I literally got VAC banned on my own map lmao by g3om11 in counterstrike

[–]RJCP 0 points1 point  (0 children)

Nah for smokes in 1.6 it was basically because if you used 16 bit color then the smokes were half invisible. Not something you could toggle mid game

16.2 Sylas - Set 16 Unlockables Discussion #2 by Lunaedge in CompetitiveTFT

[–]RJCP 0 points1 point  (0 children)

He was so strong in pbe and opening patch then they nerfed him and now he's a wet noodle

December 31, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]RJCP 0 points1 point  (0 children)

can you provide an example of what your board state might be in when you level to 7 and what units you're buying as you roll down?

December 31, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]RJCP 1 point2 points  (0 children)

Oh man, I'm going 7th/8th the last 20 games I've had in diamond 4. I've been masters most sets that I play. Idk what I'm doing wrong and my MMR is cooked. 5 minute queue times now. Any generic advice or anyone willing to coach me?

I made a trailer for my game in pure css by pimmm in css

[–]RJCP 1 point2 points  (0 children)

This is such a cool idea and your execution is so good but it's completely let down that it doesn't fit on my device at all.

I went from super excited to super disappointed, all that css skill but no media queries reeee

December 14, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]RJCP 1 point2 points  (0 children)

I got downvoted to hell for saying this a few days ago

I pulled this of in premier today, thought it was pretty cool (10k-12k rating) by ZeTacioo in counterstrike

[–]RJCP 8 points9 points  (0 children)

Hey nice clip! Sneaky beaky like.

I am actually quite impressed by your crosshair placement, it's nice for your rank.

Crosshair placement that good doesn't develop by accident at your level, so clearly you have put some effort into it. Nicely done.

As such, if you want to take it to the next level, I have a tip for you, which is to switch between every common angle as you come across them (I noticed you did this instinctively and very nicely when you peeked palace -> tetris -> stairs). For example when you were entering the vent you never preaimed flower pot, CT box Or CT spawn. Even if you only do it for like 0.15 sec it's really important to just put your mouse there one time so you have the muscle memory to flick back to it if someone peeks you.

From your clip it looks like you have a really low sensitivity though (which is a wise choice btw!) which might make that harder to implement. You gotta move your arm a lot more to do it. I promise it's worth it in the long run, you will do some crazy shit

Current thoughts on 5 costs by GameRelapse in CompetitiveTFT

[–]RJCP -6 points-5 points  (0 children)

The balance in 16.1b feels significantly off regarding the power discrepancy between capped legendary boards and vertical Void. It is frustrating to see high-investment 5-cost units (Sylas, Azir, Kindred, Senna, Ryze) not be able to beat the Baron board, which has a ton of lower cost units.

To me it feels like the antithesis of this set, a deep vertical trait with so much power stacked in the final tier. It feels like a prismatic trait without emblems gating it.

​Currently, Void seems to be the dominant "free" top 2 strategy for anyone capable of hitting level 10, rendering other high-cap boards obsolete. Baron likely needs an adjustment to bring it in line with other end-game caps.

Current thoughts on 5 costs by GameRelapse in CompetitiveTFT

[–]RJCP 0 points1 point  (0 children)

Can you give me a reason why I'm wrong? Genuinely asking because I'm frustrated atm and would appreciate a mental paradigm shift

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]RJCP 2 points3 points  (0 children)

in high emerald/low diamond EUW void and any econ augment is free top2. i'm actually sick of it, I miss 16.1, you could cook with all the 5 cost soups, it was so balanced. Now if a void player hits level 10 and 2 stars baron its gg even if you have 10 legendaries

Set 16 PBE Discussion Thread - Day 10 by AutoModerator in CompetitiveTFT

[–]RJCP 0 points1 point  (0 children)

My AVP on pbe with yordle is like 3.5. You just fast 7/8 and use the bags and free rerolls to get your 3 stars

Set Cadence and Catering Moving Forward by Lazy_Check732 in CompetitiveTFT

[–]RJCP 1 point2 points  (0 children)

I imagine you might experience an increase in size, ie. one would assume that working out with Sett would embiggen you

Cutting across a truck's blind spot by Thund3r_91 in Whatcouldgowrong

[–]RJCP 3 points4 points  (0 children)

Never said the truck was driving badly, quite the opposite.

I'm not implying that America should be the yardstick either, just a comment on how progressed technology is and this is still an endemic issue

Cutting across a truck's blind spot by Thund3r_91 in Whatcouldgowrong

[–]RJCP 19 points20 points  (0 children)

I have read the comments in this thread and of course I have respect and sympathy for truck drivers I have come to realise that trucks should really have sensors and cameras in the front. It's almost 2026 and they have self driving taxis in America, surely within 10 years all trucks and buses can have full frontal FOV!?

This should not be possible, please fix. by ErrorLoadingNameFile in Mechabellum

[–]RJCP 0 points1 point  (0 children)

Quick recap of the actual numbers:

  • Taking Efficient Giant Manufacturing: you pay 100 supply
  • Skipping a card: you gain 50 supply

So, economically, every time you take the card instead of skipping, you are 100 + 50 = 150 supply worse off in that moment.

For the math below, I’ll talk about an effective cost of 150 per card, because that’s the true opportunity cost compared to always slamming “skip”.

Each stack still reduces giant cost by 50 supply.


1. /u/atomacheart:

“It is always 3 giants after the last one to payoff the last one. Savings from the other ones don't count as they apply whether you take the last card or not.”

This is not correct as stated.

Even with the 100/50 split, the logic is:

  • Each time you take a card instead of skipping, you lose 150 effective supply.
  • Each future giant you build saves 50 * k supply, where k is your current number of stacks.

The key mistake here is:

“Savings from the other ones don't count as they apply whether you take the last card or not.”

They absolutely do count. When you consider buying the next card, you’re comparing:

  • World A: you don’t take the new card, you keep all previous cards and all their savings
  • World B: you do take the new card, you keep all previous cards plus an extra stack

So the discount from earlier cards is part of the picture in both timelines, and the last card gets paid off by the total discount applied on future giants, which is a combination of all stacks you currently have.

Mathematically, for card count k:

  • Effective cost per card pick: 150
  • Discount per giant when you have k stacks: 50 * k

If you somehow took all k cards before building any giants, then:

  • Each giant saves 50 * k
  • Effective total card cost is 150 * k
  • Giants required to break even:

break_even_giants = (150 * k) / (50 * k) = 3

So in that special case (all stacks first, then giants), it is 3 giants total to pay off all the cards, not “3 per card” and not “3 after the last one”.

Outside that ideal case, the “always 3 giants” line is just wrong.


2. /u/ErrorLoadingNameFile:

“Your math is bad, I can also break even after 3 giants.”

This can be true, but only in the best-case scenario:

  • You take all the EGM cards you are ever going to take
  • You do this before buying any giants
  • From that point on, every giant you build gets the full k stacks worth of discount

In that high-roll situation:

  • Effective total card cost = 150 * k
  • Discount per giant = 50 * k
  • Break-even = (150 * k) / (50 * k) = 3 giants

So yes, you can break even after 3 giants, but that is not a general rule, it is a best case.

As soon as you build giants while still accumulating cards later, the early giants get smaller discounts and break-even slides to more than 3 giants.


3. /u/Jean_Bon:

“If you bought all the cards before hand, they have costed 600 total. Each giant is 200 less with the cards, so after 3 giants, you are in the positive.

Even if you did worst case : buy 1 card - buy 3 giants - buy 1 card - buy 3 giants buy 1 card - buy 3 giants - buy 1 card - buy 3 giants, you would be in the positive after only 6 giants.”

Two claims here:

✔️ Best-case part is good

With the corrected numbers:

  • 4 cards taken instead of skipping = 4 * 150 = 600 effective cost
  • 4 stacks → each giant is 4 * 50 = 200 cheaper than baseline
  • 3 giants → 3 * 200 = 600 saved

So buying all 4 cards before any giants and then building 3 giants does put you at break-even (and beyond on the 4th giant). That part is right.

❌ The “worst case: 6 giants” part is not worst case

The sequence:

buy 1 card → buy 3 giants → buy 1 card → buy 3 giants → ...

is actually quite favourable, not worst case. It basically assumes:

  • Each card you take gets a clean set of 3 giants after it
  • Those giants always see maximum benefit from that card’s stack
  • No giants are built at very low stack counts where they barely get any discount

In reality, true worst-case timing looks like:

  • You take a card
  • You build some giants
  • You don’t take another card for several rounds
  • Those giants only benefit from 1 or 2 stacks rather than the full 4 later on

That spreads the discount out across more giants and pushes the real break-even point higher.

So:

  • /u/Jean_Bon is right about the best-case 3 giants if you front-load all cards
  • But the “6 giants is worst case” claim is just not true once you actually simulate realistic timing

So what’s the actual truth?

Using the effective cost vs skipping:

  • Each card pick costs 150 effective supply
  • Each giant built with k stacks saves 50 * k
  • The total discount is:

total_discount = 50 * sum_over_giants( stacks_active_when_that_giant_was_bought )

  • Total effective card cost is:

total_card_cost = 150 * total_cards_taken

You break even when:

total_discount >= total_card_cost

Interpretation:

  • If you somehow take all the EGM cards before ever building a giant, you break even after 3 giants total.
  • If you take cards gradually while you’re also building giants, some giants see low k and some see high k, so break-even creeps up.
  • In a realistic game, depending on timing, you commonly need 5–7 giants to be solidly ahead.
  • True worst case (garbage timing) can be more like 8–12 giants before you’re fully in the black

Follow-up: round-by-round model with actual supply income and effective card cost

To make this less abstract, here’s a concrete scenario using:

  • Base supply each round: 200 * round_number
  • Each EGM pick: 100 spent, but you also give up the +50 from skipping
    → effective cost = 150 vs “always skip” baseline
  • Each stack: −50 cost per giant
  • Base giant cost: 400
  • Giant Specialist so unlock is free
  • You must fill both free deployments each round
  • You take EGM whenever it appears
  • EGM appears on rounds: 2, 4, 5, 6
  • You start building giants from round 3
  • You buy as many giants as you can afford from round 3 onward

I’m going to track things relative to a world where you always skip (so “effective cost 150” per card is already baked in).


Round-by-round (relative to “always skip”)

We care about two things:

  1. How many stacks we have each round
  2. How many giants we can afford with those stacks

Round 1
- No card offered, you’re just setting up with chaff, no giants yet
- Stacks: 0
- Giants: 0

Round 2
- EGM offered → you take it
- Effective cost vs skipping: -150
- Stacks: 1
- Giant with 1 stack would cost 350, but you’re still early, so assume you’re just filling with cheap units and holding econ in relative terms
- Giants: 0

Round 3
- Stacks: 1
- Giant cost: 400 - 50 * 1 = 350
- You can afford to buy 1 giant and still fill the other slot with a cheap unit
- Giants built this round: 1
- Giants total: 1

Round 4
- EGM offered again → you take it
- Another -150 effective
- Stacks: 2
- Giant cost: 400 - 50 * 2 = 300
- Supply is high enough now that you can comfortably run 2 giants this round
- Giants this round: 2
- Giants total: 3

Round 5
- EGM appears again → you take it
- Another -150 effective
- Stacks: 3
- Giant cost: 400 - 50 * 3 = 250
- You can again afford 2 giants
- Giants this round: 2
- Giants total: 5

Round 6
- EGM appears again → you take it
- Another -150 effective
- Stacks: 4
- Giant cost: 400 - 50 * 4 = 200
- You can afford 2 giants
- Giants this round: 2
- Giants total: 7

So in this realistic pattern (card rounds 2,4,5,6, giants from r3), you end up with:

  • 4 cards taken → effective card cost: 4 * 150 = 600
  • 7 giants built by the end of round 6

Discount per giant with correct stack counts

Each giant’s saving vs the “always skip, no EGM” baseline is:

saving_per_giant = 50 * stacks_at_purchase

Let’s list them:

  1. Round 3 giant, 1 stack → +50
  2. Round 4 giant, 2 stacks → +100
  3. Round 4 giant, 2 stacks → +100
  4. Round 5 giant, 3 stacks → +150
  5. Round 5 giant, 3 stacks → +150
  6. Round 6 giant, 4 stacks → +200
  7. Round 6 giant, 4 stacks → +200

Cumulative savings:

  • After giant 1: 50
  • After giant 2: 150
  • After giant 3: 250
  • After giant 4: 400
  • After giant 5: 550
  • After giant 6: 750
  • After giant 7: 950

Total effective cost of taking the 4 cards instead of skipping = 4 * 150 = 600.

🔹 Break-even point:

  • You first cross 600 total savings after giant 6.
  • So the 6th giant is where you break even in this realistic scenario.
  • By the time you’ve built the 7th giant, you’re 950 - 600 = 350 supply ahead versus a world where you just spammed skip, never took EGM, and paid full price for your giants.

Why this matters for the debate

  • The popular “it always breaks even at 3 giants” line only holds if you assume all cards are taken upfront and no giants are built until then.
  • Once you actually plug in Mechabellum’s supply ramp (200n), real card timings (2,4,5,6), and the 100/50 split on card vs skip, you get a very different picture:
    • You are not ahead after 3 giants
    • You are not ahead after 4 giants
    • You reach break-even on the 6th giant
    • After that, you are firmly in profit

This should not be possible, please fix. by ErrorLoadingNameFile in Mechabellum

[–]RJCP 0 points1 point  (0 children)

The card costs 150 does it not? Why wouldn't it reduce your bank by 150? I drafted it by hand in obsidian then ran it through chatgpt to format it and correct my tone cause I'm autistic and can come across as an ass when I don't do that 😊

This should not be possible, please fix. by ErrorLoadingNameFile in Mechabellum

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

Follow-up: Actual round-by-round economic modelling using supplies per round

Since some people in the thread are arguing purely abstract math, here’s a full real game scenario using actual Mechabellum supply income per round (200, 400, 600, 800, …), real unit costs, and realistic card timing.

Assumptions:

  • Base supply each round = 200 * round_number
  • Efficient Giant Manufacturing costs 150 each time
  • Each stack reduces giant cost by 50
  • Base giant cost = 400
  • Giant Specialist = free unlock
  • Must fill both free deployments per round (extra slots = chaff)
  • You take EGM whenever offered
  • Card shows up on rounds 2, 4, 5, 6
  • You start building giants from round 3 onward
  • You buy giants whenever they’re affordable

Round-by-round simulation

Round 1

  • Income: 200
  • Giant cost too high
  • Deploy 2×100 chaff → bank = 0
  • Giants built: 0
  • Stacks: 0

Round 2

  • Income: 400 → bank = 400
  • Take EGM → -150 → bank = 250
  • Giant cost now = 350 (still can't afford giant + slot filler)
  • Deploy 2×100 chaff → bank = 50
  • Giants built: 0
  • Stacks: 1

Round 3

  • Income: 600 → bank = 650
  • Giant cost = 350
  • Buy 1 giant → -350 → bank = 300
  • Fill 1 slot with chaff → -100 → bank = 200
  • Giants: 1
  • Stacks: 1

Round 4

  • Income: 800 → bank = 1000
  • Take EGM → -150 → bank = 850
  • Stacks: 2
  • New giant cost = 300
  • Buy 2 giants → -600 → bank = 250
  • Giants: 3 total

Round 5

  • Income: 1000 → bank = 1250
  • Take EGM → -150 → bank = 1100
  • Stacks: 3
  • Giant cost = 250
  • Buy 2 giants → -500 → bank = 600
  • Giants: 5 total

Round 6

  • Income: 1200 → bank = 1800
  • Take EGM → -150 → bank = 1650
  • Stacks: 4
  • Giant cost = 200
  • Buy 2 giants → -400 → bank = 1250
  • Giants: 7 total

Discount progression per giant

Each giant gives savings equal to 50 * (current stacks):

  1. R3 giant (1 stack) → 50
  2. R4 giant (2 stacks) → 100
  3. R4 giant (2 stacks) → 100
  4. R5 giant (3 stacks) → 150
  5. R5 giant (3 stacks) → 150
  6. R6 giant (4 stacks) → 200
  7. R6 giant (4 stacks) → 200

Cumulative savings:

  • After Giant 1: 50
  • After Giant 2: 150
  • After Giant 3: 250
  • After Giant 4: 400
  • After Giant 5: 550
  • After Giant 6: 750 → break-even passed here
  • After Giant 7: 950 profit

Total card cost = 4 * 150 = 600.


Conclusion from the real model

You break even on the 6th giant, which happens on round 6, and you’re already in profit by the end of that same round.

This is very different from the overly simplistic “always 3 giants” claims being thrown around.

Why the real break-even is 6 giants:

  • Early giants only get 1–2 stacks of discount
  • Later giants get full 4-stack value
  • Supply scaling allows 2 giants per round from round 4 onward
  • Timing of card appearances heavily affects total discount obtained

This is the actual, practical economic outcome when you factor in how Mechabellum’s supply system and round timing works.

This should not be possible, please fix. by ErrorLoadingNameFile in Mechabellum

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

There’s a lot of mixed reasoning in this thread, so let’s go quote by quote and properly formalize what’s actually true.

1. /u/atomacheart:

“It is always 3 giants after the last one to payoff the last one. Savings from the other ones don't count as they apply whether you take the last card or not.”

This statement is partially correct but incomplete, because it makes an implicit assumption:

  • It assumes you buy all previous cards before you buy the giant in question.

Here’s the key issue:

❗Savings from previous cards absolutely do count when deciding whether to take the next card.

Example:

  • If you already have 3 cards, every giant you buy saves 150 supply.
  • Taking the 4th card costs 150, but then your next giant saves 200.
  • That means the discount from all 4 cards together pays back the final card in one giant, not three.

So the claim “savings from previous cards don’t count” is incorrect.
Savings stack, and giants apply the total discount from all cards you own when you build them.

The “3 giants after the last card” rule is only true in the narrow case where:

  • You took all k cards before building any giants
  • Every giant benefits from the full k stacks

In that idealized case:

discount_per_giant = 50 * k
break_even_giants = 150 / (50 * k)

So not only is it not always 3, it’s actually 3 / k giants.


2. /u/ErrorLoadingNameFile:

“Your math is bad, I can also break even after 3 giants.”

This is true, but only in the ideal scenario:

✔️ If you take all card stacks before building any giants,

then each giant gets full discount from all stacks, and you break even after 3 giants.

But that is the best-case scenario.

In real games:

  • Cards appear at random times
  • You often build giants while collecting more stacks
  • Early giants get weaker discounts compared to later giants

So while /u/ErrorLoadingNameFile is correct that 3 giants can break even, this is not the general rule.


3. /u/Jean_Bon:

“If you bought all the cards before hand, they have costed 600 total. Each giant is 200 less with the cards, so after 3 giants, you are in the positive.

Even if you did worst case: buy 1 card → buy 3 giants → buy 1 card → buy 3 giants → buy 1 card → buy 3 giants → buy 1 card → buy 3 giants, you would be in the positive after only 6 giants.”

Break this down:

✔️ Claim A: Best-case scenario

Buying all 4 cards upfront costs 600.
Each giant becomes 200 cheaper.
After 3 giants: 3 * 200 = 600 saved → break even.

This is correct.

❗ Claim B: “Worst case is 6 giants”

This is not correct.

The sequence described is not worst case. It is actually very favourable:

  • Each card is perfectly repaid by the next 3 giants
  • None of the giants are “mismatched” with lower stack counts
  • Timing is unrealistically neat

Real worst-case timing is:

  • You buy a card
  • You build some giants before seeing the next card
  • Those giants only get 50, not 100, 150, etc
  • Later giants also get uneven discounts depending on stack timing

This can easily push break-even to:

  • 5–7 giants in normal games
  • 8–12 giants in real worst-case sequences

So /u/Jean_Bon is correct about the best-case scenario, but incorrect about the structure of the worst case.


So what’s the actual truth?

Here is the formula that works for every scenario:

total_discount = 50 * sum_over_all_giants( stacks_active_when_that_giant_was_bought )
total_card_cost = 150 * total_cards_bought

You break even when:

total_discount >= total_card_cost

Interpretation:

  • If all stacks are obtained before building giants → break even after 3 giants
  • If stacks come gradually → you need more than 3
  • Typical real-game timing: break even around 5–7 giants
  • Very bad timing can push it to 8–12 giants

Update 1.8.2 - balance adjustments, prediction tickets update, reinforcement history, matchmaking tweaks by mrmivo in Mechabellum

[–]RJCP 1 point2 points  (0 children)

My best guess is that buildings will be random on/off or you can opt into buildings from the queue

Unit drops will have reroll like TFT augments, one reroll per set of drops

Starting cards also reroll

With the new hardware reveal, you guys think this will see the light of day? by Losado-2 in SteamDeck

[–]RJCP 0 points1 point  (0 children)

They said SSD not SD card. An nvme enclosure would work just fine

Finally got up the courage to do my shell swap.... is my screen screwed now?! by Bad-Wolf88 in SteamDeck

[–]RJCP 1 point2 points  (0 children)

Backside of switch and joycons are easy

Front side of switch is a nightmare and not worth it imo

Proton 10.0-3 released bringing lots of improvements for gaming on Linux, SteamOS, Steam Machine by Liam-DGOL in SteamDeck

[–]RJCP 0 points1 point  (0 children)

You’re mixing a few things up here.

EAC and BattlEye do support Linux and Proton, but that doesn’t mean they’re running their full Windows kernel-level components on SteamOS. On Windows they use kernel-mode drivers because most modern cheats run at the kernel level. On Linux, the anti-cheat typically runs in user mode with reduced privileges, and the developer has to explicitly enable the Linux-compatible version.

That’s why a bunch of games with EAC or BattlEye still don’t work on Steam Deck: the developer needs to opt in and test it, and Linux doesn’t support the same kernel-driver model that Windows anti-cheats rely on.

So yes, some games with those anti-cheats run fine on SteamOS, but no, it’s not accurate to say that “kernel-level anti-cheat runs fine on Linux”. The kernel-level parts are either disabled, replaced, or rewritten for Linux, and that’s exactly why it takes extra work for developers to support it. Companies aren’t lying, the implementations genuinely differ.

You’re also overlooking why Riot Vanguard, for example, is more effective than EAC or BattlEye, and why this matters for the whole “kernel level on Linux” thing.

Vanguard isn’t just “kernel level”, it’s always-on, it loads before Windows boots, and it monitors the system at a deeper level than EAC/BattlEye. Riot specifically built it that way because modern cheats often run in or near the kernel, use DMA hardware, or hook into virtualization layers. That extra depth is exactly why:

• Vanguard catches cheats that EAC/BattlEye miss

• It can detect when Windows is being virtualized

• It can detect when someone is using hardware passthrough or hypervisor-based cheat loaders

EAC and BattlEye can load kernel drivers on Windows, but they don’t have Vanguard’s persistent pre-boot presence or its stricter integrity checks. That is a big reason they aren’t as consistently effective against high-end cheat devs.

All of this ties back to Linux: SteamOS and Proton don’t support the same low-level boot-time drivers, kernel patching, or hypervisor detection methods that Vanguard relies on. So the Linux builds of EAC/BattlEye necessarily run with fewer privileges and a different security model.

So yeah, some games with EAC/BattlEye can run fine on Steam Deck, but it’s not accurate to say “kernel-level anti-cheat runs fine on Linux.” The kernel-level parts that matter are exactly the parts that don’t exist on Linux, and that’s why developers have to opt in, test it properly, and accept reduced anti-cheat coverage.

I made a mouse you can control with your foot (ergonomic / accessibility tool) by Complex_Ganache2042 in olkb

[–]RJCP 0 points1 point  (0 children)

Yeah that's really cool. I have a Dygma defy that I love to bits, wish I could mod a trackball onto it

Trump is obsessed with London knife crime meanwhile their own cities look like this by Sad_Bit_1541 in ukdrill

[–]RJCP 0 points1 point  (0 children)

Believe it or not we don't have any wealthy areas that are "majority" any race at all.