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What is the Best PPC/Gauss Sniper Build?

What is the best, most optimized, polished, and efficient PPC/Gauss sniper build in Mechwarrior Online?

Short Answer: this one!

Long Answer

PPCs and Gauss Rifles form a unique and powerful combination. High pin-point damage combined with an excellent range. Every chassis which has 2 energy hardpoints and which can equip a Gauss Rifle is theoretically able to use such a sniper build. However, if your Mech is not agile it can’t utilize the weapons. If you have low armor and/or an xl-engine, you will have no chance to withstand counter-sniper fire and LRM salvos. Using an assault Mech seems reasonable and all assault chassis (except the Awesome) have at least one variant which can realize such a sniper build. You don’t want to go too heavy though since you would be wasting tonnage which could be additional speed and manoeuvrability.

The Highlander 733C really is the best variant to build this thing. 40 Gauss Ammo to last you exactly as long as a 12vs12 match. Insanely high heat dissipation allowing you to fire constantly for 10 or more times. Other Mechs will overheat after their 3rd salvo, and you will be the grinning a*shole still blasting their shoulders, legs, and weapons apart. A single jump jet allows you to cross a chasm on Canyon Network and pop-tart effectively. Survivability is extremely high, as well, since you are rocking over 450 armor and using a standard engine. Most other sniper builds will use an xl-engine making them easy prey for you. All weapons are parked on one side of your Mech, allowing you to sneak around corners and using your naked arm as a simple shield. Together with the jump jets you should be able to spread the damage across your whole chassis very easily, allowing you to live more than twice as long as your opponents.

The 733C Highlander Sniper build is used by multiple top tier players, amongst which is the infamous Kaffeangst of Hell’s Black Aces. He scored a first place in all but one tournament so far. Check out his twitch.tv stream and see this build live in action.

If you do not own a Highlander 733C, you can still work with the following builds. They are not that much worse. They are just not as perfect as the 733C. There are also several other variants which can be used to build sniper builds, for example the Cataphract 3D. Here are three more builds for comparison and reference: Dragon Slayer, Misery, and Highlander 732.

The Dragon Slayer sacrifices heat efficiency for mobility. The Victor Hero Mech is much more fragile and uses an xl-engine, making your Mech susceptible to carefully placed shots at your shoulders. If you are looking for a decent Dragon Slayer build, this one is not recommended, since it does not use both ballistic hard points. There are other more powerful builds out there which utilise AC/5s and other auto cannon calibre sizes to be more effective in competitive gaming. This build is just here for demonstrative reasons. After all, it is an effective PPC/Gauss Sniper Build.

Misery, Stalker Hero Mech, suffered a lot from the introduction of ghost heat. The Stalker has no jump jets and is not as agile as, for example, the Highlander. Although, the load-out is almost identical, the play-style is very different. You will have to move slower and more cautiously, acting from behind the front lines. Choose your positions and battles wisely, since you can not easily back out, once you have been spotted or overwhelmed. A good Misery sniper is always shooting, but never eating return fire.

The same load-out with a stronger engine and on a 732. This version of the sniper build plays very similar to the 733C, however, it is not as heat efficient. This build is just here to illustrate a similar load-out, which trades heat efficiency for slightly increased agility. Of course, one can also turn the Heavy Metal, Highlander Hero Mech, into such a sniper. If you own multiple Highlanders or are thinking about getting a new variant, I definitely recommend the 733C.

Conclusion

After all is said and done, the 733C comes out at the top as the sole winner in the contest for the best PPC/Gauss sniper build in Mechwarrior Online. Especially, if you are a skilled pilot and know how to pop-tart, the proposed version here does not hinder you and let’s you do all the nasty stuff you always dreamt about.

Be sure to check out Kaffeangst’s Stream. He plays almost daily in small groups and a lot of 12vs12.

If you would like to read more about the mechanics behind these builds check out the Alpha Strike, Firepower, and DPS Guide or the excellent guide on the new ghost heat system (explained without any math!).


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Heat Penalty Explained Simply (with Optimal Weapons Table)

MWO Heat Penalties Comprehensive Guide

A few patches ago, a heat penalty system was introduced to Mechwarrior Online. It generates ghost heat, if a pilot fires a certain amount of the same type of weapons at the same time. The problem is: there is no explanation for this mechanic in the game. You will have to read through a lot of forum entries and do a crap-ton of calculations and experimentation to figure out, how many of which weapons can be used. This guide will provide you with a simple table from which you can see immediately if your desired weapon group is a good idea or not. At the end of this post will be a list with other resources, links, and references which you can read if you want to go more in-depth.

Heat Penalty Easy Table

The following table provides a clean and easy overview of how many weapons you can fire at the same time. The symbols will give you an idea about the heat penalties without overwhelming you with numbers and formulas. Here is how you read the table:

MWO Green Weapon Group - Heat PenaltyNo heat penalty – A green tick means that you can fire this many weapons without any penalty.

 

MWO Yellow Weapon Group - Heat PenaltyLow heat penalty – A yellow plus means, that there is already a ghost heat penalty when firing this many weapons. If your build is reasonably heat efficient, you can use this many weapons in special cases. However, you will sacrifice additional heat generation for more fire power. Experiment with these amounts of weapons and if you find yourself running too hot, remove the weapon.

MWO Red Weapon Group - Heat PenaltyExtreme heat penalty / Have to use Chain fire - A red cross means that you should never ever fire this many weapons of that group at once. If you do, you will generate so much heat that the additional weapon is not worth firing at all. If you still want to use that many weapons, be sure to wait .5 seconds before firing the next one. Setting such weapon groups to chain fire (default hotkey BACKSPACE) can greatly help while playing. If you click a chain fire group once, it will only fire the currently outlined weapon. Wait .5 seconds and then click again. This way, you won’t have to deal with a lot of unnecessary weapon groups. Dual AC/20 builds are an example for this.

Linked Groups – All weapons in a linked group will share their maximum alpha heat penalty. If you fire a mixture of weapons from a group (for example PPCs and ER PPCs) at the same time, you will still receive a heat penalty. In such a case, sum up all weapons and look at the icons in the group’s row for reference. For example, if you use 2 ER Large Lasers and 2 Large Lasers, check the 4th entry of LRG LS Linked Group.

Weapons which do not appear in the table have no alpha strike heat penalty and can thus be used at will in any amount.

 MWO Heat Penalty Easy Table mwo-builds.net

Examples from the Table

2x SRM2 + 2x SRM4 – SRM2s and SRM4s are not in a linked group. 2x SRM2 is green, and 2xSRM4 is green, as well. No heat penalty when firing these 4 weapons at the same time.

2x Large Laser + 1x Large Pulse Laser – Large Lasers and Large Pulse Lasers are in a linked group. In total 2+1=3 weapons. Look at the 3rd entry for Large Laser Linked Group: orange. It could work out, but is not recommended.

Interesting Links, Resources, and References

If you want to check out the mechanics and actual numbers on a more in-depth level, you might want to have a look at the following resources.


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MWO August 20th Patch Notes Summary – 3rd Person View, Medium Quirks, Kintaro

Mechwarrior Online Patch Notes 08/20/2013

Here is a quick summary of all the important things you need to know about the MWO patch, August 20th 2013.

  • 3rd Person View is now in the game. It can be toggled by pressing F4.
  • Kintaro is now available for c-bills.
  • New Champion Mech: Catapult A1(C).
  • Weapon buffs: LBX-10, UltraAC/5, StreamSRM2.
  • Weapon nerfs: Machine Gun, AC2.
  • Medium Mechs now have unique boosts and quirks, making them more agile.
  • In Conquest, the losing team gets less c-bills for acquired resources.
  • Lava patches in Terra Therma are more dangerous.
  • Many places where you could get stuck in River City and Terra Therma have been fixed.

I like the weapon changes a lot. The AC/2 nerf is no biggie, it was more of a timing problem. The increased quirks for Medium Mechs are also nice. The Blackjack, Centurion, Cicada, Hunchback, Kintaro, and Trebuchet are way too rare on the battlefield nowadays. They can now pitch their torsos further, have increased twist speeds and some may even fit a larger engine.


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Official Patch Notes for Reference

Open Beta Update #24

Upcoming Patch – Tuesday August 20th @ 10AM – 1PM PDT

Patch Number: 1.2.139

Change Log

UPDATE

Greetings MechWarriors,

Wow another patch notes intro! I hope I never stop writing these and I hope you never stop reading.

Lots happening in the the world of MWO so first a little recap

- The Launch Event was announced if you can make it we hope to see you there.
– Phoenix Variants were revealed and the Loyalty program is unlocking bonus content adding more and more value.
– Sarah’s Jenner donation drive is over and It raised a lo...

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Hunchback 4G and 4H AC/20 Brawler

Hunchback 4G/4H AC/20 Working Brawler Guide

MWO Hunbchback 4G 4H AC/20 Brawler Guides

The Hunchback is a very cool chassis. However, many people don’t like it (or struggle while playing), because the hunch, the Hunchback’s signature side torso is such a vulnerable part. The hunch usually holds most of the important weapons and will always be focused down by enemies. This Hunchback brawler guide will show you how to make your hunch less vulnerable enabling a skilled pilot to dish out unseen amounts of damage. The build is centered around an AC/20 and is complemented by lasers. The Hunchback brawler load-out is brought to you by Reslin and was posted in the mwo-builds.net looking-for-builds thread in the official forums. Reslin also wrote a more in-depth guide about several Hunchback variants. Check them out and give him a thumbs up.

MWO Hunchback

View Hunchback 4G 4H Brawler Builds Online at mwo.smurfy-net.de

Because it is one of the most crucial things about this Hunchback brawler build, I want to point it out first: Pay close attention to the armor allocation on the builds! The hunch has only 2 rear armor and everything else on the front side. Such a distribution will greatly increase your effectiveness on the battlefield. The hunch’s rear torso will almost never get hit, thus, most points of armor should be at the front.

A similar load-out can be done with the HBK-4H, as well. This particular version of the Hunchback brawler build utilises the additional energy slots in the hunch. If you don’t like the reduced range of the small lasers, just go with the 4G build above. However, the small lasers increase the maximum possible alpha strike slightly.

Misery Hybrid Build Playstyle and Hints

  • Pay close attention to the armor allocation on the load-outs. If you are off by only a few points, it will greatly diminish your survivability on the battlefield.
  • Always stay in motion. If you stand still or overheat, you are toast.
  • If you are eating damage and can’t easily return fire, turn your upper torso to protect it and head for cover.
  • Your AC/20 is your main weapon. Try to always hit perfect shots on cooldown. If you are unsure that you can place your shot, don’t shoot.
  • Try to focus all lasers on the same component to incapacitate and down enemies fast.
  • Weapon grouping hints for first load-out: 1) AC/20 2) All Lasers.
  • Weapon grouping hints for second load-out: 1) AC/20 2) All Medium Lasers 3) All Lasers.
  • Do not use arm-lock with this build. It might help newer players to optimise pinpoint damage, but you are wasting a lot of the Hunchbacks’s excellent agility and run-by abilities.

Link to original Author

 

The builds in this Hunchback guide were kindly provided by Reslin. He also wrote a more in-depth guide about the Hunchback chassis. Check it out and drop him a like.


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If you know of an excellent build, resource, or guide, submit it and maybe it will be featured on mwo-builds.net and seen by thousands of players. You can submit builds by sending us an e-mail, post it in the official looking-for-builds thread, or send us a private message via the official forums. You can also submit guides and builds via Facebook or Twitter (see below). Join hundreds of other Mechwarrior enthusiasts and like us on Facebook and follow us on Twitter. Receive the latest guides and the best MWO builds directly to your favourite social platform!

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Alpha Strike, Fire Power, and DPS Explained

What is Alpha Strike, Fire Power, and Damage Per Second?

This guide will explain the important difference between fire power and damage per second. There are a lot of misconceptions about these terms. Many people consider only one of many values or give them no thought at all. The truth, in my humble opinion, is that different weapons excel at different jobs. Somehow, all these three terms refer to the damage of a Mech. On the other hand, their importance is often distorted by players, and they are mixed up frequently. The following short explanations will shed some light on the confusion.

mwo-catapault-epl-502

Alpha Strike

An Alpha Strike in Mechwarrior Online is the act of firing all your weapons at the same time. Since the matches in MWO favoured (and in part still favours) bursty builds, this term became very popular. If all weapons on a Mech are very similar, it makes sense to fire them in one huge Alpha Strike. Those builds play very boringly, but can be insanely effective. Popular examples include the Splat-Cat (Catapult stuffed with SRMs) or PPC boats.

Fire Power

This term is one of the stats shown in the in-game mechlab. The number is the theoretical maximum damage dealt by an Alpha Strike with his Mech. Theoretical, because there are several things you have to consider when analyzing this value: If the Mech was weapons with different effective ranges, you won’t be able to fire all of them at the same time. If the chassis has weapons with very different aiming mechanisms, then you probably won’t hit all your weapons on the same target in the same salvo (for example, Lasers need you to stay on target; a Gauss Rifle requires the pilot to lead but hit only one bullet). In addition, the fire power value does not take into consideration how heat efficient a build is or how much ammo is available for all weapons.
Fire Power alone does not make for a very good indicator of how good a build really is. However, if most weapons (or all of the most powerful ones) have similar ranges, than fire power can be an indicator of how bursty a build is. For random PUG games, it is nice to have at least some burst potential. Numbers will change with patches, but at the moment the following rough outline can help with judging these numbers:

  • 0-30  No relevant burst potential. Probably a lighter Mech with a very sane armament.
  • 30-50  Some burst potential. Many builds, which are not centered around powerful Alpha Strikes, will probably be in this range.
  • 50-60  Above the average firepower. Usually found on Heavy and Assault Mechs. A well placed hit will cause serious problems.
  • 60+  Insane burst potential. Splat-Cats, Assault SRM+AC/20 brawlers and outdated PPC boats fall into this category. One direct hit and you are toast!

Fire Power Explained

Damage Per Second (DPS) and Sustained DPS

Most people think that they understand what damage per second is and what exactly it means. In my experience as a gamer, this is only partially true...

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MWO August 6th Patch Notes Summary – 12vs12, First Victory of the Day, New Hero Mech

Mechwarrior Online Patch Notes 08/06/2013

Here is a quick summary of all the important things you need to know about the MWO patch, August 6th 2013.

  • 12 vs 12 players game mode is now live!
  • First victory of the day grants double experience for each variant.
  • Weapon Buffs: Large Pulse Laser, Medium Pulse Laser, ER Large Laser.
  • Weapon Nerfs: ERPPC and PPC (more heat).
  • Control points in Assault and Conquest game mode now require more time to be captured.
  • New Hero Mech: Golden Boy (Kintaro, 55t).
  • Scoring critical hits will deal additional damage to the exposed component, as well (more MGs!).


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Official Original Patch Notes

Today is patch day – but not just any patch day. Today brings us 12 versus 12 matches! To celebrate, we present to you this video, created by merc corp Bravo Whisky Charlie.

 Many of you have been in the 12 versus 12 test matches, now it’s live for everyone! So go out there, and enjoy!

We’ll see you on the battlefield, twenty-four at a time.

Cheers,
The MechWarrior Online Team

 PATCHNOTES:
Greetings MechWarrior!

I just wrote you folks a week ago but I can’t get enough of you! And you can’t get enough of me right? Anyway I am here to say; ”This patch is Legen … wait for it … dar...

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MWO Patch Notes July 30th Summary – New Map, more Heat Penalties and Seismic Nerf

Click here for August 20th Patch Notes <

MWO Patch Notes July 30th Summary/TLDR

New MWO Map: Terra Therma

If you don’t have the time to read through all the extensive patch notes or simply prefer a more condensed style, here are the MWO July 30th patch notes’ most important points:

  • New Map: Terra Therma (check out video below)
  • Seismic Sensor ranges nerfed to 180m/250m (down from 200m/400m)
  • ERPPCs and PPCs are now treated as a group when calculating heat penalties. They will share their max alpha limit.
  • Same goes for the following groups: LRM20+LRM15+LRM10, LL+ERLL+LPL, and SRM6+SRM4.
  • Small area-of-effect buffs to Artillery and Air Strike consumables.
  • Various performance improvements and bug fixes.

If you would like to learn more about the ghost heat, check out this guide: MWO Heat Penalty System explained without formulas

Terra Therma Map Reveal Video

Terra Therma is the newest addition to the Mechwarrior Online map pool. It features vast valleys of black rock and glowing lava flows. The map has a relative high environmental heat level (the video suggests a heat level even slightly higher than Caustic Valley). There are also some bridges and a central installation which should make for interesting battles.

Trouble watching the video? Click here.


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If you know of an excellent build, resource, or guide, submit it and maybe it will be featured on mwo-builds.net and seen by thousands of players. You can submit builds by sending us an e-mail, post it in the official looking-for-builds thread, or send us a private message via the official forums. You can also submit guides and builds via Facebook or Twitter (see below). Join hundreds of other Mechwarrior enthusiasts and like us on Facebook and follow us on Twitter. Receive the latest guides and the best MWO builds directly to your favourite social platform!

Official Original Patch Notes

Source

Open Beta Update #22

Upcoming Patch – Tuesday July 30th @ 10AM – 1PM PDT

Patch Number: 1.2.233

Change Log

UPDATE

Greetings, MechWarriors.

What is this? A third patch in July? Madness!

First off, we want to acknowledge the amazing work the community is doing with the Sarah Jenner! We knew you were a caring community but these results are exceeding our expectations and for that we truly thank you.

It’s summer and things are heating up around here with the release of our latest map Terra Therma. Lava is hot! So read the Patch notes for a full description...

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Atlas D-DC SRM Close Quarter Carnage Builds

How to Build the most efficient Atlas D-DC SRM + AC/20 Brawler Loadouts

MWO Best Atlas DDC Close Quarter Build Foreword

Everybody enjoys the Atlas D-DC. Everybody loves SRMs! Everybody craves for AC/20s. Everybody likes to have an ECM installed. Everybody wants to be on top of the score board. Well, maybe not everybody but most players will admit that most of these things are excellent toys to have fun with in Mechwarrior Online. I have a fair share of Atlas piloting experience myself and tried various builds. I also receive regular input from clan mates and real-life friends who pilot D-DCs themselves.

For a regular full guide, the author would rant on about how you must balance ammo position and tonnage. Armor on legs and engine size, etc etc. Not here. We played Atlas AS7-D-DCs for weeks and have come up with two of the most excellent builds. These builds are focussed on head-on close quarter combat. Long range weapons and PPCs are for sissies. Real pilots bring an AC/20 to the SRM brawl. 100t of death will ensure you eternal glory on the battlefield and the death curses of your enemies in the weeks to come.

View Atlas DDC Brawler Build Online at mwo.smurfy-net.de

We have come up with two very similar builds. The first one is faster, has more armor and an AMS installed. The second one skips on the defensive part in order to utilise bigger SRMs with more heat sinks. Thus, the second build runs a little bit slower and is more vulnerable, but has a slightly higher alpha strike and more sustained dps. Which of the two builds you’ll use is completely up to you. If you are a new to the game or the assault chassis in general, I personally recommend going with version #1. If you are already an experienced MWO player and know how to play, go with version #2.

Atlas D-DC Build version #1 – More Armor, better engine, and AMS

Atlas D-DC Build version #2 – Higher alpha strike, more sustained DPS.


If you want a more all-round build with more ranged weapons, but still stick with the D-DC and what makes it so strong, check out the Atlas D-DC juggernaut build guide.

Atlas DDC SRM Brawler Build Playstyle and Hints

  • Your side-torsos are your most vulnerable part. You won’t die if you take some hits, but there is a high chance your most valuable weapons will be critted and destroyed. If you can not shoot, but are being shot at, turn your upper torso sideways. Your arms are sturdy as hell, and you won’t miss them once they are gone.
  • If you are engaged in a brawl and running very hot, stop firing the medium lasers. Focus on perfectly hitting your AC/20 shots only. If the heat permits it, continue firing your SRMs.
  • Weapon grouping tips: 1) AC/20 2) Medium Lasers 3) SRM6s 4) All weapons. This is one possible way to configure your weapon groups. However, do not bother with chain firing or other combinations. The loadout is pretty straight forward, and you should have these four intuitive groups set for maximum efficiency in hectic situations.
  • Do not waste your SRM ammo on light Mechs. You will not hit them enough to make it worthwhile. Instead, use your medium lasers against their legs and fire AC/20 shots in their faces if you are sure you will hit them.

MWO Atlas DDC SRM Brawler Build Screenshots

MWO Atlas D-DC SRM4 BuildMWO Atlas D-DC SRM6 Build


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If you know of an excellent build, resource, or guide, submit it and maybe it will be featured on mwo-builds.net and seen by thousands of players. You can submit builds by sending us an e-mail, post it in the official looking-for-builds thread, or send us a private message via the official forums. You can also submit guides and builds via Facebook or Twitter (see below). Join hundreds of other Mechwarrior enthusiasts and like us on Facebook and follow us on Twitter. Receive the latest guides and the best MWO builds directly to your favourite social platform!

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Project Phoenix Mechs vs Standard Variants Art Leaked

Project Phoenix Mech Models and Textures Revealed

Over at Google+, some crafty community members found what seems like the Project Phoenix Mechs geometries. The four Project Phoenix Hero Mechs will have unique geometry and textures, as well, as a bonus to c-bills earned and loyalty points (which probably have something to do with the community warfare, but no details are known, yet). It remains to be seen if these textures are official, but at the moment, there is no evidence to indicate otherwise.

Also notice the small icons on the textures. Some of the say the corresponding Project Phoenix package name. If you are still unsure wether to buy the Project Phoenix package or not, check out this comprehensive MC calculation. You might also click through some of the links at the bottom of this post.

Until then, enjoy the sneak peak images. Click the images to view in high quality.

Locust Standard variant vs Locust Hero Mech

The Locust will be the smallest Mech of the project and the lightest Mech in all of Mechwarrior Online to date. It weighs only 20 tons and comes with multiple ballistic slots.

Project Phoenix Locust Hero Mech vs regular variant

Shadow Hawk Standard variant vs Shadow Hawk Hero Mech

The Shadow Hawk weighs 55 tons and features up to 3 ballistic slots combined with jump jets.

 

 

Project Phoenix Shadow Hawk Hero Mech vs regular variant

 

 

Thunderbolt Standard variant vs Thunderbolt Hero Mech

Thunderbolt is the heavy Mech of the package with 65 tons. The Mech has multiple ballistic, energy and missile hardpoints but no jump jets.

Project Phoenix Thunderbolt Hawk Hero Mech vs regular variant

 

Battlemaster Standard variant vs Battlemaster Hero Mech

The assault slot is filled by the Battlemaster. 85 tons of pure death. It lacks jump jets but has multiple hardpoints in each category making it a fearsome opponent.

 

Project Phoenix Battlemaster Hero Mech vs regular variant

 

Links to check out

Project Phoenix MC calculations – Click here to see if Project Phoenix is worth your hard earned money.

Official MWO Project Phoenix web page - Go here to buy your Project Phoenix package today.

Official MWO Project Phoenix forum post - Click here to join the discussion and hype in the official forums.


Get Connected!

If you know of an excellent build, resource, or guide, submit it and maybe it will be featured on mwo-builds.net and seen by thousands of players. You can submit builds by sending us an e-mail, post it in the official looking-for-builds thread, or send us a private message via the official forums. You can also submit guides and builds via Facebook or Twitter (see below). Join hundreds of other Mechwarrior enthusiasts and like us on Facebook and follow us on Twitter. Receive the latest guides and the best MWO builds directly to your favourite social platform!

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