instead of just running over to a dead player and quickly pulling items into your backpack and moving on, you have to first spend valuable seconds searching the pack, revealing silhouetted items that have to be individually identified before you know exactly what they are. Tarkov turns every opportunity to loot something into an agonizingly slow series of tough decisions and it's great.
I once found an incredibly valuable silencer, for example, but didn't have any spare inventory slots to carry it. I thought my only option was to ditch healing items and hope I didn't take a bullet. I then realized that two of my magazines were each half spent, so I took the bullets out of one, loaded them into the other, and dropped the empty mag with the remaining ammo to make room for the silencer. That whole time I was a sitting duck.
Getting good at that kind of inventory tetris is very satisfying. I'm starting to recognize most of the hundreds of possible items with just a glance, knowing their purpose and, more importantly, their value—an equation that becomes a lot more complicated when I'm not simply appraising whether one gun is better than the other. I never thought I'd see the day where I'd give up a spare helmet because I found a graphics card, which fetches a considerable sum from other players or NPC vendors.
Below: With so many items to find, it's not always easy to tell what's the most valuable.


That's not even close to how absurdly detailed Tarkov's inventory system gets, though. Every one of the dozens of assault rifles, SMGs, and shotguns can be broken down into its constituent parts like gas tubes, dust covers, grisp, rails, sights, stocks, muzzle breaks—oh god, it's overwhelming. Keeping track of these pieces, their upgraded counterparts, what functions they serve, and what guns they're designed for is daunting, but I also love that Tarkov treats weapons as the highly complicated machines they are.
Tarkov turns every opportunity to loot something into an agonizingly slow series of tough decisions and it's great.

The attention to detail extends to how guns handle. Glancing at the control menu made my eyes glaze over the first time, but I've come to appreciate all the ways I can maneuver myself and my gun. The mouse wheel, for example, is used to control how fast I move and how much noise I make, but it can also be used to determine just how low I'm crouching so I can get that perfect angle over a piece of cover.
Because Tarkov doesn't give you an ammo counter like in most shooters, not counting your shots or looting guns and magazines is risky until you take the time to count each bullet using your inventory screen. Fortunately, I can press a button to have my character eject the magazine and weigh it, giving me an approximation of how full it is. One time I looted a shotgun just as I heard footsteps behind me. With just a split second to react, I pressed the button to glance in the chamber, saw there was a round, and blasted my would-be ambusher.
While I'm aware of Escape From Tarkov's reputation for unstable netcode and frequent lag spikes, my experience so far has been smooth—especially when I think back to the glitchy nightmare of DayZ's pre-release state. Aside from a few crashes while loading into a map (I was always able to reconnect and get back into the raid), I haven't encountered many bugs, which is promising.
Below: Managing your stash can be time-intensive, but it's satisfying to own so much loot.

Field surgery 

As if Tarkov wasn't complicated enough, its health system is just as modular as its guns. Like Fallout 4, each limb has its own set of health points. Taking damage might fracture a limb or cause blood loss, requiring bandages or a splint to fix. If a limb's health is reduced to zero (it only takes a shot or two with most guns) all sorts of nasty effects will begin to hinder your combat effectiveness. Lose a leg and you'll have to limp to extraction. Get hit in the torso and your character will begin wheezing, giving away your position. When these complicated systems like inventory management and health start to overlap in the midst of a firefight is how Escape From Tarkov's obsession for detail and realism create brilliant moments of tension.
During a recent Scav run, I was dismayed to realize my only weapon was a Saiga-9, a semi-automatic SMG designed for "shooting sports and plinking"—which can be roughly translated to mean fucking worthless. Still, I forged on and came across nearly 100,000 rubles worth of gear and made it to my extraction site.
Below: Being severely wounded makes you a loud and very easy target.I just wish Tarkov had in-game voice communication (it's an upcoming feature) because I love the idea of diffusing a stand-off with some hasty diplomacy.
Just when I was a dozen or so meters away, a player ambushed me from around a corner and we both unleashed hell. Miraculously I survived, though I was severely wounded. Taking cover behind a shed, I was able to patch up the bleeding in my leg but I was dangerously low on health. I went over to my victim and looted his body and laughed when I discovered he was also cursed with a Saiga-9. 
Taking what I could, including an expensive piece of armor, I rounded a corner only to find another player staring straight at me from across the road. We exchanged fire as I turned for cover, but in that brief moment I'd taken nearly fatal damage. My leg and stomach had been torn to bits, leaving me with a nasty limp, a loud cough. I quickly popped a painkiller to fight the tremors and reduce my wheezing.
Backing away from my second attacker, I tried to flank around the wall separating us in desperate hope I might get the angle on them, but they weren't there. Unsure of what to do, I pushed forward into a bush and went prone. So badly damaged and with so much good loot, my only hope was that this other player was as startled by me as I was of him and also didn't want to continue the fight. Laying in the bushes, I swapped out my body armor to the new one I had looted, dragging over magazines and spare ammo into the chest pouches. Then I waited.
Below: Firefights happen fast. I only won this one because my enemy ended up having a wildly inaccurate AK-74u.

That kind of limp across the finish line doesn't feel possible in other battle royales where elimination, not escape, is the only objective. I just wish Tarkov had in-game voice communication (it's an upcoming feature) because I love the idea of diffusing a stand-off with some hasty diplomacy. But even in its unfinished state, Tarkov unearths a new vein of potential for online shooters.
Five agonizing minutes went by and the time limit on the raid was almost up. It was time to run—or limp—for it. Getting up, I stumbled across the barren parking lot to my extraction zone. The 60 seconds it took were so stressful my actual stomach hurt too, but I was too sluggish to take a safer route. I still can't believe I made it out alive.