Trading Reviews

Auto Money App - Auto Money App Review Does It Work Or Is Scam ???

Auto Money App Review - What is Auto Money App ? Does Auto Money App is a genuine binary trading software or is a scam ? Read the complete review of the Auto Money App . Auto Money App is really a genuine product and is really beneficial and genuine for trading .
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Auto Money App - Auto Money App Review Truth Exposed !!!

Auto Money App Review - Read my complete review on Auto Money App. Auto Moneys App is really a nice product. Auto Money App will help you to earn money online by binary trading. Auto Money App is developed by renowned internet marketer. Auto Money App is not a waste nor a scam. Auto Money App is really highly recommended product...
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Bitcoin for Beginners

Bitcoin for Beginners is a subreddit for new users to ask Bitcoin related questions. **Do not respond to strangers direct messaging you, as over 99% of these people are Scammers.** This subreddit allows open discussion where peer review occurs. /BitcoinBeginners is not for posting new websites, memes, faucets, affiliate links, news, concern trolling, blog articles, or promoting altcoins and ICOs. **Bitcoin related Questions only** No url shorteners (auto spam)
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Need input on the Square trade warranty for AUTO parts. Is it worth it? Have you had to use it? Not much information/reviews available on their auto parts warranty side of business.

HELP! Basically I've done some looking in my hometown for used/rebuilt transmissions and they are all out of my price range considering the actual part and the price of labor. I have found one online from a eBay seller with 100% ratings. 90 day warranty blah blah..for $949. But I wanted to know if anyone has had any experience buying the square trade extended 1yr warranty? It's an additional $142. I've dealt with square trade before on electronics and it's been a smooth experience. But I've never purchased one for something like car parts. Has anyone else here purchased and HAD TO USE the square trade warranty for auto parts.. like engines and transmissions?
submitted by 1inthepink to Autos [link] [comments]

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot?

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot? submitted by ososru to Bitcoin4free [link] [comments]

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot?

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot? submitted by Hellterskelt to bitcoin_is_dead [link] [comments]

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot?

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot? submitted by Rufflenator to 3bitcoins [link] [comments]

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot?

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot? submitted by ososru to Bitcoin4free [link] [comments]

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot?

FAP Turbo Review – Is it Still the Best Auto Forex Trading Robot? submitted by Rufflenator to 3bitcoins [link] [comments]

Auto Trading Security Level Info for Fox Trading Review

As A premium users/investors how would you be doing auto trades through exchanges APIs - what i want to understand what level of security will be emended into the API to protect users account on exchanges. for example will the bot only execute buy + sell orders - what type of access would you need for user accounts?
submitted by Crypto7866 to CryptocurrencyICO [link] [comments]

BinBot Pro Review: Profitable Auto Trading or a Scam?

BinBot Pro Review: Profitable Auto Trading or a Scam? submitted by Evileeina to u/Evileeina [link] [comments]

@BloombergQuint: IndianOpen #BQLive - August auto sales: A review - Stocks to watch, F&O cues - Trading strategies & more https://t.co/gB0BIwPxg6

@BloombergQuint: IndianOpen #BQLive - August auto sales: A review - Stocks to watch, F&O cues - Trading strategies & more https://t.co/gB0BIwPxg6 submitted by -en- to newsbotMARKET [link] [comments]

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot!

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot! submitted by treasuregnome to CryptoMarkets [link] [comments]

[uncensored-r/btc] Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot!

The following post by treasuregnome is being replicated because some comments within the post(but not the post itself) have been openly removed.
The original post can be found(in censored form) at this link:
np.reddit.com/ btc/comments/7rfriy
The original post's content was as follows:
https://www.youtube.com/watch?v=PbdRoN2Zvj4
submitted by censorship_notifier to noncensored_bitcoin [link] [comments]

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot!

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot! submitted by BitcoinAllBot to BitcoinAll [link] [comments]

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot!

submitted by BitcoinAllBot to BitcoinAllTV [link] [comments]

1G Profit System Honest Review | Binary Options Auto Trading

submitted by CakeFace43 to Option_Traders [link] [comments]

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot!

Profit Trailer Review - New Bitcoin Trading Bot - Best Auto Trading Bot - Better than Gunbot! submitted by treasuregnome to btc [link] [comments]

Hexabot Review: New Bitcoin Auto-Trading Bot and Ad-Free Faucet

11/1 UPDATE: My first payday write up to show proof of payment https://hexabotreview.com/payday-does-hexabot-really-pay-out-what-it-promises/
10/29 UPDATE: New review site up to document my progress and experience https://hexabotreview.com
I'd like to share with everyone an interesting, newly released coin auto-trading bot called Hexabot. The developer behind the auto-trading bot is from the UK called Peter Shepherd (Hexabot Crypto Trading LTD). While the code is not open source, the bot is open for all to try. They are giving out free 0.0001btc as a newcomer welcome bonus just for registering a free account (no investment or deposit required). They also have a free AD-FREE daily bitcoin faucet (If anything, just use its nice faucet for free bit - screenshots below). In fact, the entire site looks super clean, modern, and is completely AD-FREE (surprising, huh?)
For those that don't want to read my detailed, initial review below, you can check out the platform directly here.
The reason I wrote this post is to...
  1. Ask: has anyone here heard of this bot and/or the dev/company behind this bot?
  2. Share my initial experience actually swing trading with 0.0005btc on this bot.
Whois shows the domain hexabot.top was registered on 9/8/2017.
In short, the bot pays hourly compounded interest and currently has three modes depending on how you want to trade:
Bot Trading Modes
They have three auto-trading bot modes to choose from with different ROI's:
  1. Scalp Trading Bot: 2.0-2.3% ROI daily[/li]
  2. Technical Trading Bot: 7.1-8.2% ROI per 3 days[/li]
  3. Swing Trading Bot: 22.1-24.1% ROI per 7 days[/li]
See screenshot of the trading modes here.
How does it work?
  1. Deposit your funds (Bitcoin and Litecoins currently accepted; 0.005btc was my minimum required deposit)
  2. Choose one of the modes. You can only have one mode on at any given time. 0.005btc was the minimum required deposit for me.
  3. That's it. It's an "Auto-trader" after all.
I personally deposited 0.005btc (the minimum) from my Coinbase account to test out the swing trading mode. I will report to everyone how the results go later...
Other Cool Features
Sounds too good to be true? What are the risks?
While everything sounds spectacular, I am partly skeptical the ROI can be always so high and/or consistent. No investment exists without risk - no "bot" can win 100%. Furthermore, can this be an amazing scam or Ponzi scheme? Only time will tell. At least its faucets are risk free... On the other hand, I do know auto-trading bots do exist and can be profitable.
What do you all think?
Once again here's the link with my affiliate id if you want to check out Hexabot for yourself (or at least grab the free bitcoin):
http://hexabot.top/?r=infinitybit
Cheers and stay awesome!
submitted by fulltimejetsetter to BitcoinBot [link] [comments]

The real reasons why the OP is so strong / How to play around the current meta.

The real reasons why the OP is so strong / How to play around the current meta.

Why the operator is still broken post-nerf

Hey guys, this is Twix, the most unecessarily analytical Valorant coach on reddit, back with another guide. I am a previously competitive CS player and top 1% aim trainer grinder with numerous achievements across multiple FPS games, that focuses mainly on the mechanical components of coaching in FPS games ( previously CS & Apex, currently Valorant). I have covered pretty much every fundamental aspect of the game, both mechanics-wise and gamesense-wise in my previous posts ( which are pinned on my profile so feel free to check them out :D), and I was conflicted in terms of what topic to cover next. Due to numerous people in my discord server requesting for this topic to be covered and the amount of people I hear / see complain about it daily, I chose to discuss the current state of the OP meta. If you enjoy my content and want to see more of it, or you're interested in private coaching, make sure to join my discord server https://discord.gg/6ZYVZ6x where you'll find a friendly and helpful community oriented towards improving in FPS games and in-depth pricing details / reviews of the services I offer. Feel free to follow my twitter account twitter.com/Twix_v2 also linked at the end of this post, if you want to receive aim-training / valorant related updates from me. Hope you enjoy reading ( or not ) through this post!

TOC:
  1. OP balancing issues / How these issues can be addressed
  2. How to play around the "OP meta" in Matchmaking
  3. Discord Server / Twitter links

The OP meta is a very clear problem in the game currently, especially in maps such as Ascent, as it allows for very little counterplay and holds a very low skill / risk requirement to pull the setup off effectively. This is especially evident in circumstances where a team is douple OP'ing, which can be extremely frustrating, especially against lower ELO players that don't know how to efficiently counter the strat. However, a lot of the people saying the OP should be nerfed fail to comprehend how complicated individually balancing the Operator in this game would be, as the issue stems from a lot of far more fundamental "faults" that the game suffers from. This post's main goal is to elaborate upon the real reasons that the Operator is currently such a strong / problematic weapon in matchmaking, and offer a few ways that this could be solved through updates, as well as how players can individually counter the weapon to make their matchmaking experience more pleasant.
Think about it this way, the "Operator" is the equivalent of the "AWP" in CS:GO both in terms of pricing and the role the weapon fills in a team's setup, yet in CS the AWP isn't a "game breaking" weapon by any means, and requires more mechanical skill to use efficiently. However, if you compare the AWP's weapon stats to the Operator's, you will very quickly come to realize that the AWP is better in every aspect. Literally. It has a higher fire-rate, more ammo per clip, better / faster innacuracy reset, you can crouch + move, etc. People need to realize that the reason the Operator is overpowered in the current meta isn't it's weapon stats, unfortunately.

The operator is currently overpowered due to three main reasons ( and an agent... ):

Map Design:


The Problem
The map design in Valorant differs quite vastly to that of CS, the amount of angles ( especially deep angles / 90 deg angles ) that you need to clear on each sector of a map, is far larger to that of CS, therefore holding angles with a one-shot weapon is inherently easier to do. There are also less objects that you can use in your direct environment to peek in a way that shields the majority of your body ( think of the angles you can hold on somethig like "A site" on Dust in CS:GO.

Example of player model exposure in an angle being held in CS
As opposed to counter-strike where there are many of these angles ( as seen above ) that you can hold while only a fraction of your player model is exposed, In Valorant, you need to full-body peek ( peek with the entirety of your player model exposed ) the majority of the angles you challenge / hold, which makes it far easier for an OP player to land shots on you. The fact that you need to full-body peek these angles also means that missing shots or being double peeked while using the Operator is much more punishing as well, however, this can be completely overlooked as a downside when the weapon is paired with Jett, something I'll elaborate upon further later down the post.
Another really big issue ( IMO ) In terms of how the map design in Valorant allows for one-shot weapons like the operator to be abused in matchmaking, is the fact that before the round even starts, you can set up in an angle where your sightline is directly looking into an area across the entire map where the enemy spawn barrier is located, meaning you can hold an angle as soon as the round starts where an enemy will be within the first 0.5 seconds into the round. Using CS:GO maps as comparison, the only angle you can hold in a similar manner would be mid doors in D2, but then again, hitting someone crossing through that narrow angle is not nearly as easy. Here is an example of what I mean in Valorant:

Green line = Spawn barrier location / Red line = OP LOS
As you can see in the image above, the defender playing bottom mid on Ascent can adjust in around 0.5 seconds as soon as the round starts, to get a guaranteed hold on anyone who pushes top mid post-spawn, what I mean by this is that the defender will be the first to hold the angle, and the attacker will have to actively peek the defender. This can be countered in plenty of ways, e.g. a Cypher cam top mid to scan mid, or a smoke to cut off the LOS ( Line of Sight ), however, it's an issue when the only way to counter an individual weapon is to fully rely on your team's utility usage. If you're a scrim / comp player this probably isn't an issue, but 99% of people play MM, and the majority of them solo / duo queue, meaning that relying on your team-synergy with strangers to counter an individual angle is completely inconsistent, especially in lower ELO games. For this specific issue, I think one way to fix it would be to re-adjust the spawn barrier locations in certain maps ( as done previously with split ) to even out the defender / attacker advantages.

The Solution
In terms of fixing issues that are directly related to the game's map structure / design, the necessary "patches" are much more difficult to implement. Maps take a lot of time & resources to design, and it would therefore be unrealistic to expect the dev team to fully rework the existing maps. However, the excessively problematic map sections can and should be reworked to result in a more balanced competitive structure. Similar to how the mid-section of split was reworked post-beta, the dev team should focus on doing the same with other maps, as we haven't seen any relevant changes since then.
If you're confused as to how the map structure is "problematic" in Valorant, here is a video by a map designer, analyzing the fundamental flaws in Valorant's general map design:
Valorant Map Design - Explained from a Map Creator's POV
I believe the main issue with Valorant's current map pool is a lack of community input / playtesting. Volcano is a great map creator, and gave us what is arguably one of the best CS maps of all time ( Cache ) and I'm definitely disappointed in the current state of the Valorant map pool. If there was a community workshop, or at least selective playtesting prior to the full release of these maps, I'm sure that a lot of the main aspects that people complain about could have been fully avoided.
Another adjustment that needs to be made on certain maps is the placement of the aforementioned spawn barriers / spawn protection. Calculating the exact timing from each barrier to x position is crucial to the decision making in terms of determining where exactly to place each barrier in order to avoid issues such as being able to hold OP angles as soon as the round starts without having to move more than a couple of steps.

Lack of universal utility:

The Problem
This is a pretty commonly overlooked issue, it's not a complicated concept to get behind but peoples' understanding of this is pretty misconstrued so I'd like to touch upon the subject briefly. As mentioned above, one of the biggest issues in solo queue MM is that yes, you can counter operator angles in theory, but that means that either you're forcing yourself to pick a smoker ( which may not be your role ) or you're forced to rely on your teammate's ability to properly use their utility to counter operator angles / LOS. I'm sure some will say "oh, but that's how the game is meant to be played", Yeah, in theory that's true, but in practice, the mass majority of people will not play off of eachother properly and a lot of the time such communication is extremely difficult if you're solo-queuing, even in higher ELO games.
When I make a negative statement in relation to the extremely large amount of deep angles that you need to clear in each section of a map in Valorant, or the ridiculously open, cross-map LOS that can be held with an operator, with my main point of reference being CS, a lot of players say it isn't a problem because you have "so much utility" in Valorant which is why they're different in structure to CS maps. I think the root of the misconception here is the fact that there's so many unique abilities, which creates the illusion that there's a much larger variety of utility than there really is, since the majority of abilities function in a way that overlaps with one another, e.g. Phoenix's curveball is very different ( both visually and mechanically ) than Breach's flashes, or Reyna / Omen's blinds, but they all have the same function, they blind / nearsight the enemy. Jett / Brimstone / Omen all have very "different" smoke abilities, but again, they all hold the same function.
In CS:GO, every single person on the team has the ability to carry a flash, a molly, a smoke, and / or an HE nade, even in combination, meaning you can have something like 10 flashes, 5 smokes, and 5 mollies in a single round on your team, but most importantly, every player has the utility necessary to counter one-shot weapons / people holding x angle, you don't need to rely on others to flash / smoke / molly areas for you.

Nade buy menu in CS:GO
The idea behind having character-bound abilities enforces team play, which isn't a bad concept in theory for a tactical shooter, however, when there's a weapon in the game which can be so heavily abused mainly due to the fact that necessary utility is player-bound. Here's a hypothetical scenario, you're playing ascent and everyone instalocks, you have no smokes, and the enemy team abuses mid with a double OP setup. The result? Not much room for counterplay. Again, people shouldn't be insta-locking duelists, but they will consistently do so, especially in lower ranks. You shouldn't have to be forced into situations where the outcome of your ability to hold a position is pre-determined by factors out of your control, e.g. people not picking smokers, or even worse, people picking smokers and not using their utility to block LOS.

The Solution
The solution to this problem could be quite tricky, obviously having utility be character-bound isn't going to ( and shouldn't ) be changed, as it's one of the aspects of Valorant that makes the game unique as a tac shooter. What can however be done to counter the issue that people come across often in terms of having horrible team comps that don't allow for the counter-play necessary to tackle the OP meta, especially in maps like Ascent, is to introduce a role cap. What I mean by this is e.g. introducing a sort of "filter" that doesn't allow for people to lock into more than say, 3 duelists. I don't believe there even needs to be a cap on any other role, as the issue of people not having smokes / CC on their team ( especially in lower elo ) stems from the fact that everyone wants to play a duelist. I have played on smurf accounts in low diamond in order to play with friends in duo / trio queue, and 50% of the time people would just instalock Reyna / Phoenix / Jett as soon as we loaded into the lobby.
It would also be nice to introduce some sort of feature to prevent instalocking in general. A good way to do this IMO would be to allow for a sort of "team discussion" period, maybe 15-20 seconds after everyone loads into the lobby, where people can "declare" the agent they want to play, this would be great in terms of keeping people from just spam-picking duelists in every low MMR lobby ( high MMR too, just not as often ). It would also be nice to allow for people to "trade" picks similar to how you can trade champions in league even after you have locked in your picks, I don't see any reason as to why players shouldn't be able to do this if they come to a last-minute mutual agreement with a teammate that they want to swap roles.


Player models & Movement:

The Problem
Finally, another aspect of the game which influences the extent to which the operator can be abused in the current meta, is the player model size ( hitbox ) and the restrictive movement. If you compare the hitbox in this game to that of any other tac fps, you'll quickly notice that the hitboxes in Valorant are quite larger than the rest of the games in the genre, what you'll also find, is that the movement in Valorant is much more restrictive.

Valorant / CS:GO Hitboxes
In Valorant, you accel / build momentum at a much slower pace than you would in any CS game, on top of that, bhopping doesn't allow you to gain momentum fluidly. All these factors, paired with the fact that you get significantly slowed after having been hit once, make it very difficult to engage in fluid movement sequences, in return making it very easy for players holding angles with an operator to land their shots on you. The mechanical cap is also much lower in terms of what you can do with your movement, in CS you can effectively "bait" sniper shots by jiggle peeking angles ( quickly counter-strafing an angle to get vision, only barely exposing your player model ), but in Valorant, due to the significantly slower momentum / accel it's impossible to do so efficiently.
There still are some neat tricks you can pull off with Valorant's movement system, e.g. the fact that you can bhop silently as long as you hit shift mid-air after your initial jump, and the surface you're moving on is inclined, which allows for some nice repositioning plays; The best example of this is probably silent bhopping on to the bike and then the wall in A lobby, peeking into A main on Ascent.
You can also circle / strafejump pretty effectively to gain vision or bait shots, although you need to know how to "air strafe" to do this properly. This isn't too difficult, it's just a combination of moving your mouse in sync with your player's directional movement, e.g. If I'm holding the "D" key, I'm simultaneously moving my mouse towards the right side of my screen. Here is a video of Dapr explaining it better than I ever could, as it's his signature move:
Sentinels Dapr - Jump peeking tutorial

The Solution
Clearly the game's movement system has been consciously designed to function this way, and similar to other mechanics in the game it allows for an even playing field between lower skill level and higher skill level players as the individual skillcap and therefore learning curve is far lower; Whether or not you enjoy this concept of a more "noob friendly" game or not is a matter of preference, I personally think lowering the skill ceiling like this just puts a hard cap on individual mechanics, which holds negative results in competitive play as the individual impact of players is "forced" to be closer to equal.
If I were to change the movement system, I would initially greatly decrease the delay in building momentum / increase the accel, so that jiggle peeking and counter-strafing were made more viable in the game. I think both of those mechanics are heavily skill based and shouldn't be restricted as heavily as they are in the current live build. The amount a player is slowed after being hit is a bit too high as well in the game's current state, however, if the accel / momentum changes were implemented, it wouldn't need to be adjusted.

Jett's Point & Click Adventure!

The Problem
This isn't going to be a lengthy topic, but I just wanted to address the blatant issue that is the Jett + Operator combo in MM. There is a very good reason why every lobby in higher ELO is dominated by Jett in terms of winrate & pickrate, it's not due to Jett's kit individually, it's due to Jett's potential when paired with an Operator, especially in maps like Ascent which allow you to hold long, open angles.
We briefly discussed earlier, how it's good in terms of OP counter-play, that the maps in this game force you to commit to full body peeks, and that getting hit while out in the open heavily punishes the player, well, you can ignore all of that just by picking Jett. People constantly talk about Jett saying "oh nerf her updraft, nerf her ult, nerf her smokes 7 seconds is too long!" but the glaringly blatant issue to me is her dash. Jett's dash allows for her to hold any position with the Operator, without having to worry about getting traded post-kill, or even getting caught out if she misses her shot because all she has to do is press "E" after shooting ( plus she gets her E back after 2 kills ). Jett's ability to reposition so freely, paired with her ability to set up in off-angles using her updraft, is what makes her so powerful in combination with the operator. Sure, Reyna can use her E to reposition as well, but 1) It's an extended animation 2) You actually need to kill someone to use it 3) You need to have LOS with the orb 4) You need to have your orb up to begin with ( needs to be bought / gained post-round ).

The Solution
The solution to this issue is pretty clear to me, Jett's "E" / Dash ability has to be nerfed, I don't exactly know how this would be best balanced, but I'm sure a team of full-time game developers that have loads of experience working on game balancing can come up with a reasonable adjustment; Regardless, I have a couple of ideas of my own.
My first "fix" would be to simply add a short delay, something like 0.25 / 0.5 seconds post-shooting where Jett can't use her dash before that. Even though a 1/4 of a second time-frame is extremely short, it's still enough for a decent player to punish Jett before she can freely deny the trade.
My second idea for a "fix" would be to limit Jett's dash usage to the direction she's facing. This would make it much more mechanically challenging to reposition after shooting, and is very similar to my first suggestion as this change also effectively adds a short delay pre-dash, as players will require a short amount of time to adjust their aim to the direction they want to dash towards.

ALSO RIOTGAMES FOR CHRIST'S SAKE, ADD A SCOPE / UNSCOPE / ZOOM SOUND EFFECT TO THE OPERATOR, THERE'S NO REASON WHATSOEVER THAT IT SHOULD BE 100% SILENT, WON'T EVEN GIVE THIS SUGGESTION THE TIME OF DAY IN TERMS OF DISCUSSING IT AS IT'S SOMETHING SO BLATANTLY EVIDENT THAT SHOULD HAVE BEEN FIXED AGES AGO...

How to play around the "OP meta" in Matchmaking


1) Picking the right team comp / making sure roles are being filled
Before we get into the mechanical aspect of playing against operators, we have to go through the basics, I mentioned before how especially at lower elo people will instalock duelists and ignore picking agents that offer team utility, or how people will be forced into picking omen / brim and just never utilize their smokes to cut off crucial LOS. Unfortunately, in the current state of the game, the only consistent way to counter this as an issue is to learn to play agents like Omen / Brimstone yourself, and make sure to avoid insta-locking in lobbies and fill the required "smoker" role when necessary. If you get into a lobby where 4 people just insta-lock duelists, honestly, just dodge the game. You're going to get a 3 minute cooldown if you haven't done it repeatedly and you lose 0 elo / mmr. You're sacrificing 3 minutes over an almost guaranteed loss, I think that's a pretty decent trade.
Example: You're playing Ascent and this is your team comp:
Scenario #1
Breach / Cypher / Omen / Jett / Sova = Solid team composition, high chance of winning if played correctly.
Scenario #2
Reyna / Phoenix / Jett / Raze / Breach = No viable smokes, very little team utility, very low chance of winning against a decently structured team, even if played well ( mechanically ).

2) Using your utility effectively
If you've gotten past the point of selecting the right agents for a solid team composition, all you need to do in order to minimize the effect of people abusing the Jett + Operator combo in MM, is to use your abilities efficiently. What this means is that depending on your agent, you will need to use your abilities to play around the enemy's OP player. If you're playing an agent that utilizes flash abilities, this means that you'll need to time your flashes efficiently with your pushes / peeks in order to actually have a chance of taking out the OP. Quick note on this, if you're playing Phoenix you want to be peeking right "behind" your flashes as soon as they pop, as the duration is very short and you want to make the most out of it before allowing enemies to reposition behind cover. If you're playing Reyna you want to wait a split-second before peeking with your "leer" ability as it only activates once it reaches it's designated range, as an alternative to this you can toss your leer out in odd positions to throw off your opponent's crosshair placement, in this instance you could peek with your blind. Keep in mind that while Breach and Phoenix can fully flash their opponents, Reyna and Omen's blinds instead cause a "near-sightedness" debuff, meaning affected players can still see you clearly when you're close enough
If you're playing a smoker your role in denying the enemy team of getting free Operator picks is even more directly important, especially if you're playing on maps like Ascent or Haven which have plenty of long and open angles to hold which are almost impossible to push without proper smoke placement. Here is an example of where Brimstone / Omen should be smoking on Ascent:

Green markings = Defender-side smokes / Red markings = Attacker-side smokes
The map above is marked according to the locations you should be using your Brimstone / Omen smokes in. Simply opening your clicking on the map and sending out those 2 smokes as soon as the round starts depending on the side you're playing, instantly lowers the chance of you dying to an Operator through mid immensely. Jett smokes aren't mentioned as they aren't meant to be / can't be used globally, and therefore are pretty useless for pre-round setups.

3) What to do if you aren't playing a smoker and your teammates aren't utilizing their abilities properly
If you're in the unfortunate scenario of having teammates filling the "smoker" role that aren't properly utilizing their abilities and the enemy team is abusing a double OP setup to maintain mid control every round, your only option is to play it safe. There's nothing wrong with holding angles and not peeking, in these scenarios the best you can do is play defensively, hold angles further back down mid ( or whichever position you're playing ) and simply not open yourself up to unecessary LOS. Don't forget that the Operator isn't strong due to it's stats, but due to the plethora of reasons we mentioned further up in the post. The reason I'm mentioning this is to say that you shouldn't be too scared of Operators pushing into you if you're holding a decent defensive angle, the operator isn't nearly as potent agressively, especially when having to clear close quarters angles. If you're still struggling to hold back OP players pushing through mid, make sure to set up a crossfire with your teammate that's nearest to you. What you don't want to be doing is giving up mid control, especially in Ascent, as it can lead to flanks and split pushes which are very difficult to hold off.
When playing against an OP and you want to push the player holding the angle, the worst thing you can do is slow-peek the angle. The biggest recurring issue I see in lower ranks, is players hastily slow-peeking angles that they know are being held by an Operator. You shouldn't be slow-peeking angles that you know players are holding to begin with, but especially not when the player holding the angle is using an OP. When peeking into an OP, make sure to use your utility ( flashes especially ) if available, and move into your peek / swing into the angle as fast as possible, otherwise you basically allow for a free kill. Another way to counter OPs is to simply buy an OP yourself, which can definitely be effective especially in lower ELO where you can't rely on your team's util usage, here you have to be weary of spawn barrier timing and who's able to get the first peek on to the other. e.g. You shouldn't be dry peeking top mid into bottom mid in Ascent when you and the enemy both have OPs, as they'll be holding the angle before you have time to peek them.

Discord Server + Twitter Link

Discord Server =====> https://discord.gg/6ZYVZ6x
Twitter =====> https://twitter.com/Twix_v2
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[Video Games] The reboot that got rebooted: The rise and fall of DmC: Devil May Cry

Let's cut through the pre-amble:
What is Devil May Cry?
Devil May Cry is an action series developed and published by Japanese company Capcom, beginning with Devil May Cry 1 in 2001 for the Playstation 2 (Here's an advert showing it as part of Sony's holiday lineup that included landmark gaming titles such as Final Fantasy X, Grand Theft Auto 3, Metal Gear Solid 2 and... Baldur's Gate Dark Alliance). The game series began as a prototype build for Resident Evil 4 that had more of an overt action focus than the acclaimed horror franchise was known for. Rather than scrap the build, Capcom saw potential in the idea of a stylish action game, and gave director Hideki Kamiya permission to make it a full title.
Kamiya would involuntarily leave the series after DMC 1 as Capcom didn't ask him to work on DMC 2. Instead, a still-to-this-day unknown phantom director was put in charge of the game and he ran it into the ground. With less than half a year before DMC 2's 2003 release, Capcom brought in a new director to course-correct and get the game out for release: Hideaki Itsuno. In less than six months, Itsuno would rally the team, basically make the entire game, and create several features that would go on to become series staples, and while DMC 2 sold well, it was critically panned for being a very boring game. Itsuno, not wanting his reputation to be sullied, came back in 2005 with Devil May Cry 3, generally considered one of the greatest action games of all time. From here several core traits are instilled: chief among which being style meters that track the player's skill with combos and Dante having a style system that lets him use different movesets.
And it's in 2008 with the release of Devil May Cry 4, marking the series going multiplatform for the first time as it came out on the PS3 and Xbox 360, that this story really begins:
The build up to 2010
With DMC 4's release in 2008, Capcom set the sales expectation that the game would sell 1.8 million units by the end of the fiscal year. DMC 4 would sell two million units in under a month, but Capcom were a bit unimpressed. They were hoping that now that DMC was on a wider range of platforms that the sales would correspondingly go up, but instead the game just saw a modest increase over DMC 3. The cost of game development had also shot up in the new console generation, making Capcom more concerned about DMC4's sales just being fine, especially coming off of huge sales juggarnauts from 2007 such as Halo 3, Call of Duty Modern Warfare and Bioshock. (It doesn't help that DMC 4 had a very rushed development leading to the now infamous case of Dante's playable chapters just being Nero's but backwards)
Japan at the time was also in a weird place when it came to gaming. The mobile phone gaming market was about to take off, and the playerbase in Japan was already smaller than the worldwide market for obvious reasons. In the home regions, it was safer to look into handheld gaming, and while Capcom had dallied with the idea of a DMC game on the Playstation Portable (at one point considering a remake of the first game that reached in-game screenshots and box art that was quietly shelved for unknown reasons, alongside a prequel focusing on Dante's father Sparda), these ideas never left the ground. Seeing how Western markets were more traditionally concerned with console gaming at this time (and the success of the God of War franchise proved Action was a genre people wanted), Capcom's idea was simple:
Give their IPs to Western studios and let them take a crack at it, with the idea being their knowledge of what the West wants would let the games sell better. The results were mixed. The Bionic Commando reboot is nowadays more known for the twist of YOUR WIFE IS THE ROBOT ARM and only sold 27,000 units in a month, but Dead Rising did fairly well under a Capcom Vancouver branch until Dead Rising 4 happened and uh... kinda killed the series because it was awful.
Capcom eventually set their sights on giving the West a crack at DMC, leading to them eyeballing several studios. This worked out well for them in that Itsuno was also burnt out. After having spent five straight years on DMC and having redeemed its image after DMC 2, Itsuno was ready to take a break and make his dream game: Dragon's Dogma, a dark fantasy game that is very fun. It got a Netflix anime adaptation recently that is... not as fun. But while Itsuno was making Dragon's Dogma, Capcom had some time to spitball handing the series off. They eventually settled on Ninja Theory, an up and coming British team best known for Heavenly Sword (a very pretty game with mediocre action combat and a priority on storytelling), and Enslaved: Odyssey to the West (a modernisation of Journey to the West that was very pretty but priotizied story over gameplay). Rumors began to circulate in early 2010 that Ninja Theory had acquired the license and would be making a prequel focusing on Dante's early days, but it would only become clear at Tokyo Games Show that year when DmC: Devil May Cry* was formally announced.
And the fanbase collectively hated it.
(* Yes that does technically mean this reboot's name is Devil may Cry: Devil May Cry. I'm going to call it DmC from here to differentiate it from the core series)
The TGS Trailer
For those unaware of DMC, I should stress that by 2010, it had a reputation for a certain flair and theatics. Dante was known to be a goofball in cutscenes, taunting enemy demons and making a mockery of them. He has an entire cutscene in DMC 4 where he acts like he's on the stage of a theatre with how grandious he is. People liked Dante for this reason, he was a breath of fresh air in a time when most protagonists were stotic, gritty jerks who only talked in curse words and gravelly shouts. And his flowing white hair was also certainly iconic.
So here comes the new take on Dante, the West giving him a go and oh... hoo boy. There's no charisma, there's no panache. The trailer has no gameplay. Dante doesn't look like a trash talker, he looks like a meth addict. He's smoking, something the DMC 1 design documents said Dante would never do as (per Kamiya) smoking is uncool. His hair isn't even white!
Now let me be clear: I am not opposed to a new take on Dante. Certainly, the idea presented in the reveal trailer that Dante is imaging the demons he fights as an acute case of psychosis is an interesting idea, as it raises the question of whether or not the demons are real or if he's senselessly killing random people. But the execution would have had to be perfect, and opening with just a fancy trailer that had no signs of gameplay for an action franchise was not the right foot to start on.
What doesn't help was that the entire Western Capcom initiative was one pushed by a very controversial figure in gaming called Keiji Inafune, who would leave Capcom right after DmC's announcement in 2010. Inafune was the one most strongly advocating for the western development approach (Something Capcom were quick to stress in 2010 after his departure), but with his departure the movement had less steam. Inafune would go on to make Mighty Number 9, a Kickstarter that went miserably wrong on every turn and is usually seen as one of the most disappointing games of the 2010s.
I should also point out here: Dante's radically different design from the norm of the series was a mandate imposed by Capcom. Ninja Theory's original concept art for Dante was much more closer to his traditional design- white hair, red coat and all. But Capcom, and Itsuno especially, were adament that if Ninja Theory were going to be doing something new with the franchise, that they needed to go off the cuff- in Capcom's own words, "Go crazy."
The development
So Dante got a new color palette, a darker jacket and black hair. But at the time (this news only came out two years after the redesign was revealed), people didn't know about Capcom explicitly telling NT to go off the rails, and what they saw... was Ninja Theory going off the rails in the wrong way.
So from the word go, fans aren't happy. Fans are usually never happy but I mean they were unhappy. Chief Creative director for Ninja Theory Tameen Antionades said after the reveal: “The vitriol was immediate, aggressive and relentless for the next two years. Without a second of gameplay being shown, it had been written off as a disaster in the making.” Tameen would become the ball and chain around DmC's marketing, which is quite apparent in how Ninja Theory would dial back on his appearances as we get closer to the game's release. The backlash to the launch clearly surprised Ninja Theory and caught them off guard, with Tameen publically lashing out at the original fanbase for writing the game off or being unhappy at Dante's visual redesign. This would go on to dominiate the discussions about DmC for its pre-release cycle, as it became less about the game and more about the community and whether or not the response was justified (alongside in typical internet fashion, a few death threats being tossed around which apparently included a full metal song). No matter which side of it you lean on though, Tameen had habit of putting his foot in his mouth in regards to PR:
Capcom likely stepped in behind the scenes and encourged a few changes. Notably, Dante's design underwent a few shifts, including making him more muscular and rewriting portions of the game to give him a few more of Old!Dante's trademark quips. A few voice actor was also cast, named Tim Phillips... though NT wouldn't budge on the haircut as it was part of the story. The Dante psychosis/prisoner angle from the TGS trailer was also completely scrapped from the final product, having Dante instead be confirmed to be sane and fighting demons, not people. Even though Capcom had encouraged NT to go off the rails... money still reigns supreme and Capcom wanted to turn a profit. So closer to release, Capcom made a point of stressing that Itsuno and several other DMC veteran staff were supervising the combat system and offering guidance. Combat designer Rahni Tucker spoke positively of the exchanges she had with Itsuno:
While Capcom Japan kept a close eye on Ninja Theory’s work on DmC’s characters, story and world, its greatest focus was, naturally, on the game’s combat. Itsuno and other key personnel would visit the studio in Cambridge every few months to check in on its progress, Ninja Theory staff would often make the trip out to Japan, and in between those times there would be regular video conferences and daily email updates. All that communication helped to unify the two companies, despite a fundamental split between their approaches to game development: Ninja Theory liked to start with the visual design, and Capcom with the mechanics. Modestly, Itsuno admits he learned a lot from the collaboration; Tucker believes she picked up an awful lot more. “I learnt so much,” she says. “Itsuno would speak philosophically about how he approaches combat and enemy design. They build most of the player’s set of actions first, and then think about the things they can build to allow players to exploit particular elements of the system they’ve designed. They really put the emphasis of the baddie design back onto the player’s actions. It’s kind of obvious, but just the way that he spoke about it was inspiring, and it made a lot of sense to me.”
The damage however, was long done. Even with the post-TGS revisions, DmC was facing an uphill battle from the community, with a minority waiting to give it a try themselves before casting judgement, but the majority either being apathetic or downright hostile to the game, not helped by Tameen's attitude creating the idea that Ninja Theory inherently hated what made Devil May Cry good (again, keep in mind most players wouldn't learn that Capcom were pushing for the radical Dante changes until years post-release). Ultimately though, Capcom themselves are to blame for the choices that impacted DmC: Ninja Theory were only doing their jobs to the best of their abilities and for the most part many of the staff clearly loved getting to work on such a popular franchise and boosting their studio's name. It came down an unfortunate blend of Capcom misreading what people wanted from future projects, an attempt to appeal to a Western market that fell on its face, and a director unprepared for the mass backlash his product got.
Either way, the game finally came out in early 2013.
The game itself
Eh, it was OK.
DmC launched in March 2013 and got decent reviews on all platforms, getting a consistent 8/10 on all platforms on Metacritic. The PC port was especially praised for its sheer variety of features including an uncapped framerate. Critics quite liked it, praising the story and art direction, feeling it was a necessary step for the series to make the games somewhat easier to let newcomers in without facing as daunting a challenge as the games could be (I'm pretty sure learning how to fly a plane is easier than mastering Dante in Devil May Cry 4). Old Dante's most famous voice actor, Reuben Langdon, spoke on a podcast about the game and admitted that while he wasn't fond of the new Dante's characterisation, he applauded Ninja Theory's craftsmenship.
The fanbase were colder, even with the pre-release biases set aside (this wasn't helped by Platinum, helmed by several ex-DMC 1 developers including Kamiya, releasing Metal Gear Rising Revengeance also in 2013. Metal Gear Rising is a very good game that involves flipping giant robots and fighting a very actractive Brazillian man with a gun-sheath sword). The game's framerate on consoles was capped at 30FPS for technical reasons when all prior games ran at 60FPS. Dante had lost a lot of his mechanical complexity (including DMC 3 and 4's style system which offered Dante special abilities he could switch between such as more sword and gun combos, blocking and dodging) in favour of a more universal moveset. The Devil Trigger super mode was pretty lame and automatically knocked all enemies into the air, which people didn't like as it made most encounters too easy. Building up style was too easy and the game had no systems to stop you spamming the same combos over and over. The game's weapon system of angel/demon themed weapons included color-coded enemies that forced you to use the right gear or you'd be punished. There was no Turbo Mode, a feature in most games that automatically boosted the game's speed by 20% on average.
Ninja Theory still made a good action game, albeit one that needed a bit more refinement to reach its true potential. But the lack of several core features (or worse, poorly implemented iterations of said features) led to the fanbase adopting a term:
"It's a good game, but it's not a good Devil May Cry."
The fanbase were willing to concede to the good aspects of the game- especially in audiovisual aspects. Enemies now got a subtitle during their first appearance, weapons getting a slight glint when the player pauses to let them know they can launch a pause combo attack, the soundtrack was now dynamic and evolved up the higher your style rank got, alongside the killing blow at the end of a fight getting a cinematic camera angle. Ninja Theory's sense of style itself was something that impressed the Capcom team, as all of these aspects were modified and adopted into the mainline games come 2019. The game was also very beautiful in places, leaving the Gothic archetecture of the main games for a more European feel in Limbo City. Madrid in Spain and Genoa in Italy are clear influences on the archetecture, and the design team adapt them well in making Limbo a city that is itself a weapon trying to kill Dante through compressing alleyways, closing off paths or mocking him through writing on the walls, Splinter Cell Conviction style. Combichrist and Noisia's collaberations for the soundtrack were also praised between their licensed work and new music composed just for the game, especially the songs Never Surrender and Throat Full of Glass.
But for all the praise, reluctant or otherwise, that game got mechanically, the story that the critics had acclaimed as mature and a right step forward had few supporters among the playerbase. There's been a lot written and said about DmC's story so I'll cap off the highlights here:
The end was an OK game let down by a bad story. The tale of many a game. And unfortunately, partly thanks to the game just not being good enough for the DMC pedigree, DmC underperformed. Capcom initally hoped for 2 million units to be sold like DMC 4, but later quietly lowered their projections down to 1.2 million. Some rumors speculate that Capcom had to artifically boost the game's sale numbers by counting anyone who downloaded the game when it was for free as part of Playstation Plus in January 2014 (games that go on PS+ or Microsofft's Xbox Live Games with Gold service are usually games that are either selling so well they can take the hit, are past their lifespan and looking to reignite the playerbase, or did very badly and this is a last ditch effort to get interest into the game). While not speaking directly about DmC, Capcom spoke frankly in a financial report regarding their Western outsourcing, attributing the lack of success to a "delayed response to the expanding digital contents market," "insufficient coordination between the marketing and the game development divisions in overseas markets," and a "decline in quality due to excessive outsourcing". The long and the short of it was: DmC flopped commerically, failing to meet the sales of DMC 4 in the West (which remember was Capcom's entire reason for the reboot) when it was released on the exact same platforms, and the consoles had a larger install base due to five years having passed. For what it's worth, Itsuno himself support the game and approved of Ninja Theory's efforts, even saying he'd have been honored to work on a DmC Devil May Cry 2 had Capcom gone with that project.
Some post-launch support would follow, including DLC costumes based on concept art for Dante and several alt skins based on his DMC 1 and 3 appearances, Bloody Palace (basically a time trial gauntlet run) and a campaign focusing on Vergil that sets up a sequel hook which never gets followed up on.
Some Ninja Theory staffers didn't take the news well, especially as they knew that their reputation was going to take a large hit after DmC. Art director Alessandro Taini gave a GDC talk where he went on a weird rant involving editing DMC 4 Dante into stills from... Brokeback Mountain and Batman and Robin, while also saying reboot Dante was based on... Tyler Durden from Fight Club (for those who don't know Fight Club, you're not meant to agree with Tyler or find him a role model). Keep in mind that this is Taini basically shit-talking character designs he had no hand in making. In a hilaripus twist of irony, Dante would later in the series get a cowboy hat as a weapon. Revenge is a dish best served cold.
Capcom up to this point had been going back and forth on what DmC even was- was it a prequel, a reboot, an alternate universe? They seemed to change the answer every month. But after the game's failure to meet expectations commercially, they quietly settled on it being based on an alternate universe, as was confirmed in of all things, Donte appearing as a DLC alt skin for Dante in Marvel vs Capcom Infinite.
(While I'm on the topic of weird fighting game trivia, Donte actually also got a full fighting game appearance in the "classic," Playstation All Stars Battle Royale as an attempt to market DmC ahead of its release. Yes, Donte technically didn't even debut in his own game. This story is so weird to me! In the trailer he even fights the protagonist of previous Ninja Theory game Heavenly Sword)
In 2015, Capcom re-released the game for the new consoles as DmC: Devil May Cry: Definitive Edition. This was largely helmed by the Capcom team in Japan who modified the game to make it more in line with DMC's series standards of gameplay. And you know what? It's really good! Genuinely, it actually makes the game and takes it from "A good attempt" to "one of the best Western attempts at action games period." 60FPS on consoles, all DLC included, Turbo Mode was back, a new mode called Must Style where you have to get an S Rank in combos before your attacks do damage, all alongside an insanely detailed changelog penned by Rahni Tucker. The one downside? It never got released on PC for unsaid reasons, presumably that most of the new gameplay additions... were based on mods made by the PC fanbase. Mods you can no longer find as the site storing them has gone down.
However even with this, DmC would get sand in its eye one more time. In the same year, Capcom released a similar re-release of DMC 4 called Special Edition. It was far more bare bones than DmC: DE, only adding three new playable characters in Lady, Trish and MOTIVATION Man himself, Vergil. Despite the game only getting a physical release in Japan and being digital only here in the West (whereas DmC: DE got a full release), Capcom eventually said that DMC 4 SE obliterated the DE in sales, with Capcom specifically saying that 4SE's digital sales led to a better quarter in 2015 than they were anticipating. As of 2020 (due to Capcom counting their re-releases of games separately than the original release when it comes to sales), we know that DMC4SE has sold 1.5 million units, while DmC: DE sold 1.1 million.
However, ultimately, I'm very joyful to admit that everyone got a happy ending! No, literally, everyone came out of this for the better. Ninja Theory in 2017 would release Hellblade: Senua's Sacrifice, a critical and commerical darling made on a self-styled "AA" budget that was praised for its handling of mental health through the lens of its MC Senua. It made its budget back easily, they're now owned by Microsoft and they're currently working on a sequel called Senua's Saga: Hellblade 2. Capcom would bounce back from their slump in the Early 2010s, beginning in 2017 with the releases of Resident Evil 7, Monster Hunter World and a certain title I'll mention in a minute. They've been releasing hit after hit for the last four years and they have more on the horizon. And Itsuno, now having made Dragon's Dogma, came back raring to go with more Devil May Cry. Though there are some rumors by Dante's voice actor that he had to threaten to leave Capcom to get it, at E3 2018 as part of the Microsoft panel, Itsuno took to the stage and announced:
"DMC IS BACK!!!"
(Watching people react to this trailer and freaking out when they see it's DMC gives me so much serotonin)
Thanks for reading this... long disaster of a post. Have a good one, and remember to keep this party crazy. Let's rock. :)
Additional reading if you'd like more words on this reboot:
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NVIDIA RTX 30-Series – You Asked. We Answered

Below are the answers to the Q&A Thread we posted yesterday. All the answers below have also been posted back over in the Q&A thread to respond to the individuals. The purpose of this thread is to list all the questions that were answered so everyone can see it!

NVIDIA has also posted this Q&A Summary Article here

I'm posting on behalf of NV_Tim. Anything below is from him.

Q&A Answers

With the announcement of the RTX 30-Series we knew that you had questions.
The community hosted a Q&A on NVIDIA and invited eight of our top NVIDIA subject matter experts to answer questions from the community. While we could not answer all questions, we found the most common ones and our experts responded. Find the questions and answers below.
Be on the lookout for more community Q&As soon as we deep dive on our latest technologies and help to address your common questions.

RTX 30-Series

Why only 10 GB of memory for RTX 3080? How was that determined to be a sufficient number, when it is stagnant from the previous generation?
[Justin Walker] We’re constantly analyzing memory requirements of the latest games and regularly review with game developers to understand their memory needs for current and upcoming games. The goal of 3080 is to give you great performance at up to 4k resolution with all the settings maxed out at the best possible price.
In order to do this, you need a very powerful GPU with high speed memory and enough memory to meet the needs of the games. A few examples - if you look at Shadow of the Tomb Raider, Assassin’s Creed Odyssey, Metro Exodus, Wolfenstein Youngblood, Gears of War 5, Borderlands 3 and Red Dead Redemption 2 running on a 3080 at 4k with Max settings (including any applicable high res texture packs) and RTX On, when the game supports it, you get in the range of 60-100fps and use anywhere from 4GB to 6GB of memory.
Extra memory is always nice to have but it would increase the price of the graphics card, so we need to find the right balance.
When the slide says RTX 3070 is equal or faster than 2080 Ti, are we talking about traditional rasterization or DLSS/RT workloads? Very important if you could clear it up, since no traditional rasterization benchmarks were shown, only RT/DLSS supporting games.
[Justin Walker] We are talking about both. Games that only support traditional rasterization and games that support RTX (RT+DLSS).
Does Ampere support HDMI 2.1 with the full 48Gbps bandwidth?
[Qi Lin] Yes. The NVIDIA Ampere Architecture supports the highest HDMI 2.1 link rate of 12Gbs/lane across all 4 lanes, and supports Display Stream Compression (DSC) to be able to power up to 8K, 60Hz in HDR.
Could you elaborate a little on this doubling of CUDA cores? How does it affect the general architectures of the GPCs? How much of a challenge is it to keep all those FP32 units fed? What was done to ensure high occupancy?
[Tony Tamasi] One of the key design goals for the Ampere 30-series SM was to achieve twice the throughput for FP32 operations compared to the Turing SM. To accomplish this goal, the Ampere SM includes new datapath designs for FP32 and INT32 operations. One datapath in each partition consists of 16 FP32 CUDA Cores capable of executing 16 FP32 operations per clock. Another datapath consists of both 16 FP32 CUDA Cores and 16 INT32 Cores. As a result of this new design, each Ampere SM partition is capable of executing either 32 FP32 operations per clock, or 16 FP32 and 16 INT32 operations per clock. All four SM partitions combined can execute 128 FP32 operations per clock, which is double the FP32 rate of the Turing SM, or 64 FP32 and 64 INT32 operations per clock.
Doubling the processing speed for FP32 improves performance for a number of common graphics and compute operations and algorithms. Modern shader workloads typically have a mixture of FP32 arithmetic instructions such as FFMA, floating point additions (FADD), or floating point multiplications (FMUL), combined with simpler instructions such as integer adds for addressing and fetching data, floating point compare, or min/max for processing results, etc. Performance gains will vary at the shader and application level depending on the mix of instructions. Ray tracing denoising shaders are good examples that might benefit greatly from doubling FP32 throughput.
Doubling math throughput required doubling the data paths supporting it, which is why the Ampere SM also doubled the shared memory and L1 cache performance for the SM. (128 bytes/clock per Ampere SM versus 64 bytes/clock in Turing). Total L1 bandwidth for GeForce RTX 3080 is 219 GB/sec versus 116 GB/sec for GeForce RTX 2080 Super.
Like prior NVIDIA GPUs, Ampere is composed of Graphics Processing Clusters (GPCs), Texture Processing Clusters (TPCs), Streaming Multiprocessors (SMs), Raster Operators (ROPS), and memory controllers.
The GPC is the dominant high-level hardware block with all of the key graphics processing units residing inside the GPC. Each GPC includes a dedicated Raster Engine, and now also includes two ROP partitions (each partition containing eight ROP units), which is a new feature for NVIDIA Ampere Architecture GA10x GPUs. More details on the NVIDIA Ampere architecture can be found in NVIDIA’s Ampere Architecture White Paper, which will be published in the coming days.
Any idea if the dual airflow design is going to be messed up for inverted cases? More than previous designs? Seems like it would blow it down on the cpu. But the CPU cooler would still blow it out the case. Maybe it’s not so bad.
Second question. 10x quieter than the Titan for the 3090 is more or less quieter than a 2080 Super (Evga ultra fx for example)?
[Qi Lin] The new flow through cooling design will work great as long as chassis fans are configured to bring fresh air to the GPU, and then move the air that flows through the GPU out of the chassis. It does not matter if the chassis is inverted.
The Founders Edition RTX 3090 is quieter than both the Titan RTX and the Founders Edition RTX 2080 Super. We haven’t tested it against specific partner designs, but I think you’ll be impressed with what you hear… or rather, don’t hear. :-)
Will the 30 series cards be supporting 10bit 444 120fps ? Traditionally Nvidia consumer cards have only supported 8bit or 12bit output, and don’t do 10bit. The vast majority of hdr monitors/TVs on the market are 10bit.
[Qi Lin] The 30 series supports 10bit HDR. In fact, HDMI 2.1 can support up to [email protected] with 12bit HDR, and that covers 10bit HDR displays.
What breakthrough in tech let you guys massively jump to the 3xxx line from the 2xxx line? I knew it would be scary, but it's insane to think about how much more efficient and powerful these cards are. Can these cards handle 4k 144hz?
[Justin Walker] There were major breakthroughs in GPU architecture, process technology and memory technology to name just a few. An RTX 3080 is powerful enough to run certain games maxed out at 4k 144fps - Doom Eternal, Forza 4, Wolfenstein Youngblood to name a few. But others - Red Dead Redemption 2, Control, Borderlands 3 for example are closer to 4k 60fps with maxed out settings.
What kind of advancements can we expect from DLSS? Most people were expecting a DLSS 3.0, or, at the very least, something like DLSS 2.1. Are you going to keep improving DLSS and offer support for more games while maintaining the same version?
DLSS SDK 2.1 is out and it includes three updates:
- New ultra performance mode for 8K gaming. Delivers 8K gaming on GeForce RTX 3090 with a new 9x scaling option.
- VR support. DLSS is now supported for VR titles.
- Dynamic resolution support. The input buffer can change dimensions from frame to frame while the output size remains fixed. If the rendering engine supports dynamic resolution, DLSS can be used to perform the required upscale to the display resolution.
How bad would it be to run the 3080 off of a split connector instead of two separate cable. would it be potentially dangerous to the system if I’m not overclocking?
The recommendation is to run two individual cables. There’s a diagram here. https://www.nvidia.com/en-us/geforce/graphics-cards/30-series/rtx-3080/?nvmid=systemcomp

RTX IO

Could we see RTX IO coming to machine learning libraries such as Pytorch? This would be great for performance in real-time applications
[Tony Tamasi] NVIDIA delivered high-speed I/O solutions for a variety of data analytics platforms roughly a year ago with NVIDIA GPU DirectStorage. It provides for high-speed I/O between the GPU and storage, specifically for AI and HPC type applications and workloads. For more information please check out: https://developer.nvidia.com/blog/gpudirect-storage/
Does RTX IO allow use of SSD space as VRAM? Or am I completely misunderstanding?
[Tony Tamasi] RTX IO allows reading data from SSD’s at much higher speed than traditional methods, and allows the data to be stored and read in a compressed format by the GPU, for decompression and use by the GPU. It does not allow the SSD to replace frame buffer memory, but it allows the data from the SSD to get to the GPU, and GPU memory much faster, with much less CPU overhead.
Will there be a certain ssd speed requirement for RTX I/O?
[Tony Tamasi] There is no SSD speed requirement for RTX IO, but obviously, faster SSD’s such as the latest generation of Gen4 NVMe SSD’s will produce better results, meaning faster load times, and the ability for games to stream more data into the world dynamically. Some games may have minimum requirements for SSD performance in the future, but those would be determined by the game developers. RTX IO will accelerate SSD performance regardless of how fast it is, by reducing the CPU load required for I/O, and by enabling GPU-based decompression, allowing game assets to be stored in a compressed format and offloading potentially dozens of CPU cores from doing that work. Compression ratios are typically 2:1, so that would effectively amplify the read performance of any SSD by 2x.
Will the new GPUs and RTX IO work on Windows 7/8.1?
[Tony Tamasi] RTX 30-series GPUs are supported on Windows 7 and Windows 10, RTX IO is supported on Windows 10.
I am excited for the RTX I/O feature but I partially don't get how exactly it works? Let's say I have a NVMe SSD, a 3070 and the latest Nvidia drivers, do I just now have to wait for the windows update with the DirectStorage API to drop at some point next year and then I am done or is there more?
[Tony Tamasi] RTX IO and DirectStorage will require applications to support those features by incorporating the new API’s. Microsoft is targeting a developer preview of DirectStorage for Windows for game developers next year, and NVIDIA RTX gamers will be able to take advantage of RTX IO enhanced games as soon as they become available.

RTX Broadcast App

What is the scope of the "Nvidia Broadcast" program? Is it intended to replace current GFE/Shadowplay for local recordings too?
[Gerardo Delgado] NVIDIA Broadcast is a universal plugin app that enhances your microphone, speakers and camera with AI features such as noise reduction, virtual background, and auto frame. You basically select your devices as input, decide what AI effect to apply to them, and then NVIDIA Broadcast exposes virtual devices in your system that you can use with popular livestream, video chat, or video conference apps.
NVIDIA Broadcast does not record or stream video and is not a replacement for GFE/Shadowplay
Will there be any improvements to the RTX encoder in the Ampere series cards, similar to what we saw for the Turing Release? I did see info on the Broadcast software, but I'm thinking more along the lines of improvements in overall image quality at same bitrate.
[Jason Paul] For RTX 30 Series, we decided to focus improvements on the video decode side of things and added AV1 decode support. On the encode side, RTX 30 Series has the same great encoder as our RTX 20 Series GPU. We have also recently updated our NVIDIA Encoder SDK. In the coming months, livestream applications will be updating to this new version of the SDK, unlocking new performance options for streamers.
I would like to know more about the new NVENC -- were there any upgrades made to this technology in the 30 series? It seems to be the future of streaming, and for many it's the reason to buy nvidia card rather than any other.
[Gerardo Delgado] The GeForce RTX 30 Series leverages the same great hardware encoder as the GeForce RTX 20 Series. We have also recently updated our Video Codec SDK to version 10.0. In the coming months, applications will be updating to this new version of the SDK, unlocking new performance options.
Regarding AV1 decode, is that supported on 3xxx series cards other than the 3090? In fact can this question and dylan522p question on support level be merged into: What are the encode/decode features of Ampere and do these change based on which 3000 series card is bought?
[Gerardo Delgado] All of the GeForce RTX 30 Series GPUs that we announced today have the same encoding and decoding capabilities:
- They all feature the 7th Gen NVIDIA Encoder (the one that we released with the RTX 20 Series), which will use our newly released Video Codec SDK 10.0. This new SDK will be integrated in the coming months by the live streaming apps, unlocking new presets with more performance options.
- They all have the new 5th Gen NVIDIA Decoder, which enables AV1 hardware accelerated decode on GPU. AV1 consumes 50% less bandwidth and unlocks up to 8K HDR video playback without a big performance hit on your CPU.

NVIDIA Omniverse Machinima

How active is the developer support for Machinima? As it's cloud based, I'm assuming that the developers/publishers have to be involved for it to really take off (at least indirectly through modding community support or directly with asset access). Alongside this, what is the benefit of having it cloud based, short of purely desktop?
[Richard Kerris] We are actively working with game developers on support for Omniverse Machinima and will have more details to share along with public beta in October.
Omniverse Machinima can be run locally on a GeForce RTX desktop PC or in the cloud. The benefit of running Omniverse from the cloud is easier real-time collaboration across users.

NVIDIA Studio

Content creator here. Will these cards be compatible with GPU renderers like Octane/Arnold/Redshift/etc from launch? I know with previous generations, a new CUDA version coincided with the launch and made the cards inert for rendering until the 3rd-party software patched it in, but I'm wondering if I will be able to use these on launch day using existing CUDA software.
[Stanley Tack] A CUDA update will be needed for some renderers. We have been working closely with the major creative apps on these updates and expect the majority (hopefully all!) to be ready on the day these cards hit the shelves.

NVIDIA Reflex

Will Nvidia Reflex be a piece of hardware in new monitors or will it be a software that other nvidia gpus can use?
[Seth Schneider] NVIDIA Reflex is both. The NVIDIA Reflex Latency Analyzer is a revolutionary new addition to the G-SYNC Processor that enables end to end system latency measurement. Additionally, NVIDIA Reflex SDK is integrated into games and enables a Low Latency mode that can be used by GeForce GTX 900 GPUs and up to reduce system latency. Each of these features can be used independently.
Is NVIDIA Reflex just a rebranding of NVIDIA’s Ultra Low Latency mode in the NVIDIA Control Panel?
No, NVIDIA Reflex is different. Ultra Low Latency mode is a control panel option, whereas NVIDIA Reflex gets integrated by a game developer directly into the game. Through native game integration and enhanced algorithms, NVIDIA Reflex is much more effective in optimizing a game’s rendering pipeline for lowest latency.
See our Reflex article here to learn more: https://www.nvidia.com/en-us/geforce/news/reflex-low-latency-platform/
The Ultra Low Latency mode supported CS:GO and Rainbow Six:Siege, why doesn’t NVIDIA Reflex?
Unlike the NVIDIA Ultra Low Latency mode, NVIDIA Reflex provides an SDK that the developers must integrate. Having our technology directly in the game engine allows us to align game simulation and render work in a way that streamlines latency. We’ve currently announced support coming for top games including Fortnite, Valorant, Apex Legends, Call of Duty: Black Ops Cold War, Call of Duty: Modern Warfare, Call of Duty: Warzone, and Destiny 2. We look forward to adding as many titles as possible to our supported title list.
Does NVIDIA Reflex lower FPS performance to reduce latency?
The industry has long optimized for FPS, so much so that there have been massive latency trade-offs made to squeeze out every last 0.5% FPS improvement. NVIDIA Reflex takes a new look at optimizing the rendering pipeline for end to end system latency. While our research shows that latency is the key metric for aim precision and reaction speed, we understand FPS is still an important metric; so NVIDIA Reflex aims to reduce latency while maintaining FPS. In the majority of cases, Reflex can achieve latency reduction without any FPS impact. In a few cases, gamers may see small 0-2% FPS impacts alongside larger latency gains -- a good tradeoff for competitive games. Of course, Reflex is a setting in-game, so gamers can choose for themselves. Based on our testing though, we believe you’ll find little reason to ever play with it off.

PCIE Gen4

Will customers find a performance degradation on PCIE 3.0?
System performance is impacted by many factors and the impact varies between applications. The impact is typically less than a few percent going from a x16 PCIE 4.0 to x16 PCIE 3.0. CPU selection often has a larger impact on performance.We look forward to new platforms that can fully take advantage of Gen4 capabilities for potential performance increases.
submitted by Nestledrink to nvidia [link] [comments]

Blizzard fucked over a legitimate player.

Yesterday, I was falsely banned on my alt account. I created it about 3 months ago or so to assist with gold farming for consumables as well as summoning alts. Blizzard sent me a seemingly automated notice that i had been banned for "Abuse of the Economy". They said i was involved with trading for real world currency. The only things done by me that could even be remotely related are 1. Paying for boosts to 60 (However, I've been level 60 for nearly a month). or 2. Recently buying 2 ZG idols in a GDKP, both with in-game gold ONLY. Neither of these are against the rules AFAIK and can EASILY be proved with any amount of investigation into my logs/trades/ect. This character has been doing raids on resets as well as lots of Dire Maul. Farming mats are simply sold on the auction house and usually excess gold is sent to my main account for consumables. This account is basically a second main that has been raiding and even helps recruit for my guild.
📷https://gyazo.com/45ac96eca650876b36d8d170852753e5 This is the notice I received that my account was banned. It is seemingly an automated notice that states the closure was issued after a careful review of relevant evidence. This is simply UNTRUE as even a small amount of human review could determine the validity of this account. I have no knowledge of the account being compromised as I play on it everyday without issue, therefore i know there have been 0 infractions.
https://gyazo.com/0ca86b7b45265de44b5b17b2ee689deb This is the email I received after submitting a ticket. An almost identical response after apparently being "reviewed" by a Game Master. I find it very hard to believe any investigation was done. I have been made aware of ZERO evidence and I also know there is no "evidence". No "in depth details" can be provided except what was emailed according to Blizzard. However, as you can see in the first screenshot, ZERO in depth details were provided in the first email.
I am a very active member of my server. I was having a very fun time playing this account and I am depending on it being available for the release of Naxx. Classic is my first time playing WoW and this experience with Customer Support has been absolutely unacceptable in my eyes and I am extremely disappointed with the amount of effort put in by Customer Support. Unfortunately, I know real support often comes in the form of Social Media and I am hoping this post can gain traction in the effort a REAL PERSON reviews my account.
Thanks,
Desert/Deserted - Grobbulus
Edit: I am currently opening tickets and they are getting auto-denied and merged with the original appeals. I have yet to speak to an actual representative of Blizzard.
Edit 2: https://gyazo.com/a5460145fc125392f8f500e4c3e9d145 I've been UNBANNED. Thank you to all of those with helpful messages. It is unfortunate that so many people believe these false bans don't happen.
submitted by desertdudej to classicwow [link] [comments]

Definitive list of companies to support / re-consider / avoid (and reminder that a rifle in the hands of a socialist is a socialist rifle.)

EDIT: Thanks for all the feedback. So heads up this list was originally part of this AR-15 build guide spreadsheet, hence the frequent mentioning of that gun/platform and some arbitrary shout outs to specific AR-15 makers. (Ironically I'm primarily a shotgun guy at the moment.) So PLEASE look elsewhere if you are looking for recs devoid of any political consideration. The original intention was this as a disclaimer / FYI oriented list of companies with good, iffy, or straight-up bad Ppolitical affiliations/etc. as well as US made and/or unionized companies. It's been muddled with quality mostly apolitical budget-oriented recs as well. I am likely not listing many (like dozens if not hundreds) and I don't want to open a can of worms and end up listing general gun suggestions / lists. I might even par it down for that reason.
So that said I'll leave additional recs to the comments. Will edit and add any companies to overtly avoid for shitty politics/ownership and likewise will add any that are inclusive and/or liberal or left leaning. Thanks!
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The information below is aimed at informing gun enthusiasts with moral, ethical, and ideological reservations about certain supporting manufacturers. It lists reputable apolitical and professional manufacturers to consider, is then followed by disclaimers about other reputable manufacturers, then concluded with manufacturers to consider avoiding.
Full disclaimer: this effort stems from frequent and incessant debates and discussions I've seen among gun owners from center to far-left and from my own concerns personally as a leftist. That said if you are neither left-wing nor liberal but nonetheless want to support honest and sincere gun manufacturers this information is worth reviewing. This is not aimed at calling out any company with remotely right-wing political affiliation or leadership, that would be not just flippant and needless but absurdly futile. In fact the only ones I recommend to avoid have overtly engaged the following: pandered to destructive and vitriolic identity politics, bootlicked and idolized authoritarian entities and leaders, or in a few cases literally touted fascism and right-wing extremism. I would argue these are not mere red flags to myself or others on the left but more broadly sentiments that sincere conservatives and libertarians should also wholeheartedly condemn. It is my sincere belief that gun ownership rights are a not only universal right and a necessity for the working-class but also potentially a unifying ideological issue that will hopefully transcend contemporary politics. Fundamental respect for gun safety and handling and willingness to include all who want to be involved in legal and responsible gun ownership is common ground for anyone who believes in basic equality and freedom. Lastly, if you are still rolling your eyes, ready to list a litany of dismissive rants as one of those "better dead than red" edgelord dolts, than by all means F.O.A.D.
Manufacturers To Consider:
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Solid Companies in every regard: Much of this intel gathered from this helpful post on reddit from u/tanksuit who help spurred on this effort and also from this extensive Something Awful Thread. Further info gleaned from a private FB group I will not name. If anyone from there sees this, many thanks.
Windham Weaponry - Mostly lateral organizing, employees treated as collective owners (to clarify no indication they are literally collectively owned). Broke off from Bushmaster after Freedom Group buyout. Wide arrange of models. Fair pricing, great customer service and high quality (Kudos to tip-off via FB Group)
Rocket Armory - Arguably the only overtly liberal AR part manufacturer. Not quite leftist (I'd skip the LGO logo lower - elements of LGO have been adverse to leftists) but nonetheless an outspokenly progressive maker is a worth supporting IMO. Lowers and fixed mags only. Current stock shipping in mid-December 2020.
CMMG - Apolitical, high quality, and unionized. Good selection of various caliber platforms both complete, uppelower reciever packages, or stripped parts. Known for their 22LR conversion kits that provide affordable training option for AR platforms.
JP - Expensive but high quality, anecdotal stories of apolitical / non-CHUD atmosphere from employee that appears to be reflected in their PR.
Whiskin Tango Foxtrot (WTF Guns) - Gun building/customization business in Fort Worth, TX in process of acquiring machinery. Veteran owned and liberal friendly.
Liberal Gun Club Member Business - A list of firearm accessory businesses and not manufactures but nonetheless worth looking at to support liberal gun enthusiasts
Smith & Wesson - Mostly apolitical, huge company but American made and makes solid entry-level AR-15s
Cz-USA - US distro/importer of the venerable Czech manufacturer.
Atlantic Firearms - apolitical and reliable merchant and they are helpful with compliance guns for ban states
Ace High Armory - Small CLP maker, affliated/supporter of LGO (see above)
Off Color Decals / Dorner Tactical / Red Stone Creative / John Brown Armory / Space Dog Laika / Outcast Society / Flank Left / Sleep of Reason / PraxStudio / Cultivated Laser / JohnBrownFunClub / Left Queer & Sticky / LeftFist / LGO Store / fildiDesign / Slay Shop / Liberal Gun Club - Stickers, patches, etc. Lot to find on Redbubble as well.
John Brown Prints - Shirts and stickers, though specifically these proceeds go to BLM and bail funds
Others...There are far more smaller American AR-15 manufacturers of varying quality and pricing, consider smaller and local options as politics aside they are employing enthusiasts making firearms for fellow enthusiasts. Regarding quality: research forums and comment sections before you buy!
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Unionized:
Colt (UAW) - The original maker of AR-15s after they bought ArmaLite in 1964 and patent holder on design until 1977. Big law enforcement / military supplier. Good but arguably a redundant consideration now with so many AR-15 options.
Savage (IAM) - Mostly non-AR-15 style rifles like bolt action, hunting semi autos, competition, etc. Good and often affordable consideration for those platforms.
Unionized Non-AR makers>>> Browning - IAM, Douglas - IAM, Winchester - IAM, Remington - UMW (Bankruptcy impending and Navajo purchase fell through, post-Freedom Group quality dip after 2007)
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Solid but with disclaimers/caveats:
Aero Precision / Ballistic Advantage Barrels - Huge selection, affordable, well-touted and potentially the benchmark of non-gucci lower receivers. Not innocent, the tone deaf AF blurb for Rhodesia camo comes to mind, but otherwise less CHUD-y. Excellent "default" manufacturer to use for builds that are budget and mid-tier / entry level oriented.
Mid State Firearms - Great PSA alternative, far less knee-jerk and pandering. Offers discounted bundles and kits of cancelled orders, blemished but good parts, and "oddball" assortments. Read multiple testimonies of good customer service in response to any issues. Like Aero they aren't perfectly apolitical as they sell 3%er dust covers. Thanks for the tip datcatburd
KE Arms - Mostly solid and somewhat under the radar, competition quality oriented - collaborators in the WWSD 2020 rifle with InRangeTV's "What Would Stoner Do?" gun projects and InRangeTV is notably inclusive. Allegedly friendly staff but Russell Phagan, aka longtime SomethingAwful poster SinistralRifleman, was banned after relentlessly defending the Kenosha shooter. More FYI than anything, to be seen if it affects the WWSD collab with InRangeTV as he was a core part of that development.
Brownells - Well-regarded and has budget part options, owns a lot of AR-15 related ventures including AR15.com and family has major NRA ties and lobbying industry. Distro for InRangeTV + KE Arms What Would Stoner Do? WWSD 2020 AR-15. Again not perfect, they had a cringe-y fellowkids level nod to boogaloo shirts in a recent vid
Midway USA - Comparable to Brownells, lot of options, reliable vendor, etc. Some NRA connections but nothing crazy. More info here thanks to u/rocketboy2319
SGAmmo - not the only ammo supply company by any means but a solid bulk option with no BS apolitical tone.
Primary Arms - Another distro to consider, mostly because it's been keeping a lot of AR-15 parts in stock despite panic buying
Bravo Company USA [BCM] - Bit pricier but another solid and popular choice for upper tier ARs, had confederate battle flag engraving option. As u/mp8815 pointed out they are a great option for more serious milspec than Aero, PSA, etc.
Little Creek Trading - Distro/online store - lot of expensive / high end stuff but also good deals on lower recievers, parts, accessories, and built ARs. Pleasant website layout so worth browsing for ideas if nothing else. Sell affordable slings.
Sig Sauer- 75% +/- US made, reactionary "US anthem" anti-kneel BS commemorative models but fairly tame jingoism in context
Ruger - Excellent guns including the classic 10/22 and various other models, some have US components and assembly, well-regarded starter AR-15, major NRA donor (interestingly and ironically the late Rugar was outspoken about magazine limitations)
Glock - Universally know and solid handgun maker, USA distro / service is well regarded. Gaston Glock allegedly a right-wing donor in Austria but from his coffer. Note: Polymer80 guns are an option for anyone wanting to build their own Glock style handgun.
LaRue Tactical - Expensive but well-regarded and established, their triggers (MBT-2S esp.) are well touted and affordable ($80) upgrades over milspec; FYI they send gimmicky overt right-wing bumper stickers with orders and the owner is cozy with right-wing and GOP leaders.
Geissele makes well regarded triggers and parts but owner is allegedly tyrannical, work environment is rough and has high turnover.
BCG options: Toolcraft and Cryptic Coatings offer affordable options and appear fairly apolitical.
Primary Arms - Affordable scope options, some stereotypical law enforcement pandering but that's the case with most peers.
Daniel Defense - Update: previously reputable and touted brand but according to this previous indication of good worker environment are unfortunately obsolete. QC is allegedly slipping and ownership attitude has become negative and toxic. On the flipside recent buyers report satisfactory quality and originally I had read the work environment was unusually inclusive. Maybe opt for different high end brand? Jury's out TBH. Still likely a solid choice quality wise but keep an eye out for them.
Springfield Armory / Rock River Arms- Decent but FYI some shady legislative lobbying efforts heads via this post disregard, they've since left IFMA
Sons of Liberty Gun Works - Tip off here about one of it's owners, Mike Mihalski, being unhinged in the past - assaulting his mother and numerous threats against cops actually doing their job that were then brushed off by law enforcement superiors he was friendly with, DUIs and public intoxication at a hotel while armed (albeit he cooperated) Update: Mike has apparently been sober and straight for awhile, more a disclaimer to be aware of. It's otherwise a solid manufacturer akin to other mil-spec AR makers.
Trijicon - continues practice of subtle but cringe-y bible verses inscribed on products that spurred a military contract controversy, actually well-regarded optics though arguably getting too expensive compared to alternative options
Del-Ton - PSA alternative and alternative to cheap "iffy brands" with more notorious QC issues - def more entry-level and milspec but generally good reviews - consider if budget is a major factor
Radical (see more below) - Allegedly better but QC issues in the past...(see details below)
Ammo Supply Warehouse - good selection, pricing and service but FYI their logo on their main page has fucking SS totenkopfs on it. That said the also obliged a customer request to sing the Soviet anthem while packing their order, so perhaps they use the iconography naively and flippantly and not as a dogwhistle.
Palmetto State Armory (see more below) - *Only listed because of historically affordable parts, products, and supplies, though this is arguable. Hit or miss customer service, including customer info leaks and inadvertent doxxing customers. Most notably one of the worst offenders in cranking out right-wing and jingoist bullshit ~ MAGA drooling, ID politics crap, etc. More on this under "Reconsider" List
Others...Many, many others out there but like anything else you can easily drop a lot of money seeking out "the best," >>> mediocre rifle in the hands of a qualified shooter is a better than a high-end rifle in the hands of a inexperienced shooter.
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American Made not yet mentioned:
Mossberg - Factories in Connecticut and Texas. Not sure 100% if MMR is US made. At least one model is Turkish made (SA20), and the Maverick 88 has Mexican made parts that are assembled in Eagle Pass, TX. IMHO the best pump action shotgun catalog to choose from, the Maverick 88 along with the H&R Pardner or Savage 320 are solid budget pump actions.
American made brands (non-AR-15)>>> Thompson/Center, Henry (some expensive MAGA nonsense FYI), Marlin, Ithaca, Kimber, Beretta (some models)
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Reconsider / Possibly Avoid: To re-emphasize no shame if you own or bought the below and the "line in the sand" is very arguable, but these, especially if pricing is not as much of an issues, these can be easily opted out of in your AR-15 procurement and builds.
Palmetto State Armory - Mentioned again because easily the most debated manufacturer. Numerous examples of racist and fascist etched lowers aside I agree with the sentiment that their motivation is capitalism above all else and not so much right-wing worship although those pair well together. Case in point - they cancelled their planned Kekistan lower due to backlash, i.e. didn't double-down nor apologize but reaffirmed business first. They also sell some self-deprecating, humorous and more apolitical lower engraved options. Beyond this crap they have also had customer service hiccups including personal info leaks. Your call. Last ditch option for me personally but I wouldn't completely rule them out either especially as parts and new guns are increasingly expensive and hard to acquire. To sum up I rather a comrade have half a dozen of these than some sole spiffy new gucci AR-15.
Bushmaster - Quality has been criticized by many, Windham broke off to establish better quality gun line and ultimately they closed shop this year. Avoid any you might find out there post-2007.
Anderson - Popular but notoriously entry level choice (hence the "poverty pony" nickname) but bootlicking MAGA bullshit so honestly it's pointless to tout over Aero Precision, PSA, or MSF.
Tennessee Arms - Mixed feedback about their polymer lowers, gloated over Infowars showout/endorsement, dumb (like okbuddyretard level) memes on FB
Enoch Industries - 10/22 Takedown parts and custom builder, some quintessential grey area Odin/Pagan stuff that could be harmless warrior aesthetic stuff or a dog whistle.
Esstac - Solid and affordable pouch and other accessory maker including shotgun cards I rec, that said they came out as Kenosha shooter stans
Classic Firearms - Used auction site/seller. Not politically iffy, just often overpriced and waste of time to browse, use gunbroker.com or even cautiously use armslist instead [edit: to clarify "waste of time" for anyone looking for pragmatic deals to skim, not niche stuff to collect.]
Kel Tec - This one is tricky, the off very affordable non-AR-15 9mm carbines - same working class price niche as High-Point - but just FYI they've had cozy PR with George Zimmerman in the past
H&S Precision - Hired Ruby Ridge FBI participant Lon Horiuchi in the past
Cheaperthandirt - Tread carefully even if you see a deal - plethora of complaints about service, pricing, turnaround, etc. Check with other options first.
Note on foreign manufacturers (IWI, Canik) - This another debate point that leads to a lot gray area and arbitrary claims whether it's regarding companies based in countries with authoritarian governments, human rights abuses, war profiteering, etc. One could argue that applies to all American makes. When it comes to state made guns most state owned firearms companies of the past either have been privatized (like IWI in Israel) or are not legally importable in the U.S. (Norinco in China, various Russian companies). Ironically while the U.S. bans certain Chinese guns many U.S. manufacturers rely heavily on Chinese plants and parts. The general reality is most non-American and non-Western manufacturers are part of multinational conglomerates or distribution networks, as is the case with many Turkish guns like Canik. History ebbs and flows too, a 60s/70s era Galil is different case than a new Tavor in terms culpability, South African guns now are less arguably problematic than apartheid era stuff. Overall, it's up to you.
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Companies with noted QC issues:
Radical Arms - Issues in the past but reportedly the QC is improving so could be a potential budget option and arguably the best of the iffy makes. Your call.
Bear Creek Arsenal - Formerly Moore's Machine. People have touted BCA as an effective and reliable budget rifles but their QC seems risky, others have had major issues. Apparently they have a good warranty option though so there's that as an option.
Anderson - See above. Stripped lowers are probably a-ok.
DPMS / Bushmaster - Easy avoid, dead as of Jan 2020 - another post Freedom Group brand that declined after 2007 as mentioned above - mixed reviews but needless consideration considering so many other options in the NOS and used market.
Vulcan/Hesse/Blackthorne - Easy avoid, multiple name changes and near universal dismissal or negative reviews.
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Avoid if you can in the future:
Blackwater Worldwide / Iron Horse - Invested, touted, and overtly marketed by longtime mercenary, grifter, and war criminal and profiteer Erik Prince, the poster child of the present day world military industrial complex. Collaborated with Spike's Tactical (see below). Formerly Iron Horse Guns and original company unchanged product wise but they're-branded as Blackwater Worldwide in exchange for Prince's investment. At least they are honest and transparent about it I guess.
Spikes Tactical - Hysterical anti-antifa (i.e. fascist lol) CHUD to the max, many note iffy / overrated products compared to peers - don't sweat it if you have one but ditch this option in the future and spend your money elsewhere.
Fenix Ammunition - anti-Antifa hysteria and with a boog angle too boot
DS Arms - Overt Rhodesia glorifying, not just camo fetishism
Griffin Armament - "Front Towards Arabs" engraved suppressors, lazy racist shit (notice it isn't ISIS) compared to the more snarky "infidel" dust covers and decals
Kahr Arms and Auto-Ordnance (thanks u/Oldskoolguitar) - Literally run by major cult (Moonies) i.e. the Unification movement Apparently Kahr is crappy anyway but Auto-Ordnance makes 1911, M1, and Thompson replicas so seek other options for those models (mispelled earlier, meant Kahr, not Khar)
Smith Enterprises - SS iconography sold, i.e. actual Nazi stuff not the Iron Cross aesthetics
T-Rex Arms - Quiverfall members more on that group here and Lucas has posted cheap homophobic crap. (thanks u/eyetracker)
Troy Industries - Apparently tits up but backlash for hiring Dale Monroe - i.e. FBI veteran and Ruby Ridge participant
DesertTech - Owner is fringe Mormon sect member with racist views
Non-AR makers/businesses to avoid... (Sourced from Something Awful thread above)
DE Guns - Neo-Nazi ties
Glockstore - White Supremacist organization ties
LGBT Gun Rights (facebook and twitter) - faux progressive social media run by Neo-Nazi, do not join either as they are aiming to misinform and glean info on progressive and leftist gun owners
^ these are the tip of the iceberg TBH. There are likely problematic owners of stores and companies who will never be outed. Always look out to avoid local gun stores, distros, and individual sellers with bigoted and fascist sentiments and/or scammers - this kind of trash has always been the nasty underbelly of gun culture. Def be subtle and unassuming IRL while shopping - be cautious and tactful in interactions. Alternatives include more apolitical / hunting and hobby oriented stores like Bass Pro/Cabelas, Academy, Dick's, Big 5, etc. Love it or hate some Walmarts often have good deals.
There are plenty of individuals, stores, and companies that are politically more conservative or libertarian but well-meaning and honest and worth patronage, i.e. you can hold to your ideology without limiting yourself to strict arbitrary choices as a customer. Try to embrace the shared sentiment of gun ownership as a right and launching point to reaffirm that owning firearms is an universal and inclusive right for personal and community self-defense. Opportunity to praxis is likely rare, but it might emerge.
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YT personas to stop subscribing from - IV8888, Brandon Herrera, CRSFirearms, etc. (there's a shitload TBH, feel free to tell me others to avoid) - Most are coming as bootlickers in recent times (not a shock), and if a YT channel isn't focused on guns over right-wing edgelord bullshit move on. For leftist/liberal/non-right wing content check out Forgotten Weapons, InRangeTV, Tacticool Girlfriend, Armed Margins, thegunpenguin, Beau of The Fifth Column, Sapper Gentleman, and DeviantOllam has a few. More apolitical and great content but likely right-wing and/or hinted such sentiments: Honest Outlaw (no idea, he plugs a local food shelter and is seemingly apolitical), Hickok45 (arguably the nicest and least pretentious YT gun personality, old timer who is passionate about sharing knowledge with others), Luckygunner, #itsonyou, 32icon, Katharina Vikør, C&R Aresnal, Rob Ski, 9-Hole Reviews, 22plinkster, Paul Harrell, Garand Thumb, gunthots, mixup98, Demolition Ranch. Wild card is Yankee Marshall - bit of a nutter but he's sincerely unabashedly pro-2A / anti-NRA and shit stirrer in away that's amusing. To his credit - although it was likely a weird fluke - he lost a bunch of subscribers for calling Garrett Foster a patriotic veteran. List of POC youtubers here - Colion Noir is probably the best known black gun YT persona, unabashedly pro-2A, like Hickok45 dropped his NRA affiliation fairly recently; the did so both over disagreements in their budget spending and ad agency contracts respectively.
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Editorial / Op-ed from original AR Build Spreadsheet
Some advice and food for thought regarding reconciling ideology with present day gun enthusiasm:
If you are a liberal, progress, moderate, etc. who has come into gun ownership more recently, or has been reckoning with shifts in gun laws and gun culture in the U.S. over the last few decades, than you've likely managed to cut through the noise surrounding the debate, discussion, and frequently knee-jerk hysteria that surrounds semi-automatic rifles and the AR-15 platform. Now you're probably navigating the persistent injection of right-wing identity politics via stamped receivers, accessories and apparel with cheap shock value and superficial pandering, tacticool veering into authoritarian fetishism, tribal jingoism, etc. You've pushed aside misguided liberal identity politics that mis-characterize and attack gun enthusiasm only to have it's reactionary core shoved in your face. It can easily be reconciled with a concept you've likely seen: “There is no ethical consumption under capitalism.” It's been overused and even widely applied in dubious scenarios but I'd argue it's highly relevant when it comes to buying any new firearm or firearm component. All that aside it's still perfectly reasonable to not inadvertently throw your hard-earned cash at bootlicking goons, so when it comes to manufacturers this list should at least help you navigate and plan your purchases armed with information and awareness. If anything, supporting more apolitical and progressive manufacturers who aim to focus first and foremost on making quality firearms for all should be spurred on, not stymied.
If you're a leftist of any variety and interested in AR-15s you are likely already past the idea of committing to firearms that seemingly align with your views - AKs, milsurp SKS, Mosins, anything from cold war era socialist or communist states, etc. You've likely realized the last era of true Nazi-eliminator rifles are now 75+ years old. Futile seeking out new firearms and parts from non-capitalist states in 2020 will only reinforce this sincere but arbitrary hill to die on. A more pragmatic approach some make is to focus on buying only used firearms and parts already in circulation but this could still involve the financial patronage to a distributor, store, or individual of bad character. On a personal tangent, I first warmed back up to the idea of owning a semi-automatic that wasn't an AR-15 either by following the same arbitrary classification that deems a used M-14 or old M-1 carbine a better choice, but beyond classic value and aesthetics they are in the same niche. Even though defenders of the AR-15 sometimes veer into obnoxious and flippant ackchyually territory, especially after tragic gun massacres, they are often technically correct. The blunt fact is the AR-15 platform is fundamentally as legal as other semi-automatic rifles. It's popular for that reason and that's why it has so many fans, defenders, and apologists in so many forms.
When it comes to broader ideas of firearm ownership in relation to one's ideology, something I reflect on often is the fact that history has always involved the oppressed using the weapons of their oppressors both past and present. It's a moot point what the firearm is, it is a tool that reflects the individual who wields it. A rifle in the hands of a fascist is a fascist rifle and likewise a rifle in the hands of a socialist is a socialist rifle. To further make the case for the AR-15 many have made in some variation is that it is the present day rifle of the proletariat, the M1 Garand or PPSh-41 of it's time. When it comes to affirming your support for gun ownership, advocate for more widespread gun education, training, and positive and inclusive gun culture. Put lawmakers to task for pushing gun regulations that discourage law-abiding citizens - especially lower income citizens and people of color - from lawful ownership of guns. Support instead substantive reform and funding of mental health resources, de-militarizing law enforcement, and ending gun lobbying that side steps gun owners to only further corruption and complicity. If those who wish to do you harm are armed and will likely always be armed, there's no point in handicapping yourself or your peers.
Buying or building an AR-15 is an exercise of one's 2nd amendment right. For those outside of the U.S., and to all lawful and well-meaning comrades, arm yourself however you can legally and responsibly. Marx put it more bluntly in 1850 than the 2A's far more nuanced wording and arduous historical establishment: “Under no pretext should arms and ammunition be surrendered; any attempt to disarm the workers must be frustrated, by force if necessary”
Lastly, above all else, with tensions rising and outright violence being perpetuated by the far right, it is more imperative than ever simply to arm oneself as quickly, effectively, and safely as possible, regardless of the manufacturers, stores, and distros involved. A well made affordable gun you can acquire ASAP is a lot more imperative than your ideal build/choice. This is a guide not a plea. It's better to be armed with a gun from the "avoid" list today than to wait around for some ideologically preferable firearm weeks or months from now.
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This Week At Bungie 10/01/2020

Source: https://www.bungie.net/en/News/Article/49612
This week at Bungie, we’re summoning some ghosts.
Next week, we’re getting spooky up in the Tower again. Festival of the Lost returns on October 6 for more fright-filled fun. This year’s festival is going to rock!
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Check out our Festival of the Lost 2020 page for a quick look at what to expect during this year’s event.
Eva Levante, or as you all affectionately call her “Space Grandma,” has returned to the Tower to lead Guardians in a celebration of those we’ve lost. We miss you, Cayde.
The Haunted Forest is back and filled with ghoulish enemies. This year, we’ve added five chests to the end of the activity for five times the loot!
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To open the chests, you are going to need some Cipher Decoders. Talk to Spider to get started and then they will drop from playing any of your favorite activities across the solar system - similar to Umbral Engrams. Braytech Werewolf and Horror Story will both be rewarded from these chests and each have new perk combinations to hunt for.
You’ve probably been hearing this a lot lately, but it goes double for Festival of the Lost: don’t forget to put on your mask. There are new masks available this year as well as some favorites from the past. Eva has a Masquerader Helmet which you can apply your masks to as ornaments before you head out in the world to start stockpiling candy. The mask mods for the Haunted Forest also return from last year’s event.
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Before we wrap up the event on November 3, you are going to want to complete three of the Triumphs for opening chests in the Haunted Forest. Once you finish off the required Triumphs you will be able to trade in some of your candy for a mummified Exotic Sparrow, ship, and Ghost.
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Finishing the “Wrapped and Ready” Triumph required to get the Exotic Ghost also unlocks the ability to purchase the Restless Shell Ghost pin through Bungie Rewards.
Speaking of Bungie Rewards, we also have a terrifying new emblem available for free if you finish the initial quest during Festival of the Lost.
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That’s the gist of it, but here are a few quick notes that may answer some questions you have:

Direct Relief

It seems like 2020 has been one disaster after another. It’s easy to get discouraged when times get tough, but the Destiny community always comes together to support those in need.
Here in the United States, more than 500,000 people having been evacuated from their homes across California, Oregon, and Washington, entire towns devoured by flames, and there has been a serious impact on the respiratory health of millions of individuals in and around these areas.
The Bungie Foundation is once again supporting the relief efforts of Direct Relief to provide N-95 masks, medicine, and other resources to healthcare agencies and first responders in wildfire-affected communities across California, Oregon, and Washington.
All profits from the sale of the Empathetic Ghost Shell pin from October 1 until October 15 will benefit Direct Relief’s wildfire relief efforts.
If you purchase an Empathetic Ghost Shell pin you will also instantly receive a code for the “Benevolent Hue” emblem as a thank you for your support.
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Thank you all for continuing to step up to every challenge that this year has sent our way and for truly being the most generous and caring gaming community there is.
Double Ordeal
Festival of the Lost is not the only reason to log in next week. Double rewards in Nightfall: The Ordeal is back! Grab a few friends or meet some new ones in the matchmade difficulties. It’s a great time to stock up on Enhancement Prisms and Ascendant Shards for your Masterworking needs as well as to grab any missing Exotics or upgrade to a better stat roll.
The strike will be “A Garden World” so watch out for those killer robots.

PSR BUT IT’S HAUNTED

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Now we turn things over to our Player Support team with the latest on known issues.
This is their report.

Festival of the Lost

Festival of the Lost 2020 is set to begin on October 6, and will conclude at the weekly reset on November 3. Players can view our updated Festival of the Lost Guide for information on event specific activities, rewards, and triumphs.
During the event, players may encounter the following issues:
  • Inspecting a Cipher Decoder will incorrectly display Masterworked versions of the Braytech Werewolf and Horror Story auto rifles as potential Haunted Forest Cache drops.
  • The Wrapped and Ready Festival of the Lost Triumph refers to the Restless Shell as the mummy Ghost, when it should be called the Festival of the Lost Ghost.
  • The lower half of the Warlock Blood Lineage Robes Universal Armor Ornament will experience a visual texture error at the launch of Beyond Light. This issue will be resolved in a patch soon after release.
Players who observe issues during the event should report to our #Help forum.

KNOWN ISSUES

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • Players using the feminine character model may see gaps between the neck of Hunter cloaks and certain chest pieces.
  • The Artifact is sometimes enabled in Iron Banner.
  • Bounties/progress is sometimes not counted in Iron Banner.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Channel Surfing

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Let’s take a quick look at some of the best community-created movies we saw surfing the web this week. Do people still say that? “Surfing the web?” or is that a relic from the early 2000s? Anyways, here’s “Wonderwall.”
Movie of the Week: The Fast Find a Way
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Honorable Mention: Smashing
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Did you win? Congrats! Now please make sure you have your Bungie.net profile in the description of you video so we can get you your emblem.
I love this time of year. Any time it’s socially acceptable to put on a costume and eat sweets until you get a stomachache is a good time. It’s extra fun if you have kids/pets to dress up. Can’t wait to also start dressing up my Hunter next week as well. I’m going to make him look so hideous that it gives Dmg a stomachache.
<3 Cozmo
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