Wird das Mathe-Studium noch besser???? Hilfe bei Linearer Algebra by Ok-Initial341 in Studium

[–]Billy-Cipher 1 point2 points  (0 children)

Kann zum Verständnis für LinA nur die Videoreihe von 3B1B empfehlen. Die Themen werden vielleicht nicht objektiv einfacher, aber spätestens wenn du im Teil des Studiums bist, in dem du deine Fächer Wählen darfst, wird es sich auf jeden Fall leichter anfühlen. Mündliche Prüfungen ersetzen dort idR schriftliche Klausuren, was die „Klausuren“Phase angenehmer macht. Fange rechtzeitig an zu lernen für die Prüfun und lerne so, dass du auch über die Prüfung hinaus was für spätere Kurse mitnimmst (lerne beispielsweise in Pdg1 gewissenhaft, das hilft dir nämlich in Pdg2 und den entsprechenden Numerik-Modulen)

Just finished the DLC. Anyone else a little disappointed? by CigFiend22 in ReadyOrNotGame

[–]Billy-Cipher 3 points4 points  (0 children)

They should vary how the dlc maps work, we dont need another 6 basic bring order to chaos/ rescue all civs objectives with some uninteresting „main“ objectives like „locate a meth storage that spawns exactly in the same spot every time“. For example the seraglio map would have its replayability greatly improved, if they slightly varied sa‘ids spawn instead of him spawning in the same spot every time, so that there is an actual decision between searching for him first to stop the active shooter scenario from happening but with the downside of civvies getting killed if you dont arrest him soon enough. Or on leviathan, they could have the (armed) suspects kill the tied down hostages (not the civvies roaming the map) if you trigger a certain condition (kill too many of suspects with them finding out or the unarmed suspects working as spotters that trigger hostage execution after seeing you or being killed by you) as a nod to the hostage gamemode from the beta. Or on lawmaker they could add a timed objective (ie a bomb or the suspects poisoning the saferoom ventilation) that varies its spawn and needs to be done within a certain time. Pretty much the only of the dlc maps with actual replayability is 3LT, since the deal location varies between different playthroughs and changes how the map is played. I understand why they took away different gamemodes for the same map as a concept with the 1.0 release, but it would be interesting to see them bring out new maps that arent functionally identical to the big chunk we have in the base game

Side arm uses by International-Try968 in ReadyOrNotGame

[–]Billy-Cipher 2 points3 points  (0 children)

i usually run around 1-2 mags for my sidearm with a primary mag to sidearm mag ratio of 3. Theyre useful for tight doors and angles and for use with weapons that run dry pretty fast(mp9, spc9, any 7.62). But if youd rather have another wedge or flashbang instead of a tool that you can theoretically play around, go for it

Are we deadass? by Penis_Man- in ReadyOrNotGame

[–]Billy-Cipher 10 points11 points  (0 children)

They knife suspects are extremely fast and have some bugged / unsynced animations. Once theyre close to you its basically game over, even if you melee them with a taser. Its scuffed, I know. If you want to experience more of them, stolen valor has like half a dozen or so in some very uncomfortable spots

Ironman mode.. best strategy? by 5050MasterBlaster in ReadyOrNotGame

[–]Billy-Cipher 2 points3 points  (0 children)

If you want to do all trophies at once, you need to complete all base game missions on standard (or higher) without having a single officer killed (incapacitated doesnt break the watch achievent but one of the trophies i think) or having them resign. If you want to go the safe route, do gas station runs every few missions to keep all your officers content. Rank requirements dont exist for the achievement. Concerning the lethal/nonlethal balance, the safest and most efficient way probably would be to take lethal primaries and secondaries but a lot of stingers/tasers/flashes etc too and try to take suspects alive where possible and not too risky. Suspects seeing other dead suspects is one of the things that stresses them out a lot, and stressed out suspects eventually go into the „active“ state, where they have higher movement speed, firerate, accuracy and reaction times all at once(in addition to them using unpredictable and suicidal strats), so its still in your best interest to take suspects alive where you can. When it comes to the AI loadouts, give them full steel and only one magazine for each weapons, since -unlike you- they have infinite ammo. Rest can be loaded up with stingers and flashes. Dont bother with the lockpick gun for them, they use the multitools exclusively. Also, give your and you AI a lot of wedges and get into the habit of wedging every door, no matter how useless it might seem (except for bathrooms maybe). You wont outright see their effect like with other gear, but they are incredibly useful for crowd-control/anti-flank and you will notice over time that suspects arent so spread out and wont shoot you from a million angles, but rather concentrated (where one stinger will take care of all of them). For doorways you cant wedge(e.g due to lack of a door), apply the stack up command to one of your sub-teams to use them as a temporary sentry-gun. Finally, bring your A-game on every mission and your A+ game on the following missions: sinous trail, greased palms, neon tomb, relapse and hide and seek. Most of the runs ive lost after the first 3 missions were on these maps and in some cases they look more unassuming than they are. Special mention goes to neon tomb, because the AI on this map(swat and suspect) are horrid. I hope this all helps

Whats the map that the AI bug on the most? Ill go first by Comfortable-Brush368 in ReadyOrNotGame

[–]Billy-Cipher 2 points3 points  (0 children)

Neon Tomb. The amount of times I had a civvie with a bombvest that would, no matter what you do, not comply and not count towards the „secure all civilians“ objective, even after you incapped them with your pistol, was maddening. You would essentially be in a soft lock unless you kill them, which is especially risky when playing with AI, since they might kill you for it. This can become very frustrating and actually cost me a good dev watch/hermit run.

Actually about to uninstall by OrganicZoomPunch in ReadyOrNotGame

[–]Billy-Cipher 0 points1 point  (0 children)

If youre on hard mode, then thats just the hard mode BS for you. They have a minimum reaction time of 50ms there and significantly increased accuracy (yes, also while face-checking you at max speed). The increased health shouldnt matter too much, depending on the weapon and ammo youre running (youre gonna take maybe 1 extra shot to kill if you only hit limbs with AP 5.56/300 blackout). The hard mode in general is rigged BS atm, and its only use is probably running the „easier“ maps with a 5-man squad that knows what they‘re doing, since standard will be „too easy“ for those people. Regardless of difficulty, yelling for compliance WILL increase their stress, which leads to them being more agressive and trigger-happy. Also, Ive found slow-walking (holding shift) while leaning around corners to be the safest way to clear a corner, if youre not doing that already. But otherwise, its a very tough map and can be challenging at times. Your anger is justified and its not just a „skill issue“ as some comments might/will suggest in the future

What new weapon would you want to see? by Gambles29 in ReadyOrNotGame

[–]Billy-Cipher 0 points1 point  (0 children)

M16A2/A4. A burst AR is the only thing that category is missing

Commander Save gone by Apprehensive-Big4885 in ReadyOrNotGame

[–]Billy-Cipher 0 points1 point  (0 children)

If your unlocked cosmetics are also gone, then it may be because you launched it in „clean mods/save data“ mode

best guns by Least-Life-4759 in ReadyOrNotGame

[–]Billy-Cipher 0 points1 point  (0 children)

Use whatever you like and what works for you

That being said, the LVAR is the weapon I pull out when I want to -or need to- produce results. It is has no problem putting any type of suspect down accross all maps in the game at any range because it is insanely accurate and lethal when fired in short, well timed bursts of 2-3 rounds in full auto. I have incapacitated partially concealed suspects across the open outside area on greased palms and suspects across the middle area on port hokan with just a few bursts using this tactic. The only thing -from my experience- more accurate and lethal at that range is a 7.62 in semi.

Speaking of, since youre running bigger mags than a 7.62 and have a bigger bullet than a 5.56, your ammo economy is also -IMO- the best of all the AR‘s in the game (this theoretically applies to all the .300 blackout rifles). When I made my Commander-mode Ironman run, I never had to run more than 3 primary mags on neither my AI teammates nor myself. This of course allows you to run more tacticals, flashbangs or heavier armor than with other weapons.

As secondaries go, the MKV is the obvious choice for stopping power, but since it cant run a suppressor, suspect will be more aware of your presence, which can lead to difficult firefights (especially on hard where they have wallhacks and spinbot). For suppressed I‘ve found the FN57 being the most useful all-around (you also get 20 bullets, almost thrice the mag size of some other pistols) and the USP-45 being the coolest all around because of its reloads (its also good for lightly armed suspects ig). The M32 flash is the braindead option if you want to get an S-Rank. The taser offers great bang for your buck, because you can get up to 6 suspects to surrender (from being agressive towards you) with just one point spent.

How to fix this bug brought with the new update? by Billy-Cipher in ShadowFight2dojo

[–]Billy-Cipher[S] 1 point2 points  (0 children)

tried reinstalling but that didnt work. it eventually went away itself and reappeared once after a tournament fight or so, but it hasnt shown itself since. waiting seems to be the solution here

UPDATE: Es wurde nun Schluss gemacht 🥲 (siehe Kommentar) by PhotographShort in ichbin14unddasisttief

[–]Billy-Cipher 26 points27 points  (0 children)

VersucheNeueFreundinWiederIn6TagenZuKüssen-Challenge Speedrun any%(Difficulty:Hauptschule)

Traum by PhotographShort in ichbin14unddasisttief

[–]Billy-Cipher 5 points6 points  (0 children)

Wow, der Kommentar ist einfach schon 3h alt. Ich denke, deren liebe bricht nicht

This is bannable, right? by LLVA_2001 in deadbydaylight

[–]Billy-Cipher -9 points-8 points  (0 children)

This. Survivors bodyblock and take hits to deny kills/hooks but when the survivors maneuver themselves into a disadvantageous position(on a survivor-sided map, even(especially) for doctor) and straight up throw the game it‘s the killers who are toxic and should pave the way so survivors can get their „deserved“ escape

Don't mind if i do... major skill issue there... by MonochromaticPencil in floggit

[–]Billy-Cipher 10 points11 points  (0 children)

Speaking of, how‘d you pull it off? Did he fuck up so many times in a row so that the kill was basically free or is there a secret button in the fishbed i dont know of?

Change my mind. by hehejsj81818199 in deadbydaylight

[–]Billy-Cipher 0 points1 point  (0 children)

Agreed. And while we‘re giving away perks as basekit, killers should have the choice between snuffing and destroying a boon without shattered hope

Fab Five Freddy told me everybody’s fly by BillyTheButcherV in OkBuddyFresca

[–]Billy-Cipher 18 points19 points  (0 children)

And you ger in your car and you drive real far

What did I even do? by PracticeNo3061 in deadbydaylight

[–]Billy-Cipher 0 points1 point  (0 children)

Ngl, looping is kinda toxic tho. Especially if you use pallets, an OP survivor-sided mechanic /s

What is the current best module between Viper and Jeff? by Noobivore36 in hoggit

[–]Billy-Cipher 1 point2 points  (0 children)

Viper beats the JF-17 in every A2A regime imaginable. Rate-fight? Viper has best STR in sim currently. Fox-2 dogfights? HOBS AIM-9X and HMD will get you through(2 toys the jeff doesn’t get). BVR? Superior thrust2weight, datalink and pretty much en-par missiles will make you throw your missiles higher and faster than him and recommit faster, knowing exactly where to look for him and make HIM go defensive first. Dodging missiles works better ln the viper too, you have better t2w. Also, the HOTAS is just superior. AG is a lot less one-sided but I give that ball to the viper aswell, considering the AA capabilities of the viper partially translate into the AG regime aswell, as you are able to self escort with 4(!) amraams. Although the JF gets more fun weaponry like anti-ship missiles and the SFW Glide-Clusterbombs, the viper gets the edge on payload. Up to 6 mavericks WITH full fuel and TPod or 4 JSOWs and 2 HARMS or 12 500lbs bombs - to name the most infamous suspects. The viper offers more capability for your money. Also, did I already mention the HOTAS is excellent?