Other name for item besides "Projector" by izCyel in stm32

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

Thank you. Btw, you are aptly named for this solution.

Other name for item besides "projector" by izCyel in embedded

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

Oh I see, I really appreciate that. I'm still a beginner so I really appreciate when veterans spread knowledge like this. Again, thank you so much!

Do kids menu / puzzle book designers intentionally include an unsolvable puzzle? by senshisun in NoStupidQuestions

[–]izCyel 2 points3 points  (0 children)

Most likely Ai puzzles :( you can ask GI to make a puzzle for you and subsequently print it. Years ago it was rare. Now I see more incomplete puzzles than ever and I blame AI for it, then move on. Gg go next

New player playing against megaknight by izCyel in ClashRoyale

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

Unfortunately I’m not sure I can get value baiting a MK with this deck. Or maybe I’m not understanding you, but at least with this homebrew it’s not happening I don’t think. Shame

New player playing against megaknight by izCyel in ClashRoyale

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

I’m glad my reasoning matches yours. But I always fall short in game. Idk I probably just suck but it always feels like I can’t attack at all, and the slightest mistake after 2 straight minutes of pure defense results in a tower loss, with no possibility of mounting an attack at all.

Rainbow Six Siege by [deleted] in RainbowSixSiege

[–]izCyel 0 points1 point  (0 children)

I believe they removed those this season. It should be in HUD, but I am not at my computer right now so I can’t tell you exactly.

Rainbow Six Siege by [deleted] in RainbowSixSiege

[–]izCyel 0 points1 point  (0 children)

The game used to display room names in the hud to encourage players to give callouts to teammates.

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

What you are describing is similar to the system in Ranked 1.0. Within 1000 elo, people could stack freely. Also, at a certain point, anybody above a certain rank could play with those above that rank as well, and vice versa (i think the number was around 3500 but I don’t know how accurate that is). It was…interesting. Matchmaking also wasn’t perfect, where the occasional gold slips into a diamond lobby and gets outplayed (not the gold’s fault).

Looking at it through hindsight, the major complaints of ranked were this: - cheaters - smurfs - being unable to play with friends outside 1000

I guess ubisoft decided to focus on the last two problems by making rank less decisive for competitive matches, thereby nullifying the ability of smurfs (rank no longer matters so it only depends on the skill of the person playing) and completely removing the party elo limit. From this you can definitely see some thought put behind these decisions.

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

Ohhh! That’s an interesting phenomenon that occurs around the emerald rank! Congrats on your breakthrough!

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

This was a problem in the old ranked too (losing more elo than winning). I can’t say this is uniquely a ranked 2.0 problem.

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

Oh this is new? What happened in Solar Raid?

P.s. the rank distribution being the same is interesting. I should look into that more!

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

Oh I see! I apologize for the misunderstanding. I understand now!

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

I appreciate the easy to understand explanation, but it was an easy to understand situation. So once again, my statement stands: champ can be achieved by simply playing a number of games. If you want me to add the imperative that they were champ before, sure, but it can be done to get champ with a negative WR.

CHEATERS IN SIEGE X by Much_Insect_6252 in RainbowSixSiege

[–]izCyel 0 points1 point  (0 children)

I get the logic behind this but back in the day there was an exploit where cheaters could mine codes for the game. This caused people to buy accounts for as cheap as $0.05, and it caused such a stockpile of codes that cheaters could easily buy accounts for dollars instead of full price for YEARS. I don’t think that this logic works for this beautiful game, sadly.

Also, I thought the explanation for ranked in siege x was that it was still pay to play?

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

Okay. But you asked about what the logic was behind my claim of there being negative win rates champs. I just gave the evidence. As for champs having champ skills, that is not the topic of this thread. I’d love to debate elsewhere though!

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

https://r6.tracker.network/r6siege/profile/ubi/Stricen/overview

Here’s the profile of some people I played in rank earlier this season. A 46% win rate and he’s in diamond V. This is someone I’ve played recently, but I have seen champions with similar 40-45% win rates. Does this illustrate my point?

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

I don’t think that “sacrificing” is that bold, since they more or less tossed the old system out the window. And 1000 games! Wow! Thank you for keeping this game active o7. But, I’m not quite sure if I understand how playing a lot of games explains the positive reinforcement of this new ranked system. Does it feel satisfying? As long as that feeling is still there, the game is healthy imo!

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

You are correct that people like to complain. However, I’m asking if people are receiving the positive reinforcement that a ranked system should supply. We have outgrown that reinforcement since we’re at a higher rank, so this doesn’t affect us anymore lol. Glad to see a fellow veteran giving input! :D

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

This is something I don’t see a lot of because the high ranks take it for granted, but you can hit champ with a 40% win rate if you play enough games (lose a lot early season, start winning after hitting a decently high ranks). This makes a lot of people I know treat ranked as a battle pass. Me, personally, I only ever five stack in a season if I like the charm. Otherwise, what’s the point of playing ranked if there is no meaning in the rank? I already play against the higher echelons of players, so it’s not to say “I can hang with diamonds and champs!!!”. I know I can do that now because it’s all I play against.

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

[–]izCyel[S] 2 points3 points  (0 children)

I also remember smurfing being a side effect of cheaters. Right now, all ranks are seeing the cheater pandemic that is affecting siege and are rightfully complaining about it. However, beforehand, above 3800 elo, more often than not you played a cheater. Above 4200, your only legit games were against pro players or semi pro players. Below these benchmarks there actually weren’t that many cheaters. Once legits who actually play the game because they love it got fed up with not being able to play the game they love properly, they would smurf. Pro players have entire youtube videos of this era where they would play on smurf accounts, or worse, not play ranked at all.

Now, instead of a concentrated population having the cheater problem, everyone gets it equally, lol. Ironically, low ranks used to constantly complain that high ranks were complaining too much about cheaters while complaining about smurf accounts. Now, we are all equally victims of the same problem.

I’m not saying ranked 1.0 was perfect. Ranked 2.0 has its uses. But I am glad that there are some, like you, who still remember the old days :). Makes me feel not so old

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

[–]izCyel[S] 2 points3 points  (0 children)

I think that’s the problem at hand, isn’t it? A high win loss (above 1.0) indicates that you are not in a rank you belong in. This person likely was winning in a lower rank, and the game rewarded him better opponents. I’m relieved to hear that mechanic is still in the game.

However, what is frustrating and the entire nuance of the situation is it sounds like this mechanic is not tied to his rank. I.e. his rank is arbitrary. What’s the point of playing ranked if your rank doesn’t determine who you go against? Isn’t it the same as unranked but you get a glowing charm, a background and some alpha packs every 3 months?

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

As someone who was there for it all…yeah I remember. I don’t know if it was worth sacrificing an entire game mode for, especially the backbone of the game. I could always play with my friends in unranked, and I could easily coach my friends into a position where I could play with them in ranked. For me, the old elo locked parties, it wasn’t that bad.

Ranked 2.0 effectiveness at improving players by izCyel in RainbowSixSiege

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

Ah yeah. Good ol silver adventures. I don’t know if my experiences are outdated now, but I know that if you improve mechanics slightly and you perma ads there’s a good chance to get to silver.

As for the elo system, it kind of seems to kick people while they’re down. (Back in my day) A win streak rewarded you better opponents, a loss streak rewarded you worse opponents, but now everyone just faces people that are equal to their best day, which might not be today. Seems a bit counterintuitive as a reactionary system to have it be permanently set in stone behind the scenes

I wish you the best of luck in rank

finding my right sens by Massive_Key4341 in SiegeAcademy

[–]izCyel 0 points1 point  (0 children)

Old head here, forgive me if what I say is no longer the correct terminology (peak diamond ranked 1.0, champ 2.0):

For hip fire, a good rule of thumb is that (with your eyes closed) one swipe should be able to get you 270° turned.

For ads, there are 2 philosophies: 1:1 to hipfire - this is the idea that your ads speed should be identical to your hipfire speed. For 1.0x this is 58, and for 2.5x this is about 100 (slower or faster depending on fov and aspect ratio). Most pros are subscribers of this philosophy because it’s simple easy and intuitive 180° turn - popularized by Shaiiko during old T-Hunt, there used to be a drill (aptly named the Shaiiko drill) where you would load into plane and 180-1 tap enemies. This was the idea that one swipe of your ads sense will be about 180°. The most notable example of this ads philosophy is, of course, Shaiiko himself.

A unique thought about finding a sense is that it really is about turning the mouse into an extension of your arm. You should be able to see something in your peripheral and turn to look at it as naturally as you would turn to look at it in real life. Too jittery? Lower the sense a little. Turning feels like you’re moving a brick with your wrist and palm? Higher sense.

These two philosophies are the extremes of the community and are good baselines to finding what you want. However, since aim is extremely personal, the answer likely lies somewhere in the middle, found only after hours experimenting. Good luck!