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Fox Gaden
Immortal Guides
977
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Posted - 2013.09.13 12:45:00 -
[31] - Quote
xAckie, I get your point and fully agree that most suits should fit an armour repair. In the Armour Tanking section I include the following:
Quote:(Having at least one Armour Repair is actually common in most types of fits to regenerate the armour buffer on the suit, even if Armour is not the primary tanking style used.) Technically though I think an armour repair on a shield suit is a Hybrid fit. I will give some thought to editing the Shield Tanking section to mention why it is usually not advisable to use a pure Shield fit.
Having armour plate on a shield suit would be an Omni Tank fit.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
Reav Hannari
Red Rock Outriders
1282
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Posted - 2013.09.15 16:14:00 -
[32] - Quote
Excellent guide. I'd recommend all new recruits to read a few times. |
Meeko Fent
Seituoda Taskforce Command Caldari State
913
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Posted - 2013.09.15 17:20:00 -
[33] - Quote
I was going to scream COPYCAT, but this is a much more In depth guide to med Frames then mine.
Plas One. Have a Cookie. |
Scheneighnay McBob
Bojo's School of the Trades
3197
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Posted - 2013.09.15 17:28:00 -
[34] - Quote
What do you mean by frontline?
Shock? Support? Area-denial? Frontline marksman? |
Bojo The Mighty
Zanzibar Concept
1784
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Posted - 2013.09.15 19:38:00 -
[35] - Quote
Scheneighnay McBob wrote:What do you mean by frontline?
Shock? Support? Area-denial? Frontline marksman? It means your GI Joe, your Staple, your Expendable dudes. |
Fox Gaden
Immortal Guides
1000
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Posted - 2013.09.16 12:44:00 -
[36] - Quote
Scheneighnay McBob wrote:What do you mean by frontline?
Shock? Support? Area-denial? Frontline marksman? Yes, all of those. Medium frame suits in the main force on the front line.
Maybe not so much the Overwatch Snipers, Flankers, Tankers, Pilots, Infiltrators, and Hunters. Also, I did not go into some of the nuances which apply to Heavy suits and Scout suits. |
Quil Evrything
DUST University Ivy League
122
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Posted - 2013.09.17 00:19:00 -
[37] - Quote
Fox Gaden wrote:xAckie, I get your point and fully agree that most suits should fit an armour repair.
You might want to be explicit by saying something like, "it's a good idea to put an armor repairer on any frontline suit, except perhaps if you are participating in a squad with reliable medics"
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Tebu Gan
CrimeWave Syndicate
93
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Posted - 2013.09.19 19:35:00 -
[38] - Quote
You are awesome, lot of good information! And I mean a lot. |
Shattered Mirage
Intara Direct Action Caldari State
280
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Posted - 2013.09.19 21:10:00 -
[39] - Quote
Fox Gaden wrote:If anyone knows how to make a link that does not just open a new window, please let me know.
It can't be done unless its a link to another page on the forum. Also, great work with these guides! |
Fox Gaden
Immortal Guides
1556
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Posted - 2013.11.11 23:19:00 -
[40] - Quote
I updated the GÇ£How to kill a HeavyGÇ¥ section to cover how crouching effects Heavies and what you should do about it. Using tactics against Heavies might be important someday if the the AR ever gets nerfed. |
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Fox Gaden
Immortal Guides
2426
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Posted - 2013.12.17 13:43:00 -
[41] - Quote
Updated descriptions for Rail Rifle and Combat Rifle.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
Immortal Guides
2426
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Posted - 2014.02.06 19:51:00 -
[42] - Quote
Updated the Magsec SMG and Ion Pistol sections. Added the Bolt Pistol.
Fox Gaden: DUST Wall of Fame, 2014
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CCP Logibro
C C P C C P Alliance
9096
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Posted - 2014.08.19 17:57:00 -
[43] - Quote
Unlocked at OP Request
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Foehammerr
OSG Planetary Operations Covert Intervention
26
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Posted - 2014.08.22 05:55:00 -
[44] - Quote
With hot fix Charlie having buffed the assault suits, I believe there should be a part about rep tanking. I'd be willing to divulge more information if needed.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Fox Gaden
Immortal Guides
4076
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Posted - 2014.08.22 11:34:00 -
[45] - Quote
Thanks Logibro.
I updated the "How to kill a Heavy" section to cover the new Burst HMG.
Foehammerr, you are right. Between the Armor Repair Module buff a while back and the HP buff on the Assault suits, Rep tanking is probably a very effective approach now. I would appreciate your perspective on Assault suit rep tanking. I have mostly been playing Sentinels recently, mostly rep tank Sentinels actually, so I have not had a chance to try this on an Assault suit yet. I am also not skilled into Gallente or Amarr Assault, so your input would be very helpful.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Foehammerr
OSG Planetary Operations Covert Intervention
26
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Posted - 2014.08.23 07:01:00 -
[46] - Quote
While rep tanking is technically armor tank, it also falls under hybrid and speed, as well as gang fit, but this is dependent on how you fit your suit. Rep tanking is also a bit of a higher level concept due to its reliance on moderate to high level SP as well as player skill to get the best results. The primary module is having armor repair modules in all the lows or reactive plates at the very least if you aren't skilled in repair modules (though it works better with pure reps in my opinion). Because you don't have very high ehp, with this fit having a good reaction time with armor and sheild upgrades skills as well as biotics as high as possible is a must. With all the lows taken, this leaves two options: damage mods, or if you can fit them, shield extenders. Using shield extenders potentially gives you a larger buffer than your base armor, allowing you a good amount of time to react as you can get killed pretty easily even at prototype if caught off guard. When engaging in combat you can easily tank through someone's damage, but to do so, you have to be moving quite a bit which is where the biotics skill come into play. Having that high sprint speed without kinetic catalyzers allows you to pull back and take cover for a second or two two regen fast and reengage while the other person is busy trying to get Shields. Straf is your friend in this situation as well. This fit is highly effective in places with lots of cover like Ashlands or the research facility where if done properly, you can take on two or more individuals at once (I personally did this against two HMG sentinels at once and succeed.) Personal ability to hip fire and knowledge on when to extend or pull back a also helpful as this fitting works great offensively in CQC. You can get a bit of effectiveness out of this in an Amarr Assault, but it work far more efficiently on a Gallentean Assault as the difference is a whole 10 armor a second which makes all the difference in this fit where how much you rep determines life or death. If you can't eliminate the target within 5 seconds and you're in an area with cover, drag the fight out. You don't have to rush in as you can last longer provided the other guy didn't bring friends.
If I didn't make this clear earlier, you can and often will get killed easily, especially if someone is bringing kinetic or explosives weapins with them. Weapons like the mass driver, ACR, ARR, shotgun, or hmg are your worst nightmare as they deal high DPS with a ROF higher than you can regen even at the highest levels so it's best not to be caught out in the open with one of these firing at you.
tl; dr: Dont do this until you have a high sp count and/or are confident in your CQB abilities as it is a difficult skill to master and you'll get blapped if you don't know what you are doing.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Jaselyn Cabellos
G0DS AM0NG MEN General Tso's Alliance
97
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Posted - 2014.09.15 01:47:00 -
[47] - Quote
Fox Guides
Empress of Caldari Rebellion.
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Espla El espia
Chatelain Rapid Response Gallente Federation
0
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Posted - 2014.09.18 06:35:00 -
[48] - Quote
Nice, my main is a little over 17mil SP and I had been putting in some painful hours trying to find out exactly how I was supposed to not die to people that I wanted to kill with a Minmatar Assault Suit (Adv.) which wasn't easy because I'd been used to long-duration cloaks (somehow my files were 'corrupt' for many months leading to a hiatus from the game) and insane shield regen on a Caldari Scout suit. [I did Min Scout before cloaks]
Now I'm a fairly dedicated Minmatar Assault user that goes positive KDA, and something I've found very useful borders on 'suppression' fire THEN you attack your (solo) enemy nearly all-out:
1. Always stay near cover. No excuses! 2. Eek out of cover to hit your enemy first for a few shots and duck back behind cover to do a quick reload. If you did it right, you probably weren't hit much at all. 3. Exit cover and FINISH HIM! ...or back off if he's proving to be a real challenge. Cook a grenade and walk around a corner for fun surprises.
Why does this work? Well, it's not terribly simple, but here's the gist- Your clip only has so much ammo in it, and chances are that your enemy might survive your clip through a combo of tank and inaccuracy. By essentially unloading a free portion of your clip onto your enemy, you have 'extended' that clip -- and if they tried to shoot you as they swerved around, you might catch them on the reload or at the very least with less ammo than they usually would have. Many enemies believe they can handle you if you're on the run, only to find an explosive device in their face.
Now, Espla isn't actually the character I play... I'm just too lazy to change e-mails and get a PW I remember for my main account (DUST 514 Name - Kibitt) and the fit I use is almost pure advanced gear, and it's borderline roleplay:
Adv Min Assault- Highs: Adv Extender x2, Basic Energizer Lows: Adv Plate, Adv Ferroscale, Adv Repairer Grenade: Flux (DIE SHIELDS, DIE... and you too, equipment!) Light Weapon: Combat Rifle (basic) Sidearm: Flaylock (adv.) <--- It's unwieldy, but rewarding. I have it for the insane burst potential. Equipment: Compact Nanite (my all-in-one refueling station)
I like the Minmatar suit for its speed and stamina, as well as the dual-tanking being pretty good. It doesn't take very long to repair all of your HP, but the shield depleted delay is pretty long. The extra clip ammo is amazing and often makes or breaks a kill.
I'm clawing my way up in the WP category, but it's not that easy to reach the top of the scoreboard when your competition pumps out WP for throwing down an uplink or some other utility function, and I have to risk my life to do anything... |
Fox Gaden
Immortal Guides
4275
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Posted - 2014.09.18 12:15:00 -
[49] - Quote
Espla El espia/Kibitt, your method would also be very effective against Burst HMG Sentinels who are common right now. You just have to be extra careful not to get hit on your initial attack before ducking back to cover. The idea is the get them to shoot while avoid being hit. If you can do this they will very quickly either overheat (defenceless for 5 seconds) or they will run out of ammo in their clip (6 to 8 seconds to reload). Getting them to overheat is better, as they canGÇÖt even switch to a sidearm. Just make sure you are watching for these vulnerabilities so you can take advantage of them.
I totally feel you on the trouble making WP. As a Sentinel I donGÇÖt even have an equipment slot, so most of my WP have to come from kills, and I keep doing stupid stuff like explaining to people how to kill me.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4275
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Posted - 2014.09.18 13:54:00 -
[50] - Quote
Rep Tanking (based on FoehammerrGÇÖs post):
The primary objective of Rep Tanking is to emulate a shield tanking fighting style using armor. Unlike the Armor Plate fits which use a brawling style relying on their massive hit point pool to outlast their opponents, the Rep Tanker uses a more skirmish style similar to the shield tanker where they disengage part way through the fight and duck behind cover to regenerate their health before reengaging. Rep Tankers prefer to drag the fight out, as the longer it lasts the more health you regenerate, and unlike Shield Tankers, your rep will not be interrupted by taking fire.
While rep tanking is technically armor tank, it also falls under hybrid and speed, as well as gang fit, but this is dependent on how you fit your suit. Rep tanking is also a bit of a higher level concept due to its reliance on moderate to high level SP as well as player skill to get the best results.
The primary module used are Armor Repair in all the lows. Reactive plates can be substituted to add a bit more tank, but this reduces your rep rate, which is a compromise since a rep fit requires a very high rep rate to be viable.
There is a threshold at which Rep Tanking becomes effective. That is the point where your armor repair rate is fast enough to make a difference when you take cover during a fight, rather than just acting to repair you between fights. However, the enemy will not leave you alone very long, so the faster you can repair the more successful you will be. Therefor it really is advisable to skill into Complex Armor Repair modules (proto).
With a Rep Tank fit there are two approaches you can take with your high slots:
- Damage Mods work very well if you flank or sneak up on the enemy unaware as you can use your increased damage to kill or severely wound them before you are forced into cover to repair. Even in a head to head fight, if you are a quick aim this can allow you to take a good chunk out of them before taking cover, which may make them slow to follow you.
- Shield Extenders give you more effective health, which gives you more time to work with before you have to disengage. The Shield Extender option works well if you like to taunt them into using up much of the ammo in their clip, as you can reload your own clip while you are behind cover, but they are less likely to reload if they feel exposed. If you can regen and come out with a full clip, you will often catch them in a reload cycle and have the advantage.
The weak point of a Rep Tank fit is its low health. You were more susceptible to high Alpha weapons such as Sniper Rifles and Shotguns, which means you donGÇÖt want to stand still if possible, and you want to be vigilant. Avoid using cover that is exposed to prime Sniper positions if possible. Also be very careful of high DPS weapons such as HMG and Assault Combat Rifles. With these weapons you will have to duck into cover much sooner, so be ready for that. Explosive weapons such as the Mass Driver will also be an issue.
It is important to have your shield and armor upgrade skills levelled up to get as much effective health as possible without using module slots for it. The biotics skill is also useful as the skill itself will increase your sprint speed and stamina, allowing you to get to cover more quickly.
When you are out in the open it is important to be in constant movement, strafing while in combat, or sprinting for cover. Try to stay as close to cover as possible, to minimize your time in the open. Sometimes in open maps you can use the terrain itself as cover, even crouching behind a small bump if nothing else is available. Generally Rep Tank works better in urban environments where there is lots of cover, so make sure you are good at close quarter combat (CQC),
Rep Tank will work on the Amarr Assault, but the Gallente Assault is the suit made for this style of play. The Gallente Assault can attain a full 10 HP/sec more repair rate than the Amarr Assault. Rep Tank fits can also work to various degrees on other Gallente and Amarr suit types, although play style is effected by the strengths and weaknesses of each suit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Foehammerr
OSG Planetary Operations Covert Intervention
53
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Posted - 2014.09.19 19:47:00 -
[51] - Quote
Fox Gaden wrote:Rep Tanking (based on FoehammerrGÇÖs post):
Definitely a lot cleaner presentation than my post. However, I noticed we both made the same mistake. When I was classifying the type of fit rep tanking was, I made a typo spelling Gank fit and spelled it as gang fit because of auto correct on my phone which you seem to have repeated. Other than that it is pretty good. Also, in the time since I posted that, I noticed that you can also add a kinetic catalyzer and it will be effective as well.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Fox Gaden
Immortal Guides
4286
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Posted - 2014.09.19 21:13:00 -
[52] - Quote
Foehammerr wrote:Fox Gaden wrote:Rep Tanking (based on FoehammerrGÇÖs post):
Definitely a lot cleaner presentation than my post. However, I noticed we both made the same mistake. When I was classifying the type of fit rep tanking was, I made a typo spelling Gank fit and spelled it as gang fit because of auto correct on my phone which you seem to have repeated. Other than that it is pretty good. Also, in the time since I posted that, I noticed that you can also add a kinetic catalyzer and it will be effective as well. I actually copied and pasted your post and stared editing it. That part was probably the only section that remained recognizable after I was done rearranging and rewording things. I was not sure what you meant by GÇ£gangGÇ¥ fits, but I assumed it meant for supporting the squad or something.
I have edited to read GÇ£gankGÇ¥ now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4743
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Posted - 2014.10.28 13:02:00 -
[53] - Quote
Updated the fitting section. There had been some comments about Amarr being evenly split between shield and armour tanking. This was changed a while back reflect the fact that Amarr are the primary armour tankers in EVE. I have updated the guide accordingly.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4743
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Posted - 2014.10.28 14:06:00 -
[54] - Quote
Old: When to Stick-em, and when to let em die
There is nothing more frustrating than being stood up by a Nanite Injection only to be killed before you even regain control of your clone. Except, possible, being killed in that really expensive Proto suit, and not having a medic around to revive you.
There is no point in sticking someone with your Nanite Injector if there isnGÇÖt a decent chance of them making it to cover. So your first responsibility is to secure the area. Identify what killed them, and eliminate that threat. Then stick them.
If they were taken out by a sniper you can try to shield them for a moment with your own body, although that may just end up getting you killed instead. Juking back and forth may throw off their aim. If you have a Heavy in your squad you might get them to block the shot, as they can tank multiple shots even from a Charged Sniper Rifle.
Reviving a teammate is a much higher priority in an Ambush match, or if there appears to be a risk of getting cloned out in a Skirmish or Domination. A revive can also be important if you are in a forward position without nearby spawn points, as letting a clone bleed out will weaken your force.
In a Skirmish or Domination match where getting cloned out does not appear to be likely there are times when a merc may prefer to bleed out rather than be revived. Respawning with a new clone will give that merc full health and full ammo. It may also give the merc a chance to change fits, in order to deal with particular threats such as snipers or vehicles. If there is a spawn point close by, a merc might get back into the fight faster by respawning that by being revived and having to wait to regenerate their shields. And, as stated before, no merc wants to be stood up just to get knocked down again.
So, before you start spamming your Nanite Injector, consider the following: - Is your patient likely to survive long enough to reach cover? - Is saving that clone a priority? - Is a revive going to get that merc back into the fight faster? - Is the merc calling for help?
When in doubt, try to revive the ones who call for help, but try not to get yourself killed doing it. One living merc (you) is better than two dead ones.
New: When to Stick-em, and when to let em die
Once upon a time a Medic was able to revive a patient whether the patient wanted to be revived or not, and during much of that time the Nanite Injector only restored armour, reviving the patient with no shields. It was quite common for incompetent or unscrupulous medics to revive patients in front of the same enemy who put them down the first time, only to be killed again before they had even gained full control of their clone. As you can imagine this was very frustrating for the patient, particularly if the medic did it repeatedly to farm war points.
But even after Patch 1.9 gave patients the right to die, restricting revives to only those who request them, there is still a responsibility on the part of the medic to determine the safety of the revive. Remember, the patient has a very limited field of view and may not be able to accurately assess the revival risk themselves. If the patient does not have a reasonable chance of surviving long enough to get to cover or get back into the fight, then it is irresponsible and unprofessional to attempt to revive them.
Ways to increase your patientGÇÖs chances for survival: -Eliminate the threat: Identify what killed the patient. If they were shot, find the shooter and kill them, or make them retreat. -Mitigate the threat: Make the shooter take cover. Return to laying down cover fire as soon as you finish performing the revive. -Blocking the threat: You can place yourself between your patient and the threat (if you are at full health), and strafe a bit to throw off the enemies aim. (This is risky.) If you have a Heavy in the squad you may get them to act as a meat shield until the patient is back on their feet. -Use better Nanite Injectors: Nanite Injectors restore the following health per tier: 30% at Militia/Standard (commonly called GÇ£dirty needlesGÇ¥), 50% at Advanced, 80% at Proto, and 100% for the best Factional Warfare Nanite Injectors.
Reviving a patient is a much higher priority in an Ambush match which is won or lost on clone count. It can also become a higher priority in Skirmish or Domination matches if your teamGÇÖs clone count is getting dangerously low. In these situations the threshold for acceptable risk to your patient is much higher, and one or two failed attempts might be acceptable if you can eventually save the clone. Conversely the threshold for acceptable risk for you is greatly reduced, as losing your own clone in a foolish attempt to save another will only hurt your team. For this reason, you should avoid blocking in these circumstances unless you believe you have a good chance of success.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4743
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Posted - 2014.10.28 14:35:00 -
[55] - Quote
Added a new section. (Yes, that's right. Even going around corners is more complicated than you thought it was.)
Going around Corners:
Normally you will stay close to the wall as you go around a corner, using it for cover. However, if you expect your opponent is using Remote Explosives or Nova Knives, it is better to swing wide when going around a corner. Walk/strafe in a circle where the corner is the centre of the circle and the radius of the circle is ~5m or more. This will keep you out of range of a Nova Knifer waiting for you to come around the corner, and should keep you far enough away so that you are only impacted by the outer edge of a Remote ExplosiveGÇÖs splash damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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