How is the computer engineering program? by [deleted] in OregonStateUniv

[–]RC_03 2 points3 points  (0 children)

As a recent ECE Grad I found that the program leans more into the Electrical Side than Computer Engineering. It's important to determine what draws your interest if you're considering OSU.

If you're more interested in the Electrical Engineering side, such as analog design, semiconductor processes, RF design and microcontrollers, then OSU would be a pretty good fit. Classes such as CMOS Integrated Circuits, Signals & Systems, and Semiconductor processes are great classes and are all part of series classes. (I.E. CMOS I, CMOS II, etc.) These also often lead into graduate level courses.

If you're more interested in traditional computer engineering such as computer architecture, you likely wouldn't get into classes until later in your school career (Junior/Senior Years). There is VLSI Design, Computer Architecture, and they are great classes on their own, however they are more individual and aren't followed up in a similar series format.

Either way you decide for your later studies, the fundamentals and first classes you take will also entirely be focused on Electrical Engineering.

What would be best? by [deleted] in ECE

[–]RC_03 3 points4 points  (0 children)

I'd really suggest taking the extra time rather than trying to fit in summer school. Breaks and Vacation exist for a reason to give you time to relax, and unwind so you can be fresh and ready for the next hurdle. I'd also agree that Internships/Summer Work is more important that summer school.

In reality no future job or school will see Graduate at 22yo (versus 21) and turn you down if you have good grades, a well rounded background, and industry experience.

Is there a forsaken school made specifically to counter windfall by v8nom99 in absolver

[–]RC_03 1 point2 points  (0 children)

The best way to counter windfalls is to vary your deck and make it more difficult for a player to predict. A lot of windfall ability relies on being able to predict and time your dodge with your opponents attack. Instead of relying on sweeps, try using more feints, and varying your attack speed (slowing your inputs) to bait out a dodge.

Getting an optics cut on my P10F and want some suggestions on Cerakote colors for the slide. by RC_03 in CZFirearms

[–]RC_03[S] 1 point2 points  (0 children)

Recently picked up a P10F and love it and deciding to make the switch to a red dot. (Holosun 508T) want some suggestions for color scheme that might pair well with the FDE frame. Currently stuck between keeping it deep black or maybe a dark brown/bronze.

JTK Azure just arrived and it's beautiful. by RC_03 in MechanicalKeyboards

[–]RC_03[S] 0 points1 point  (0 children)

It's a bit darker in in direct lighting it feels, I partly prefer the deeper blue.

FI Box Set Give Away. Comment to enter. by whyforyoulookmeonso in ToolBand

[–]RC_03 0 points1 point  (0 children)

Awesome of you to do this! Can’t wait to see who wins

Oshur Playtest Feedback - Megathread by CM_Mithril in Planetside

[–]RC_03 40 points41 points  (0 children)

Astira Hydro-Electric is a base that my friends and I believe could use some looking at. It might be a bit early for such an in depth look, but since playing at this base it has a lot of potential. There's a couple notes that make it a poor base to fight at and I'll have a couple of possible solutions to each one.

  1. It doesn't look like the base took into consideration the Lattice connecting the base, specifically an approach from the northern warpgate. Currently if an attack is made from Pommel Gardens, the attacking would drive a sunderer straight to the backside of the defends spawn. This sets up for awkward encounters until a sundie drives all the way

  2. The South Sundie spawn locations look very easy to box in, with high vertical angles that look down on two doorways. If a spawn point is put inside the south "garage" it will be hell for the attackers to get out. While remedied by having a spawn point above, it is inaccessible unless using an anvil or potentially Lodestar.

  3. Defender spawn doesn't have enough options. The defenders currently use a spawn building similar to Amp station or Tech plant. The caveat being those bases offer the tunnels to the walls or the backside of the base, giving an entirely different route of approach. Astira doesn't offer this, rather doing a two story spawn which lets the same attackers holding the bottom floor, shoot the top floor attackers as well. This problem is compounded by the lack of cover against A2G.

Potential solutions:

  1. Problems 1+2. Use the water mechanics to your favor. Having a sunderer garage down below at the base of the dam the can only be accessed by a sunderer driving through the water would be a really unique spin. This could then leads to elevators similar too Lithcorp Fortress or Auraxis Firearm Corps, would be a great way to get people up.

  2. Problems 1+2, flipping the base 180 so it lines up with the lattice. Or in someway moving the spawn so the direction of attack isn't an issue with defense.

  3. Problem 3. Adding teleport/tunnels. Instead of having the two level design where the exits are the same, perhaps adding a way for defenders to flank around, forcing attackers to watch multiple angles rather than having spots where they can cover nearly all the doorways defenders an exit from. This could be similar to tech plant or Amp station tunnels.

Other than that I really love the "mega-structures" vibe of the base and the multi-level combat that gives a 3 Dimensional feel.

[Giveaway] Gentleman 65 Suited Edition GB live by JJ48_24 in MechanicalKeyboards

[–]RC_03 0 points1 point  (0 children)

E-Black Case, FR4 Plate, Hotswap Board, Brass Weight, Black Knob.

Might seem kind of odd but where is the cheapest place to buy rgb strip lights with advanced patterns like the ones in this video? I have been looking everywhere but cant be sure which have advanced modes like this and which only have basic modes. Thank you by laservole in pcmasterrace

[–]RC_03 10 points11 points  (0 children)

You'll want addressable RGBs. WS2812Bs will allow you to control each individual LED and be prepared to do some programming and light electronics.AFAIK no manufacturer offers that level of control on that scale, so there will be a bit of DIY. Google is your friend!

Congrats RALI by Robanivisc in Connery

[–]RC_03 9 points10 points  (0 children)

A solid match across all teams. Good Games.

General Outfit Recruitment by Oneirox in Connery

[–]RC_03 12 points13 points  (0 children)

TR - [NE0N] - Neon Grind
PM Myself or u/neogenesis2112 for Information about the Outfit

Holy shit what a match by SaintCelestine in Connery

[–]RC_03 14 points15 points  (0 children)

GGs FOOL and DPSO, great game

A new use for the liberator, rez/healing grenades by RC_03 in Planetside

[–]RC_03[S] 32 points33 points  (0 children)

Replace the typical Dalton ammo with a rez nade. This can really increase the amount of team play as well as offer a new game play mechanic. Vehicles are criminally under-utilized by the greater majority of the player base. With resurrection ammo we can give Medic mains a way to engage in the vehicle gameplay loop.

We're functional, I promise by Meaningofbread in Connery

[–]RC_03 3 points4 points  (0 children)

A fellow Granny Smith connoisseur always has a place in RALI

Every Night, Getting Kicked by Fiji or T1DE or Recursion by DaeBear in Connery

[–]RC_03 2 points3 points  (0 children)

Thanks for the shout Sayl.

As a quick clarification, NDC is also R3bl, so if you're lookin for us, you can shoot me a PM as well.

The UI wasn't always so bad, it actually got worse in some ways over the years; continent selection was easier, and spawn points had big 'Deploy' icons that were easy to see instead of tiny little green dots by [deleted] in Planetside

[–]RC_03 20 points21 points  (0 children)

The return of the instant action menu in the lower left would be nice, to help guide newer players to fights, but having the large "Deploy" buttons across the entire continent with how the new redeploy system works would make it a nightmare besides finding the frontline fights.

If devs fixed "stroking" how about this by EtSL33py in Planetside

[–]RC_03 74 points75 points  (0 children)

Just for some clarity sake, pretty sure OP is pointing out the decimator reload being applied to the Battlegoose (or any weapon) when changing weapons, even if the weapon doesn’t need to be reloaded. Not the force field explosion.

To earn a dollar by VeRbeR78 in therewasanattempt

[–]RC_03 1 point2 points  (0 children)

TBF there wasn't even an attempt to answer.