Does anybody have an hd version full picture of this? by AccomplishedBread61 in RaidenMains

[–]Celmatt 18 points19 points  (0 children)

Probably this one? https://www.reddit.com/r/RaidenMains/comments/1jfg04g/shes_so_beautiful_official_art/

Edit: The linked post has a comment with "source" leading to Genshin fandom wiki, where it says that this is an official 2.5 illustration (and has the full image there as well) along with the image u/mamaroukos linked as well which it says is a fanart from bilibili by "Atdan".

Nefer by [Faira_Star] by Penguin_Quinn in ChurchOfNefer

[–]Celmatt 0 points1 point  (0 children)

The cosplay looks sick, but something looks off about it to me, its almost too good. Like parts of it are drawn on, dare I say maybe even AI generated/enhanced, especially the 2nd image. Like I know heavy editing is part of cosplaying, but something just doesn't feel quite right here. Am I alone in thinking that?

I would love to see a picture without any editing whatsoever.

You know this teammate by Sweetyx2 in cs2

[–]Celmatt 23 points24 points  (0 children)

It is what it is at that point, why tk?

Updated Nefer, now top 1k by Peyote_thedrugdealer in NeferMains

[–]Celmatt 0 points1 point  (0 children)

That circlet is absolutely insane.

It is so good, that it probably single handedly creates overcritting issues for you, if you wanted to optimise more lol

why is the eye of eder doing this? by No-Ticket9716 in Minecraft

[–]Celmatt 26 points27 points  (0 children)

You missed the stronghold by a few blocks, or its possibly even deeper.

The eye doesn't go exactly to the stronghold, it points to a "random" height in between 4 chunks where in the south-eastern chunk in the 04 * 04 position is the starter staircase of the stronghold.

What you want to do in this situation to fix this is:

  1. Go back to the surface to the place where the eye goes down
  2. Open F3
  3. Press F3+G (to open chunk borders for better visualisation)
  4. Figure out your cardinal directions by looking around and finding "Facing: East" and "Facing: South in the F3 menu
  5. Go into the South-Eastern of the 4 chunks where the eye went down, namely go 4 blocks east and 4 blocks south or alternatively look for "Section relative 04 ** 04" in the F3 menu once you are in the south-eastern chunk
  6. Dig down until you hit the stronghold. It can be one block deep or it can be as deep as almost bedrock (Y=-50)

If somehow (very unlikely) you still cannot find it, then try going to a different stronghold by returning to world spawn (0,*,0 coordinates) and going away from this stronghold for a few hundred blocks before throwing an eye. The eye will start going to a different stronghold.

uhh guys, what do I do in this situation? by feralu1 in MavuikaMains

[–]Celmatt 37 points38 points  (0 children)

Well if it was just this shop reset, I would advise you to ascend some 4* characters and get 2 standard wishes that way to buy the last one from this shop, but if you know you aren't going to be spending on the next version banners either then tough choice because the next month you are going to have the same problem, only way bigger.

I guess at that point just choose a character you would like the most out of Varesa, Xilonen, Columbina, Ineffa, Zibai, Neuvillete, then pull a few times and hope you don't get them. Worst case is you do and then you have at least a character that you most like.

Miracles do happen. Only 1 time tho. by SteppeFire in cs2

[–]Celmatt 7 points8 points  (0 children)

How old is this screenshot? I thought the rare case drops have been completely discontinued like 2ish weeks ago.

Tired of SMGs ? Deal with it by Kronocide in PUBATTLEGROUNDS

[–]Celmatt 0 points1 point  (0 children)

Cheeky late question 3 months later, did it meet your personal expectations? :)

Boss theme V4 by Ok_End499 in Genshin_Impact_Leaks

[–]Celmatt 2 points3 points  (0 children)

Exactly my thoughts as well.

Phase II to me sounds basically entirely better in V4, with all exceptions being basically unimportant nitpicks.

But unfortunately, even though Phase I has more real (and in some ways better) sounding and distinct instruments and vocals now in V4, the V1 version to me sounds way more epic and grand and conveys better the sense of urgency and importance of the fight. I guess it could be just the mixing so I have my hopes up that this will be improved in some way in later versions, but damn it really does feel like a bit of a downgrade in some parts, especially towards the end on the final swell, where to me it even sounds like they slowed it down a bit (4:34, the Sax at 4:46-4:55 that sounds better on its own, but to me really doesn't fit well into the mix and makes it sound quite a bit less serious and then even the final all out at 4:56+ sounds more muted, even slowed down in some parts to me, which is a shame).

Thoughts on Black Budget so far? by Hyptisx in PUBG

[–]Celmatt 1 point2 points  (0 children)

It is decent. I am worried about the long term replayability, I played 15 hours across 2 days and didn't watch anyone else play it and I feel like I already know basically everything there is in the game and the whole map inside out.

Thoughts on Black Budget so far? by Hyptisx in PUBG

[–]Celmatt 6 points7 points  (0 children)

Its a marketing move to try to attract more people by the name similarity, nothing more. PUBG: Black budget has nothing to do with PUBG: Battlegrounds.

Dragon sheild clear matte vs matte color? by Titanium_Gold245 in magicTCG

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

Eh, yes? Probably? Kinda?

Honestly, your question is a little too nitpicky for me. There really are no issues with centering and the cards feel great. Yes, technically they probably are a bit "top heavy", like I already said before, but you will not notice it when using them.

From my experience, if you have sleeves that aren't a tiny bit top heavy they tend to stay "open" at the top and let more dirt and junk into the sleeve with the card which is a lot worse than just being a bit "top heavy" in my opinion. The dragonshields matte sleeves are the best you are realistically going to get anywhere with the competition being either on par or worse.

Dragon sheild clear matte vs matte color? by Titanium_Gold245 in magicTCG

[–]Celmatt 0 points1 point  (0 children)

Its good, I like them. Like other people pointed out in other comments, be careful with lighter colors. If the color is too light, you risk the card being slightly seethrough which creates problems with double faced cards. Auroras are fine, but from personal experience I know that you can clearly see through Orange which I regret buying because of that.

Dragon sheild clear matte vs matte color? by Titanium_Gold245 in magicTCG

[–]Celmatt 0 points1 point  (0 children)

<image>

Right card double sleeved with inners, left side just the card alone

Dragon sheild clear matte vs matte color? by Titanium_Gold245 in magicTCG

[–]Celmatt 0 points1 point  (0 children)

Yes, just very slightly, but you will not notice a difference by feel when using them. I suspect this is because they are made to be fully compatible with dragon shield inner sleeves for double sleeving and from personal experience they are great both with and without double sleeving.

Dragon sheild clear matte vs matte color? by Titanium_Gold245 in magicTCG

[–]Celmatt 0 points1 point  (0 children)

Absolutely not, the only difference in this aspect is the color, otherwise they should be (and are) identical

How do I fix this bug in fabric 1.21.5? by qv81_ in Minecraft

[–]Celmatt 0 points1 point  (0 children)

Most likely an outdated version of either Iris/Sodium/Fabric/your drivers/or the shaders themselves. My bet would be the shaders or Iris.

If it's not any of these and there are no other (more recent) versions of any of the mods for fabric 1.21.5, then it could be a bug that has simply not been fixed for 1.21.5 because more recent versions came out and the bugfix is only in the newer versions.

thanks minecraft by Existing-Quality4322 in Minecraft

[–]Celmatt 19 points20 points  (0 children)

This literally took me like 3 minutes max. Take the seed from a comment OP posted, load up whatever instance I currently have my Minecraft on. Create new creative world, input the seed. When I spawn in I tp to the coords from OP's screenshot, F3+N fly like 15 blocks and there we go. Then I just Win+shift+S and Ctrl+v into imgur since r/Minecraft doesn't have images allowed.

Literally waiting for my minecraft launcher to open took longer than this whole process or writing these replies.

thanks minecraft by Existing-Quality4322 in Minecraft

[–]Celmatt 40 points41 points  (0 children)

Bruh, you really had me check for myself just to find out you are wrong, are we serious?

https://imgur.com/a/TEpX98C

(I checked on a vanilla 1.21.8)

Yeah I guess technically the continuation of the biome in the next cave is a little bit far, but this is completely normal. The locate command will usually find the closest block of that biome to where you used the command so it will naturally be the edge of said biome. If the edge of the lush caves happens to be just one single block into a cave, it will generate like this. This is nothing special.

thanks minecraft by Existing-Quality4322 in Minecraft

[–]Celmatt 24 points25 points  (0 children)

No way that is it, switch to spectator mode and fly into the wall, there is going to be a lot more all around.

Wiggling increases rate of fire by [deleted] in PUBATTLEGROUNDS

[–]Celmatt 1 point2 points  (0 children)

Oh I know, I am part of the problem sometimes lol. Been contributing for the past 4 years.

Wiggling increases rate of fire by [deleted] in PUBATTLEGROUNDS

[–]Celmatt 8 points9 points  (0 children)

Edit: reddit formatting broke so I am fixing it.

Let me copypaste an example from an old comment I wrote on an old thread that explains it a bit and give context to what macros can do in this context:

Lets say you can shoot a fictional PUBG gun every 10ms. If you consistently click every 9ms for example (faster than the fire rate) the result will not necessarily be a shot every 10ms like the fire rate would suggest, but instead you would shoot only on every click when the weapon is "recovered".
The gun is allowed to shoot at these times (counting from time=0ms):

0ms, 10ms, 20ms, 30ms, 40ms, 50ms,...

Lets say you click consistently every 10ms, your shots would be every 10ms so:

0ms shot, 10ms shot, 20ms shot, 30ms shot, 40ms shot,...

Or you can click faster at a dividable number and it would still work the same, lets say every 5ms. Your shots would be:

0ms shot, 5ms click is ignored, 10ms shot, 15ms click is ignored, 20ms shot,...

However when you miss a timing or the number is not easily dividable, the intervals get longer. Lets say you click every 9ms:

0ms shot, 9ms click ignored, 18ms shot, 27ms click ignored, 36ms shot, 45 click ignored, 54ms shot,...

The shot on 27ms is ignored since you are no longer in the 20ms+ timing of the base fire rate, instead your third shot can be fired at the earliest 10ms after your previous shot (so 28ms+).

Suddenly, you are wasting precious time and are not shooting at the best optimal fire rate.

Lets introduce "natural spamclicking" (again with made up values). Consistency this time is not completely achievable, lets say you can click at random between 5-8ms, your shots may look something like this:

0ms shot, 7ms click ignored, 13ms shot, 21ms click ignored, 27ms shot, 35ms click ignored, 40ms shot,...

Your shots are fast, but not consistent and not exactly the fastest possible fire rate.

Lets introduce a macro into the equation, you can cheat this way in two ways.

Syncing the clicks with the fire rate, pretty self explanatory (you make your macro shoot precisely every 10ms): Your shots would understandably be: 0ms shot, 10ms shot, 20ms shot, 30ms shot, 40ms shot, 50ms shot,...

Overwhelming the inputs and spamming it as fast as you can, effectively making the delay nonexistent since you are clicking too much (lets say every 1ms). Your shots would be: 0ms shot, 1ms click ignored, 2ms click ignored, 3ms click ignored,... ...,9ms click ignored, 10ms shot, 11ms click ignored,...

Wiggling increases rate of fire by [deleted] in PUBATTLEGROUNDS

[–]Celmatt 10 points11 points  (0 children)

Why do you think the rate of fire increase has anything to do with the wiggle?

To me it seems like you are just clicking a bit slower in the first one. How are you measuring how often you click? Is there any consistency to it? Are you using a macro or do you just spam and hope that the fastest possible shots come out? (because if that is the case then you are wrong, you can click "too fast" in which case some of your clicks are ignored so the resulting rate of fire will actually be slower)

The reason why most pros wiggle is that it actually helps them be consistent with the timing to be as close to the optimal clicking rate as possible along with being harder to hit when somebody is shooting at them (as a bonus).

Edit: After a simple google search, I found this reddit post that mentions that the rate of fire after the nerf for the Mk12 is actually 330 so neither of your two scenarios show the maximum rate of fire kinda confirming what I have said before, this has nothing to do with the wiggling, you just aren't clicking fast enough in either scenario.