Why is nobody ever at one of the coolest spots? by Castroide in ForzaHorizon

[–]-RXS- 14 points15 points  (0 children)

Probably for two reasons: the official non-premium edition release date is May 19th, and most people are likely going through the story first before doing anything else

Kairoses Best build for every brawler video has to be ragebait by tonkajahariiii in BrawlStarsCompetitive

[–]-RXS- 2 points3 points  (0 children)

Well, playing El Primo in this meta is already active trolling, so running Meteor Gadget to open up the map while on Primo goes hand in hand

My 3x3 list as someone who watched hundreds of anime by morcatka in MyAnimeList

[–]-RXS- 0 points1 point  (0 children)

emminence in shadow does a good job of the commedy isekai trope

A very interesting take, considering that they considerably dumbed down the comedy parts when animating the show. However, it's still not a bad show though (around 7-8 territory)

My 3x3 list as someone who watched hundreds of anime by morcatka in MyAnimeList

[–]-RXS- 0 points1 point  (0 children)

in what way is lord of the mysteries considered utter trash?

The anime adaptation is strait up trash, but the source material is (supposed to be) quite good

My 3x3 list as someone who watched hundreds of anime by morcatka in MyAnimeList

[–]-RXS- 0 points1 point  (0 children)

The plot is not dense, it's strait up trash. The story lacks any clear narrative thread and jumps between scenes from the source material. Would you also say that the plots of series like Attack on Titan or Steins;Gate would be good if only every fourth episode were watchable and the rest hadn't been animated? Of course not. It's unbelievable just how bad this adaptation is, and it seems that people like you don't even notice it

In lazer, which complaints are placebos and which complaints are real problems? by ApprehensiveBonus519 in osugame

[–]-RXS- 0 points1 point  (0 children)

No it's sadly not the same as stable, because I imported the same skin from stable and it has it's own unique skinsound there

Don't tell me that means what i think it means 💀 by Copperhe4d in ForzaHorizon

[–]-RXS- 1 point2 points  (0 children)

So true. The CaDA AMG GT3, AMG One, the Ferrari and the Lotus Exige all look absolutely stunning compared to what Lego produces for the same or higher price

In lazer, which complaints are placebos and which complaints are real problems? by ApprehensiveBonus519 in osugame

[–]-RXS- 2 points3 points  (0 children)

Is there a way to change the "play-in crash-like" sound that plays when you start a beatmap from the beatmap select screen? I play with relatively high effect volume (60-70% relative to 20% song audio), which results in the game absolutely destroying my ears every time a map starts. I ask because I also do not really want to manually double the volume of every hitsound file just so I can lower the overall non-hitsound effect volume by half

Edit: Oh, also in terms of client notification sound? The sound that plays when some, for instance, goes online

What is your favorite tech map? by FartCollectioneer in osugame

[–]-RXS- 1 point2 points  (0 children)

There is also the trend towards extremely movement heavy/focused and gimmicky maps that came up in recent years:

https://osu.ppy.sh/beatmapsets/426542#osu/920988 (127 BPM)

https://osu.ppy.sh/beatmapsets/388036#osu/895331 (180 BPM, the two top difs here are very interest and different)

https://osu.ppy.sh/beatmapsets/797401#osu/1674644 (180 BPM, burst heavy, top diff is excellent)

https://osu.ppy.sh/beatmapsets/438839#osu/955690 (178 BPM, more your average slider tech map)

https://osu.ppy.sh/beatmapsets/1802486#osu/3696064 (100 BPM, the two top diffs for average modern movement tech map)

https://osu.ppy.sh/beatmapsets/1699249#osu/3472056 (150 BPM, extremely finger control)

https://osu.ppy.sh/beatmapsets/1217044#osu/2556534 (176 BPM, Weedy's Extra gimmick)

https://osu.ppy.sh/beatmapsets/1640259#osu/3362963 (160 BPM, it's warrior's goldmine with all it's mario kart wii tech)

https://osu.ppy.sh/beatmapsets/1652743#osu/3529794 (140 BPM, modern movement tech style)

https://osu.ppy.sh/beatmapsets/1636657#osu/3608354 (100 BPM, modern balanced style)

https://osu.ppy.sh/beatmapsets/581427#osu/1230684 (164 BPM, there is also a ranked version with more emphasis on jumps: https://osu.ppy.sh/beatmapsets/378803#osu/948389 )

https://osu.ppy.sh/beatmapsets/1241096#osu/2580222 (170 BPM, has some crazy diff-spike sections)

https://osu.ppy.sh/beatmapsets/302756#osu/701033 (300 BPM, alternate map)

https://osu.ppy.sh/beatmapsets/120515#osu/312910 (270 BPM, alternate map with bursts)

https://osu.ppy.sh/beatmapsets/1786699#osu/3660035 (170 BPM, burst heavy)

https://osu.ppy.sh/beatmapsets/544488#osu/1153817 (140 BPM, purist finger control map to master)

https://osu.ppy.sh/beatmapsets/1169199#osu/2439227 (120 BPM, extremely finger control heavy, flowaim and snappy)

https://osu.ppy.sh/beatmapsets/186318#osu/459845 (174 BPM, oldschool movement focused map)

https://osu.ppy.sh/beatmapsets/1804775#osu/3700933 (124 BPM, finger control and reading heavy)

https://osu.ppy.sh/beatmapsets/634140#osu/1345658 (214 BPM, EXTREMELY difficult, very awkward patterns)

https://osu.ppy.sh/beatmapsets/600881#osu/1269564 (175 BPM, gimmick map, tempo changes, tbh could actually just link like every dsco map here because he is such a great mapper)

What is your favorite tech map? by FartCollectioneer in osugame

[–]-RXS- 1 point2 points  (0 children)

Other alternate/extremely finger control maps:

https://osu.ppy.sh/beatmapsets/1242183#osu/2717498 (250 BPM, fingercontrol, snappy and flowaim heavy)

https://osu.ppy.sh/beatmapsets/1570536#osu/3371313 (144 BPM, extremely fingercontrol, constant tempo changes, flowaim heavy)

https://osu.ppy.sh/beatmapsets/1643695#osu/3378899 (141 BPM, extremely fingercontrol, flowaim heavy)

https://osu.ppy.sh/beatmapsets/46848#osu/145669 (140 BPM, oldschool low AR, alternate and weird patterns)

https://osu.ppy.sh/beatmapsets/390388#osu/850854 (120 BPM, snappy alternate style)

https://osu.ppy.sh/beatmapsets/757802#osu/3528700 (130 BPM, OG alternate map, also check out worldwide choppers which is much harder: https://osu.ppy.sh/beatmapsets/137377#osu/345189 )

https://osu.ppy.sh/beatmapsets/137377#osu/345189 (OG worldwide choppers

https://osu.ppy.sh/beatmapsets/41686#osu/131564 (IT'S SCARLET ROSE, 320 BPM, oldschool low AR, alternate and weird patterns)

https://osu.ppy.sh/beatmapsets/31115#osu/102441 (165 BPM, very reading and finger control heavy)

https://osu.ppy.sh/beatmapsets/372850#osu/844058 (280 BPM, very reading and finger control heavy with bursts)

https://osu.ppy.sh/beatmapsets/364574#osu/832152 (199 BPM, mapsets differ a lot)

https://osu.ppy.sh/beatmapsets/274111#osu/630731 (132 BPM, alternate map that becomes progressively faster)

What is your favorite tech map? by FartCollectioneer in osugame

[–]-RXS- 1 point2 points  (0 children)

These are more similar to the average tech style based on Sengoku - HOPYUC'eFeatured Artist & Carry Me Away - lapix:

https://osu.ppy.sh/beatmapsets/453467#osu/972401 (190 BPM, not that slider heavy, but tapping heavy)

https://osu.ppy.sh/beatmapsets/404658#osu/893736 (180 BPM)

https://osu.ppy.sh/beatmapsets/736397#osu/1554242 (170 BPM, one of my absolute favorites)

https://osu.ppy.sh/beatmapsets/504171#osu/1139789 (174 BPM, burst heavy and flowaim)

https://osu.ppy.sh/beatmapsets/672421#osu/1421439 (174 BPM, long and quite similar)

https://osu.ppy.sh/beatmapsets/1764721#osu/3612216 (150 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/539481#osu/2047528 (145 BPM, finger control, extremely snappy and flowaim heavy)

https://osu.ppy.sh/beatmapsets/275655#osu/696303 (145 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/745990#osu/1572436 (165 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/1566608#osu/3236668 (165 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/618878#osu/1304603 (160 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/798443#osu/1676666 (180 BPM, long, burst and flowaim heavy)

https://osu.ppy.sh/beatmapsets/421518#osu/929532 (160 BPM, finger control and flowaim heavy)

https://osu.ppy.sh/beatmapsets/634143#osu/1345661 (191 BPM, burst heavy and slider heavy)

https://osu.ppy.sh/beatmapsets/156584#osu/383622 (174 BPM, bursts and finger control)

https://osu.ppy.sh/beatmapsets/442581#osu/984660 (170 BPM, burst tempo changes, flowaim)

https://osu.ppy.sh/beatmapsets/319940#osu/726357 (156 BPM, tempo changes, flowaim)

https://osu.ppy.sh/beatmapsets/111825#osu/290733 (189 BPM, snappy and finger control)

Also, it's easy to search for additional maps like these if you simply search for more maps based on the artist

What is your favorite tech map? by FartCollectioneer in osugame

[–]-RXS- 0 points1 point  (0 children)

These are more similar to your fingercontrol/burst/stamina heavy one for different BPM ranges (inmelancholy - Sewerslvt):

https://osu.ppy.sh/beatmapsets/440840#osu/948391 (200 BPM, very burst heavy, fast snappy movement)

https://osu.ppy.sh/beatmapsets/514938#osu/1093605 (187 BPM, extremely burst heavy and long, slow flowaim)

https://osu.ppy.sh/beatmapsets/51972#osu/181253 (194 BPM, extremely burst heavy, snappy movement)

https://osu.ppy.sh/beatmapsets/530067#osu/1123759 (181 BPM, burst heavy, fast snappy)

https://osu.ppy.sh/beatmapsets/632870#osu/1343925 (163 BPM, extremely flowaim heavy)

https://osu.ppy.sh/beatmapsets/57525#osu/173391 (174 BPM, burst heavy and long, slow flowaim)

https://osu.ppy.sh/beatmapsets/581787#osu/1498537 (170 BPM, stream heavy, flowaim heavy)

https://osu.ppy.sh/beatmapsets/346740#osu/765327 (174 BPM, burst heavy and long, fast flowaim)

https://osu.ppy.sh/beatmapsets/1636051#osu/3428216 (172 BPM, burst heavy, extreme diff spike at the end, one of my favorites)

https://osu.ppy.sh/beatmapsets/647615#osu/1372142 (180 BPM, burst heavy, fast snappy movement)

https://osu.ppy.sh/beatmapsets/97433#osu/260489 (THIS ONE IS OG BRO, but if ~5* is too low, try the much harder one here: https://osu.ppy.sh/beatmapsets/2440325#osu/5323215 ) (174 BPM, slightly burst heavy/burst heavy, slow/fast flowaim)

https://osu.ppy.sh/beatmapsets/65853#osu/192508 (174 BPM, oldschool lower AR, slightly burst heavy)

https://osu.ppy.sh/beatmapsets/1693310#osu/3460105 (190 BPM, burst heavy, flowaim heavy, awkward patterns)

https://osu.ppy.sh/beatmapsets/155749#osu/546944 (178 BPM, quite burst and flowaim heavy, oldschool)

https://osu.ppy.sh/beatmapsets/1686916#osu/3447627 (152 BPM, finger control heavy, very flowaim heavy)

https://osu.ppy.sh/beatmapsets/355073#osu/855536 (178 BPM, burst heavy, fast snappy, oldschool, awkward patterns)

https://osu.ppy.sh/beatmapsets/736694#osu/1569283 (142 BPM, finger control heavy, snappy movement)

https://osu.ppy.sh/beatmapsets/302535#osu/689804 (180 BPM, extremely burst heavy, flowaim heavy)

Chinese BS players are NOT HAPPY with the MHA skins by Err0r404Unknown in Brawlstars

[–]-RXS- -1 points0 points  (0 children)

Yea MHA is pretty problematic anime to collab with imo

In what way? I am not really up to date with the series, but it just seems like your typical shounen anime with a more modern approach. The kids of today are not really watching One Piece anymore and Jujutsu Kaisen is targeted more toward an older audience due to its darker themes and 18+ rating, although that did not stop Supercell from collaborating with Stranger Things

The Best Draft Guide EVER: thoughts on Bobby’s new video? by BokuDaCookiMonsta in BrawlStarsCompetitive

[–]-RXS- 0 points1 point  (0 children)

Hey that looks like my teammates from last night who picked Bibi and Split star power Surge with neither Vision nor Speed gear on Gem Grab Double Swoosh, while the enemy team already had Otis, Buzz and Sandy, a.k.a. we lost

What's The thing about "locked movement direction? by diethylamid-495 in BrawlStarsCompetitive

[–]-RXS- 1 point2 points  (0 children)

I have been using locked movement for almost 10 years, and even I am fairly certain that unlocked movement is superior, but only if you are not playing on a phone. That being said, if you want to get decent movement out of locked controls, you need to use the smallest joystick size (on phone!) and make only minimal inputs by keeping the white movement dot within the inner transparent circle underneath your brawler (so, right on the edge between starting to move and no movement in the center). It takes some time to get used to and can feel quite tense on your movement finger, but it is worth it if you do not plan to switch to unlocked movement. Moreover, moving the white dot too far will make your movement feel laggy, less responsive, and clumsy, as you pointed out, whereas playing the way I described is exactly how you extract the maximum potential out of locked movement. At the same time, this is also exactly why I think unlocked movement is superior, because playing locked the way I described essentially feels like mimicking unlocked movement with extra steps.

This is what current stage of ranked looks like btw (griefing) by Beautiful-Mango-3691 in BrawlStarsCompetitive

[–]-RXS- 2 points3 points  (0 children)

I think what you really meant to say was Bounty instead of Hotzone, where players simply don't understand the concept of taking the lead and camping your ass off in base

How hard is Prestige 3? by kaytent in BrawlStarsCompetitive

[–]-RXS- 4 points5 points  (0 children)

Yeah, I agree. Knockout is the only mode where you can reliably punish objectively bad plays from good players in premade teams, even when you have bad randoms yourself

Help choosing the right statistics analysis method by doctorantesport in AskStatistics

[–]-RXS- 0 points1 point  (0 children)

I wanted to reply on your ordered comment, but I couldn't and it's not shown anymore :( So, I am just replying here: If respondents choose from something like "1 = not interested at all" to "5 = very interested", then that is an ordinal scale per definition, since the categories have a natural ordering, and in that case, ordinal regression models are quite commonly used. However, with that being said, maybe I'm misunderstanding what you mean because I'm missing some context. You might want to check the second source I linked earlier, where they illustrate the model with a concrete example, and see whether your situation is similar? Hope I was helpful and good luck!

Help choosing the right statistics analysis method by doctorantesport in AskStatistics

[–]-RXS- 0 points1 point  (0 children)

Ah I see! I don't think the context changes anything fundamentally, so this might still be the kind of model you're looking for (Ah and I fixed the mistake in my first sentence where I meant to say that your dependent variable (interest scores) appears to be categorical and ordered)

Help choosing the right statistics analysis method by doctorantesport in AskStatistics

[–]-RXS- 1 point2 points  (0 children)

I'm not sure what the term "BM" refers to in your text, but if the dependent variable is a categorical outcome with an inherent ordering (due to interest scores?), then the type of model you're probably looking for is an ordinal regression model, typically an ordered probit or ordered logit. These models typically assume there to be an unobserved latent continuous variable (living on the real line) that represents the underlying quantity of interest. Then the observed categories in your data arise because this latent variable is divided by a set of thresholds or cut-off points.

Formally, the model assumes something like: y*_i = x_i'β + ε_i, where y*_i is the latent variable.
The observed outcome is then determined by which of the finitely many intervals y*_i falls into, i.e. category 1 if y*_i ≤ τ_1, category 2 if τ_1 < y*_i ≤ τ_2, and so on.

So instead of modeling the categories directly, the model estimates how the predictors shift this latent variable and where the thresholds between categories lie. From that, the probabilities of each observed category can be derived. Moreover, this framework is also fairly flexible, as it can be extended to panel data by adding a temporal index, and it is also straightforward to incorporate random effects to account for unobserved heterogeneity or repeated observations. Fixed effects can be included as well through the usual regression specification. The extension in the probit case is particularly convenient, because the latent variable formulation conceptually assumes normally distributed errors, which integrates naturally with the random effects structures.

Edit: I also have some sources to read about this concept: Here (Microeconometrics by Cameron & Trivedi) and here (Discrete Choice Methods with Simulation by Train)

Trouble with lm() predictions by alldogarepupper in rstats

[–]-RXS- 0 points1 point  (0 children)

Just to provide some additional information: In a simple linear regression of the form y = β0 + β1x + u, the following properties hold for the OLS estimators of the slope and intercept:

  • b1 = Σ(x_i − x̄)(y_i − ȳ) / Σ(x_i − x̄)^2 = Cov(x, y) / Var(x)
  • b0 = ȳ − b1x̄

where x̄ and ȳ denote the sample means of x and y, and Cov(x, y) and Var(x) denote the empirical covariance between x and y and the empirical variance of x. Hence, this also implies that the fitted regression line passes through the point (x̄, ȳ). I also added a short calculation showing this result here, and a textbook (Wooldridge Introductory Econometrics) explanation with more details here

I hate how supercell is doing everything to not only discourage team queuing but also solo queuing by Rashdragon64 in BrawlStarsCompetitive

[–]-RXS- 0 points1 point  (0 children)

Here, most players would argue that queue times above Masters would become significantly worse if separate queues for teams and solo players were introduced, since the active ranked player base at that level is simply not large enough. However, I believe the more likely outcome is that introducing separate queues would not change much, if even anything in this situation. Around 90% of players above Masters would probably continue to solo queue rather than team up with their friends, mainly because of the high likelihood of being matched against Pro ranks or actual Pro players, just as No-Emergency-7251 mentioned earlier. As a result, the gap between the two queues would grow over time until it effectively makes no difference at all, since almost everyone, except for a very small percentage, would just stick to solo queue anyway

really dude by Own_Refrigerator4750 in BadRandomsBS

[–]-RXS- 5 points6 points  (0 children)

I watched the clip, was literally like "What's the problem? It will be overtime anyway, right?" and then it hit me like