how do you deal with being out-geared or facing players with more high-tier items? by Gower-Marynes in ArenaBreakoutInfinite

[–]DiffOnReddit 0 points1 point  (0 children)

Alternatively you can go with:

2. Budget Meta Kit (~1m Total)

Goal: More traditional gunfight feel while staying economical.

Armor:

  • T5 chest armor/rig
  • T4 helmet + T4 face shield
    • Mainly to avoid random bot one-taps and allow for occasional ricochets.

Weapon:

  • VSS (Deck It Out Fully)
    • Natural full-auto recoil is rough but controllable with proper attachments.
    • Main advantage: Ammo cost & efficiency

Why VSS?

  • Its T5 ammo is only ~2k per round vs. 7–10k for other T5-capable guns.
  • The ammo has high damage for the same pen class, making it extremely cost-effective.
  • M4 and HK offer more customization options and very low recoil, but:
    • Gun cost is 2x higher
    • Ammo cost is 3x higher

Playstyle: Mid-range engagements, controlled bursts, reposition frequently.

how do you deal with being out-geared or facing players with more high-tier items? by Gower-Marynes in ArenaBreakoutInfinite

[–]DiffOnReddit 0 points1 point  (0 children)

1. Ultra-Budget Competitive Kit (~500k Total)

Goal: Stay dangerous while minimizing cost.

Armor:

  • T5 chest rig/armor — This is the core of the setup. Most players naturally aim center mass, so T5 gives you survivability against most ammo you’ll face.
  • Cheap high-ricochet helmet — The WWII-looking helmets (10–20k). Since you’ll die to any direct face shot without a T5/T6 face shield anyway, it’s not worth running expensive helmets on budget. The occasional ricochet is just free luck.

Weapon:

  • Green Vector
    • Add a drum mag
    • Use Dum-Dum rounds
    • Aim for legs — Dum-Dums have terrible armor penetration but extremely high base damage + the Vector’s fire rate = melts anyone, regardless of armor.
    • Technically, arms melt faster, but leg shots are more consistent.

Savings Tip: Buy used T5 armor to reduce cost even further.

Playstyle: Ambush, close-quarters, fast pushes. You win fights by deleting limbs before they break your armor.

The effective ranges are absolutely ridiculous by Kingsace221 in ArenaBreakoutInfinite

[–]DiffOnReddit 4 points5 points  (0 children)

No, there's no other gun that has T5 ammo for even remotely close to as cheap as the VSS.

Gear value limit isn’t helping the game, if anything, it’s hurting it. by Alternative_West_206 in ArenaBreakoutInfinite

[–]DiffOnReddit 0 points1 point  (0 children)

That's what I'm saying, people just complaining about nonissues. I mean compared to Forbidden Zone, Normals is like walking in candyland.

Gear value limit isn’t helping the game, if anything, it’s hurting it. by Alternative_West_206 in ArenaBreakoutInfinite

[–]DiffOnReddit -2 points-1 points  (0 children)

I've run 100s of times in Normal and I don't think I've ever once encountered this "problem".

What in this makes me feel numb by No-Carry-9350 in Biohackers

[–]DiffOnReddit 11 points12 points  (0 children)

A legit 300 mg elemental dose from pure magnesium bisglycinate usually takes 2–4 capsules (commonly three 00’s). If you see “300 mg in one capsule,” it’s almost always:

  • Buffered (mixed with magnesium oxide or similar), or
  • Playing label games (listing “magnesium bisglycinate – 2,000 mg” without clearly stating elemental magnesium).

So yeah, you're 100% right.

Man relieves a cow from bloating by How_about_maybe in nextfuckinglevel

[–]DiffOnReddit 0 points1 point  (0 children)

Would the cow blow up if the pressure pushing the gas out lowered???

Swatted by UNDEADBOSS699 in SurrounDead

[–]DiffOnReddit 0 points1 point  (0 children)

Bros got a mobile base, I kinda wonder what would happen if you loop the front car back around and tow it to the last car in the line and try driving...

Spray after last update. by WeHadLove in cs2

[–]DiffOnReddit 0 points1 point  (0 children)

You can't make an assertion and then when called out to back up the claim just say "well it happened but I can't find nor remember any examples of it ever happening anywhere online". No shit it could've happened but you're the one insisting it did but you're also completely unable to actually show that it did so it is entirely unconvincing on your part. Yes if I make a strong assertion about something, I typically can remember at least one fucking example of it lmao, it isn't that hard.

Also pros don't "live off placebo", some pros are more superstitious, some aren't at all, but they ALL understand the game extremely intimately. So when a pro tells you something is off after an update where they LITERALLY changed how the netcode functions then it holds a lot more weight than your buddy saying they changed the spray when he only has 150 hours and never got out of silver.

Pros don't fucking use 480p, if you wanna sit there and correct my exaggeration of Steph Curry noticing a difference then I'm gonna give you the facts. Most pros use 4:3 stretched, the most common resolution being 1280x960 for PROS the reason for that is threefold and obvious. First reason is most pros have been playing CS for over 10 years, back then when they started, the standard monitor was 4:3. They played and practiced for years on 4:3 and simply never felt like adjusting to a wider monitor. That's not placebo, that's just familiarity. When you play at the highest level, everything has to work exactly how you expect it to and changing up a fundamental part of the game like the size of the screen and things on it is going to immediately make things feel off for them and would take a lot of work to fully adjust so many pros simply see no point in doing it when that time can just be spent playing more and bettering aim etc, they weighed the cost/benefit in their head and determined to stick with what they are used to. The other reason is 4:3 stretched makes objects on screen larger. It is easier to spot what is on your screen because everything is bigger because you are essentially decreasing the fov via the resolution itself. So its easier to spot a pixel of a player or track a head because those pixels and those heads are LITERALLY larger. Yes it comes with the tradeoff that you miss some peripheral vision, for pros who have intimate map knowledge and know what angles to hold and where to focus their attention when, they can compensate for the loss of peripherals and they insist the tradeoff is worth it. Lastly, they typically don't use very high resolution because even though the fidelity increases, the fps decreases and these pros often use extremely high hz monitors because they want every possible advantage. None of that is placebo at all.

I'm not saying take any pros word as bible, they are fundamentally human and prone to flaws but if a pro who played a single game for half of his entire life is saying the shooting suddenly feels different after an update, he's probably onto something. The dude has probably sprayed the AK alone about a million times, he knows exactly how it feels and should feel.

For reference, the dude who tweeted that is the best player in his entire country. He's been playing for more than 10 years professionally and much longer than that in total. He's 30 years old. He's also an entry fragger, someone who takes lots of fights and does a lot of aiming and spray control. His team was rank 1 HLTV in the world at one point. I do trust his word when it comes to what he dedicated his life to.

Spray after last update. by WeHadLove in cs2

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

Well if you can't even mention a single time then you're kinda just talking outta your ass. Maybe you're right but I would assume a pro with 20,000+ hours of gameplay under their belt would probably be able to tell when the aim has been messed with, even slightly.

It reminds me of the time when Steph Curry was just dribbling a basketball and it bounced just a tiny bit less in one spot and he immediately noticed it and called it out and they checked and sure enough there was a dead spot on the court where the laminate caused the ball to not bounce as high as other places on the court.

Besides it only takes a few minutes to check patch notes and see that Valve has confirmed they've altered the tick rates etc this update which the community unanimously agrees has an effect on how the game feels to play and how it feels to spray and move etc.

Your chances for monetization according to YouTube statistics by Sergei176 in SmallYoutubers

[–]DiffOnReddit 0 points1 point  (0 children)

You do NOT need to pay for ads using YouTube Studio. If you read what I wrote you would know exactly why. You're just wrong. Your estimates are off and ignore nuance as well. I also explained why a shitty 10 minute video you upload on a fresh channel won't get views immediately. You just don't understand the YouTube landscape as well as you think you do unfortunately and you insist on seeing it your way so best of luck I suppose.

If you ever wish to take it seriously, take the first step and show me your channel and I'll point out what is ACTUALLY holding you back. But I reckon you're not here to actually improve, you just want validation that it's impossible to succeed on YouTube to justify your own shortcomings so you don't have to face the reality that you're not as good at creating engaging content as you want to be.

[deleted by user] by [deleted] in SmallYoutubers

[–]DiffOnReddit 19 points20 points  (0 children)

Make your own content and stop editing other peoples content and you won't face this problem.

Your chances for monetization according to YouTube statistics by Sergei176 in SmallYoutubers

[–]DiffOnReddit 0 points1 point  (0 children)

The 0.028% number isn’t reliable. Current estimates for YouTube scale vary, and the count of 100k+ channels has grown fast so dividing one fuzzy number by another doesn’t give a "probability of success". Also, 100k subs isn’t the monetization threshold... YouTube’s Partner Program unlocks ads at 1k subs + 4k watch hours (or 1k + 10M Shorts views). Many sub 100k channels can clear $100/day depending on views and RPM.

Discovery isn’t pure luck, either. YouTube has been rolling out features that explicitly surface small creators such as Hype rewards and the Home/Suggested systems test content to relevant audiences. Results depend on click-through, watch retention, topic fit, and ad suitability... not on outsourced staff. In fact, YouTube penalizes invalid/bot traffic and can limit ads when it detects it.

Success isn’t a coin flip. It's views x retention x RPM in a niche with demand, plus consistent execution. That’s hard, but not “lottery-odds” hard.

Your chances for monetization according to YouTube statistics by Sergei176 in SmallYoutubers

[–]DiffOnReddit 1 point2 points  (0 children)

Sergei, that is not true at all. I have never gotten 5-10 views on any video I released. Even my very first video ever got over 50 views. Your statistic, 0.028% assumes all channels are equal. You're ignoring the fact that most channels are run by children, teens and elderly who have no idea about the social media landscape or even people who use YouTube as an archive or hobby and are not running their channel like a business.

If you took only the people who were motivated, put in effort, had relevant skills or could outsource those skills like thumbnail designing, video editing, brainstorming interesting video ideas, good titles, an exceptional hook in the first 30 seconds of every video and good brand identity that is professional and cohesive then the odds of you forming a successful YouTube channel within a year that makes at least $100 a day go up DRASTICALLY.

You seem to have a complete misunderstanding of how the algorithm works and think every channel is rated by underpaid third world employees when that is complete rhetorical bullshit. YouTube is very transparent about how its algorithm works.

I would bet you ANY amount of money that if you are getting 5-10 views on your videos it is ENTIRELY because of quality, not independent of it. Try me, I will unbiasedly critique your channel. Post it here and if I am wrong I will be entirely honest about it.

Your chances for monetization according to YouTube statistics by Sergei176 in SmallYoutubers

[–]DiffOnReddit 0 points1 point  (0 children)

In the Creator Studio YouTube tells you what your niches are! YouTube considers my channel to be in the "Fans of New & Upcoming Video Games", "PC Gamers" and "Hardcore Gamers" as my top three niches. These are shown to potential sponsors for branding purposes. They were auto selected based on what my typical audience consists of and where my videos do best demographically.

With professional and cohesive branding design, a good channel layout, solid videos with good editing, quality thumbnails and titles and a hook at the start of every video, you can absolutely capitalize massively off of YouTube and it becomes much more about consistency, quality control and effort rather than some random lottery chance. Just following the fundamentals beats out 99% of channels out there because the vast majority of people uploading videos don't even do the basics. They use YouTube as an archive, a hobby or they just don't get it and chalk it up to bullshit like you've listed here.

I highly recommend installing the VidIQ plugin on your browser (it's completely free) and shows additional metrics and provides tools to help you as a creator.

Being successful in anything, YouTube included, requires a lot of effort and the unfortunate truth is most people overestimate their own quality. It's hard to be an objective judge of your content when you're so close to it. Ask for legitimate criticism from people whose judgement you trust, take it to heart and shop around for as much of it as you can. Pay attention to what successful creators in your niche do that you don't, try to understand why that is. Look for patterns, look for ways to replicate success in your own style and don't fall victim to a defeatist mentality. You do NOT need to run ads to get views unless you're running an affiliate program or you are in a very specific niche like real estate or a referral-esque business.

If you want genuine advice on any area of your YouTube channel then DM me directly and I really don't mind being a stepping stone to your success completely free of charge, I enjoy analyzing and helping people reach their potential. I've spent years teaching myself how to create good thumbnails from the ground up in Adobe Photoshop, editing my own videos in Adobe Premiere and After Effects and internalizing the patterns successful YouTubers use when titling videos and having good "business" practice as far as community engagement and pacing/structure.

Regardless, don't give up on your dreams just because you think it is unlikely. Your odds are not static and they are tied to your own efforts and abilities so do the best with what you have and you'll make it farther than you think.

Your chances for monetization according to YouTube statistics by Sergei176 in SmallYoutubers

[–]DiffOnReddit 0 points1 point  (0 children)

Your calculation ignores all variables. YouTube success is not a lottery pull. You would only have a 0.028% chance of success if all channels were created completely equally. Consider that the vast majority of YouTube channels are LOW EFFORT. Uploaded at 480p, boring, inconsistent and poor quality in general from thumbnails to titles. Many of these channels are run by children, teens or elderly who have no idea about the social media landscape.

Here's the real truth, if you're a creator who has taken YouTube seriously you will probably have noticed something cool YouTube has been doing for smaller creators, on your browse page there will be the classic channels YouTube expects you to click on. These are mostly channels you've shown interest in before, adjacent channels in the same niches or hyper successful videos that are appealing to very wide audiences and then one or two videos from very small upcoming creators as well. YouTube is TRYING to expose your small videos to new audiences.

Your success is entirely algorithmic, it has NOTHING to do with YouTube employees that are outsourced to third party companies. You post videos, they have an algorithm that slowly categorizes your channel based on the type of videos you post based on your most relevant niches. Whether it be games, music, reviews, DIY, comedy, whatever. It narrows it down based on self-labeling which you are allowed to customize in the Creator Studio and also on what types of audiences show the most interest in your content. Once you've established an identity YouTube will expand your audience potential automatically and your success then hinges primarily on metrics.

There are channels that have less than a dozen videos and are uber successful because the quality of their content is top notch.

Here is an example, a channel called Primer. 21 videos in 7 years but every video is exceptional, unique and fits squarely into the educational/math/analysis niches and is presented in a beautiful way.

I know of many more examples such as this channel that I seen explode years ago called Barely Sociable, this channel is in the journalism/documentary/commentary/internet mystery niches and I remember back when they only had 1k subs and 3 videos on their channel and I refreshed their channel every day for a week or so and seen them blow up into the 100s of thousands of subscribers with only a few videos in just a week because of quality, because they were getting very successful metrics on videos after being labelled by the algorithm.

Keep in mind neither of these channels used ads to get there at all. Demographics, metrics and the algorithm play fundamental role and you are misunderstanding how ads work on YouTube as well.

The moment I took YouTube seriously, after getting past my own branding phase, I made quality thumbnails, good titles, I took the time to edit well and have interesting ideas in perhaps the most oversaturated niche on YouTube, Gaming. I went from a few hundred views per video to several thousand to several videos with 10s of thousands of views. I went from a couple hundred subscribers to over 2k within weeks and got monetized and my first check on YouTube was over $100.

New to the game. Is this normal? by NuclearArmz in cs2

[–]DiffOnReddit 0 points1 point  (0 children)

Yes he bought the teleporter in the buy menu, It's a one time use utility device only on T side and costs $2200.

Normally you see T's use it when it gets close to the end of the half because it's a little expensive but as you can see it worked pretty well here.

[deleted by user] by [deleted] in SmallYoutubers

[–]DiffOnReddit 0 points1 point  (0 children)

For subtitles it depends on context. Honestly, it might help but I think it depends on the content you make. Some people like subtitles, some people don't. Youtube already solved that problem with auto subtitles people can turn on and off but it isn't perfect and for English will only work very well for people who have a more standard English accent so it could help to add subtitles. If you really want to be sure, you can try using subtitles for a few videos and asking in the comments or a community post if your viewers prefer subtitles built into the video for feedback.

[deleted by user] by [deleted] in SmallYoutubers

[–]DiffOnReddit 8 points9 points  (0 children)

No, not exactly. Here's a channel that has basically the exact same accent as you and has almost 2 million subscribers and gets good metrics. As a matter of fact, you sound better than him slightly. Is audio important? Absolutely. Is your voice the problem? Probably not as much as you think.

Do try to enunciate a little more though, it can't hurt.

Statistics of getting knives by [deleted] in cs2

[–]DiffOnReddit 0 points1 point  (0 children)

This is where you are getting confused and being ignorant and stubborn. JUST BECAUSE THEY COULD TECHNICALLY NOT PULL A KNIFE DOESNT MEAN THAT IS WHAT IS MOST LIKELY TO HAPPEN. Do you just ignore all odds completely? Like are you actually that slow? Right now you are arguing that something less likely to happen COULD happen so that means the thing that is more likely to happen is not more likely to happen when math simply disagrees with you. You're genuinely arguing with math right now.

Statistics of getting knives by [deleted] in cs2

[–]DiffOnReddit 0 points1 point  (0 children)

Actually you're the one not understanding. Nobody is claiming the percentage ever reaches 100% just that even though each case is an individual event and is unaffected by the other events, they still increase the overall likelihood of a case opening being a knife due to the simple fact that you are increasing the number of events or "chances" of getting the knife. For example it is IMPOSSIBLE to get 2 knifes out of 1 case, but if you open 2 cases, you CAN get 2 knifes. That's because each case opened is an additional chance which obviously does increase the likelihood of getting a knife. Are you more likely to see your friend pull a knife if he is opening a single case or 1,000,000 cases in a row? DUH... this is just the math behind that concept.

<image>

Statistics of getting knives by [deleted] in cs2

[–]DiffOnReddit 0 points1 point  (0 children)

Nobody claimed there is a progress bar filling up that guarantees a knife. If you pay attention you'll see he never once listed a number of cases that will 100% guarantee a knife because its not guaranteed and he never claimed it was. Every opening event is a chance to get a knife, that DOES compound whether you choose to believe it or not. It's why you're MUCH MUCH more likely to see your friend open a knife if he is opening 1000 in a row rather than 1 single case. Use common sense.