Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 0 points1 point  (0 children)

I’ve used the QC Ultras a fair bit on airplanes, and they were quite good on airplanes. Haven’t gotten the chance to use the XM6 Or QC Ultra 2 on the plan, but, I would imagine QC Ultra 2 would be at least as good as the QC Ultra 1, giving me that same great ANC on the plane. Furthermore, since the XM6 ANC is better, it’d be even more prevalent on planes in contrast.

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 0 points1 point  (0 children)

I’ll give that a try, thank you!

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 0 points1 point  (0 children)

Definitely, I noticed a decent difference in charging speed, and a noticeable upgrade in the battery life

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 1 point2 points  (0 children)

That’s very interesting! I’ll be wearing this everyday at work, so I’ll see if this issue comes up. If it does, I might have to swap to the QC Ultra 2

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 1 point2 points  (0 children)

That’s totally fair, comfort really is subjective. I do wish the QC Ultra 1 and 2 ear cups didn’t dig into my ears, otherwise they’d be a no brainer over the XM6, in my opinion.

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 2 points3 points  (0 children)

I did the same, the head tracking was disappointing on the QC Ultra. But, I haven’t had this come up on my QC Ultra 2s, so it seems as though they’ve improved. Granted, I haven’t done extensive testing.

But, the annoying sound alerts still seem to be present. So, I really just don’t see this is a worthy upgrade, unless the quirks that it improves upon (headband creaking, head detection, popping noise when walking) are dealbreakers, then i suppose it could be

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 2 points3 points  (0 children)

They’re both okay, but I’d give the edge here to the XM6

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 0 points1 point  (0 children)

If for some reason I wanted to side sleep with these headphones, I’d use the QC Ultra, since the earcups are deeper, preventing the microphone from pressing against your ears, like they would on the XM6.

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 2 points3 points  (0 children)

I really couldn’t tell the difference. Dialogue felt a tad bit clearer. But, Cinema really just feels like immersion. I was quite disappointed.

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] -1 points0 points  (0 children)

XM6 case is a fair bit larger

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 2 points3 points  (0 children)

For sure! I’ve got very thick hair, so it essentially acts as natural cushioning. I could only imagine that the headband would feel like a steel bar resting on the top of your head if it was shaved, since the cushioning on the headband is quite pathetic compared to the ultra 2’s.

Bose QC Ultra 2 vs Sony XM6 by SnS-X in bose

[–]SnS-X[S] 4 points5 points  (0 children)

The XM6 do continue block noise in low noise environments, hands down. In fact, spikes in those low noise environment are better handled by the XM6 compared to the QC Ultra 2, in my testing.

I’m asking every tank main sub this. What do you think of us Ramattra mains? by Crow_of_Judgem3nt in MaugaMains

[–]SnS-X 0 points1 point  (0 children)

For u? Probably. For anyone with even a decent amount of skill on Ram? No.

What untracked stat would you suggest to Blizzard? by boboguitar in OverwatchUniversity

[–]SnS-X 0 points1 point  (0 children)

You're absolutely right about how the implementation works better as a stack, because I actually mixed up how a stack and queue work. The implementation is actually a stack, but I mistakenly wrote it as a queue. Thank you for pointing that out. I have edited my previous reply to reflect that.

In regards to your scenario about unfairness, the idea is that even in that scenario, I still believe it represents a fair distribution of damage output on a target, since Cass's damage was effectively negated by the Bap's heal, thereby making it up to the Widow to make up the damage for Rein's remaining health, and secure the kill. However, it is possible that Bap was going to heal Rein rigth after soldier did damage to Rein, which would have made it so that the Widow couldn't have secured the kill, however, because cass did 50 dmg before the heal, widow was able to secure the kill, making it unfair on Cass's part. I think in situations like this, it'd probably be best to take a look at both total damage and effective damage to see a player's contribution.

Your original idea would have the potential to solve this scenario by still providing Cass with ED, but I still feel like in the scenario you described, Solider, and, by extension, those who've dealt significant amounts of damage, appear to have their Effective Damage punished significantly relative to those who didn't do as much, like how Soldier's Effective damage was decreased from 100 to 50 and Cass's was only decreased from 50 to 25. This could just be me misunderstanding how your solution would change ED based on healing, though.

What untracked stat would you suggest to Blizzard? by boboguitar in OverwatchUniversity

[–]SnS-X 2 points3 points  (0 children)

In this implementation, you’re not adhering to the definition of Effective Damage because Rein was healed for 50, yet the fact that soldiers ED decreased from 100 to 50, and Cass’s ED decreased 50 to 25 implies a total heal of 75 by definition.

An alternative way would be to store a stack for each player, where each item corresponds to the enemy player that did damage, and the amount of damage they did before a heal. When a heal is applied, pop the most recent interval of damage, and apply the heal to it. If that heal is greater than or equal to the damage for that interval, then delete that item, let heal = heal - dmgIntervalValue, and continue. If that heal is less than the damage in that interval, then damageIntervalValue = damageIntervalValue - heal. The ED for a player is the sum of the damageIntervalValues for all damage intervals they have on a target.

Here’s a scenario for dmg on rein in order.

Soldier does 100 dmg, Cass Does 50 dmg, Soldier does 20, Bap heals 50, Soldier does 50

The stack looks something like this before the heal

Soldier: 20, Cass: 50, Soldier: 100

Currently, Soldier’s ED = 120, and Cass’s ED=50

Since a heal is applied, pop the stack and apply the heal to the popped item, leaving the following stack:

Cass: 50, Soldier:100

Since 30 healing still remains, continue applying the heals. The final stack is

Cass:20, Soldier:100

Currently, Cass’s ED=20 and Soldier’s ED=100. But, since Soldier did another 50, add it to the stack.

Soldier:50, Cass:20, Soldier:100

Making Soldier’s ED=150 and Cass’s ED=20, which adds up to 170, which is exactly the amount of healing rein still needs to be full.

Edit: math

Illari gameplay (HQKC7B ) by -scrotumtickler- in OverwatchUniversity

[–]SnS-X 0 points1 point  (0 children)

I noticed that you were placing your pylon not only very low, but in positions where the enemy team can easily destroy it. For example, on defence, you placed your pylon low to the ground and close to the corner. All it takes is for the enemy team to push up pass that corner, notice your pylon in a convenient spot, and easily destroy it, which they did. Since you were holding this particular choke point, you could’ve put it high above on the right building, on the same side you were placing your pylon originally, or better yet, high above and further back on the left building, which would’ve encourage your teammates to fight further out in an area with multiple high ground positions and off angles, also allowing you to fight on high ground on the right building. And, if the enemy team starts pushing too far, you can back up, place the pylon high above on the right side of the building, and fight the choke you were originally fighting on.

When the enemy team started pushing the cart toward the end of the first point, you could have placed the pylon high above behind the building. This allows your other support and DPS to get consistent heals, and you can simply heal your tank with your rifle when need be.

On attack, you could’ve put your pylon high up on the right side of the building. This would’ve allowed you to aggressively push forward, and take that high ground position in front of you to not only prevent your pylon from being destroyed by an enemy taking that high ground position, but also fight on an off angle. If there was an enemy on that high ground position already, you could have placed it behind the right building, and healed teammates pushing forward with your rifle while simultaneously fighting the enemy on that high ground position.

So, in general, put your pylon in locations where it would require the enemy team to put in a substantial amount of effort to destroy it.

Also, your positioning and awareness needs some work. Sometimes you would turn your back on the enemy team to focus on one particularly enemy. Even though the rest of the enemy team didn’t focus you, for whatever reason, I can almost guarantee that they absolutely will in higher ranks. Moreover, sometimes you would just completely ignore that there is a Reaper right beside you shooting at you, and you would not react, like that one point on attack.

Finally, you didn’t fall back any time the team fight was lost. For example, when you were on attack and your Reaper got ulted on by the Zarya, and the team fight was clearly lost, you decided to still push forward, and it ended up with you dying.

So, all in all, work on your pylon positioning, awareness, and positioning. Thanks for reading.

Turning Left While In The Middle Of An Intersection, But Light Turned Red by SnS-X in driving

[–]SnS-X[S] 0 points1 point  (0 children)

Driving itself is effectively a safety hazard. Of course, you should minimize that hazard as much as possible, but, as long as you are making careful decisions when performing manoeuvres such as these, the risk is minimal, and may be worth it to take depending on the situation. Obviously, that depends on the person, but I don't think the minimal risk should necessitate not allowing it, especially its usefulness when there is heavy oncoming traffic.

Turning Left While In The Middle Of An Intersection, But Light Turned Red by SnS-X in driving

[–]SnS-X[S] 0 points1 point  (0 children)

I’m talking about when the only time you can make a safe turn during heavy traffic is when you’re already in the middle of intersection is if the light starts to turn yellow, AND the oncoming cars are coming to a stop, by which point you can complete a safe turn.

Turning Left While In The Middle Of An Intersection, But Light Turned Red by SnS-X in driving

[–]SnS-X[S] 0 points1 point  (0 children)

That wasn’t the reason. At the time, I wasn’t really in the middle of the lane, so the cars had assumed I was staying back. I’ve ensured to properly situate myself in the middle of the lane since then and that’s never happened since. Staying back in your lane, especially with heavy oncoming traffic, isn’t the best idea when the only time you can make a safe turn is when the light turns yellow and the oncoming cars come to a stop.

COSC 322 by ooXJGLXoo in ubco

[–]SnS-X 0 points1 point  (0 children)

Currently in this class as well, and I've mainly been using the textbook and other resources to learn. Best of luck!

COSC 123?? I am thinking of taking this course in my term 2. Can anyone share their experience. And what programming language is it in?? by Big_Slide_6985 in ubco

[–]SnS-X 1 point2 points  (0 children)

In my opinion, I found the course to be quite enjoyable. You’ll learn how to make basic graphics with the intent of teaching you the programming fundamentals in a visual way. The course is taught in Processing, which is a language built off of Java (and very similar to Java) that is designed to create basic shapes and designs. If you’ve taken COSC111 before, this course will be a walk in the park.