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Paisting:THAT IS NOT NORMAL OMG!! JUST UNBELIEVABLEMikael doesn’t play 10nl very often and spends the majority of him time playing 2nl and 5nl. He continues to multitable cash games on Partypoker but he just can’t win. He starts to lose big, thousands of dollars, mostly at 2nl which is known as the softest cash game on the internet.
yegor: wow such a massive failHe even gets hate from his PTR account where he is ridiculed on his profile comments, he also replies:
he played 2.5m hands at 2nl and 5nl and he's losing
Donkey111: I remember him from my 2NL days.
often goes on some massive tilt sessions and spews like 20 BI in 500 hands by shoving any 2 cards preflop.
VELAir26: Spend your time with family, friends or other hobbies insteadMikael continues to play his reckless and tilting style over the years. By 2014, he has been playing for 8 years and is down five figures at microstakes; he starts to look for excuses for how much he has lost. He posts a thread on 2+2 detailing how he feels that he wins at the start of the month and then inevitably starts to lose. He asks how he can take legal action against Partypoker. His fellow posters tease him:
Paisting: im fine with this you stupid idiot
5thStreethog: Did the thought ever cross your mind that it might be possible that the reason you cant beat NL2 in over a million hands might be because you arent very good at poker?
HorseofHell: I'm actually shocked it's possible to lose this much at 2nlMikael posts about the hard work he’s put into poker and mentions that has watched videos, read many instructional books and is honest with his astounding losses:
Mahsjdj: This can't be real can it?
Paisting: I've lost literally all my money including all my life savings to online poker. I want to try one last time to win those money back and little bit of extra. That's why $16k. What I need is support and guiding.The community react to his plan to grind all the money back at microstakes:
Fodersneso: This is really disturbing.The community show disbelief and doubt that his story is real but several posters claim that what he says is true. He has been active in Finnish forums for more than 10 years and players starts to share hand histories and stories about his playstyle. He posts about his regret of picking the game up:
Why on earth would you try to grind this all back? Losing at this rate is traumatizing. You're going to grind out 3000 BIs @nl5 now or what's the plan? Really curious how you think you can turn this pile of insanity around...
Paisting: Never had a winning week in 13 years.He then goes on to tell 2+2 posters a disturbing source of his funds for his staggering 2nl losses:
If it were possible to go back ten years I would say to myself "Do not never play single one hand!"
Paisting: I've taken huge amount of fast loans.He sheds a little light into his personal life:
Paisting: My age and relationships has nothing to do with this. But not working, no kids or wife and middle aged. What I have is time to play.Posters try to give him strategy advice, they try to persuade him time and time again that shoving 100+ blinds to a minsteal isn’t a good idea. Some others question his sanity and tell him to quit:
I get a little unemployment benefit that goes straight to the rent. My eating costs are very little because I'm only eating one meal per day. There are times when I must take more fast loans if need of clothes, unexpected bills, sickness etc. That's why getting back those $16k is so important to me.
No disability, never played anything else than poker or lottery when pots are bigger, maybe 5 times in year. Playing poker does not give me any excitement or I'm not cheering won pots.
FazendeiroBH: Not trolling, I´m actually serious here. You lost an absurd amount of money playing the easiest stake in the world (nl2). You keep losing doing the same faulty strategy. No book ever said you should jam 100 bb preflop rfi. It´s quite obvious there is something wrong with you and your brain, and the more you delay seeking professional care for your mental problems, the worst it´s gonna be for you.Paitsing updates his thread with highlight hands from his cash sessions. He seems to cherry pick hands to post and will only post hands where he loses all ins as a 70-95% favourite. He delusion leads him to blame the site, his luck and the other micro grinders. He often writes about specific players and gives his opinion on how badly they play. He often quotes their HUD stats and wide calling ranges while ignoring that they are probably adjusting heavily to his own playstyle. Some time passes and he discloses that he has lost almost $500 at 2nl since starting the thread three weeks ago.
Paitsing: Only trying to get my money back from guys who are playing nl2 forever and never moving up. When I started poker long time ago I tought it's exciting to read watch videos if it gives me more money. After 2 years figured out it's just sitting on computer like in work and if I'm someday +-0 never ever playing this stupid game. This is like war.The thread goes on like this for almost a year. The thread repeats itself over and over. He will post a few selective bad beats, ignore good advice and berate his microstakes tablemates. A fellow microstakes grinder makes his first appearance in the thread: 6betpot. 6Betpot would play at Paisting's tables and often win many buy ins, 6Betpot would go on to post highly contrasting hand histories to the bad beats that Paisting posts, he would also reveal Paisting’s preflop 3 bet is around 30%. Some players would criticize 6Betpot for predatory behavior but 6Betpot would maintain that he would try to persuade Paisting to stop playing in a spewy manner. Someone asks to see the hands and 6Betpot posts some, here is one:
888 Poker - $0.02 NL (6 max) - Holdem - 6 players
BTN: 250.5 BB
SB (Paisting): 425.5 BB
BB: 101.5 BB
UTG: 100 BB
MP: 106.5 BB
CO: 84.5 BB
Pre Flop: (pot: 1.5 BB) BTN has AdQs
fold, fold, fold, BTN raises to 2 BB, Paisting raises to 425.5 BB and is all-in, fold, BTN calls 248.5 BB and is all-in
Flop: (502 BB, 2 players) Kh4s4c
Turn: (502 BB, 2 players) 3h
River: (502 BB, 2 players) Jc
BTN shows AdQs (One Pair, Fours)
Paisting: If you don't want them to run over you, you must do something. Blind play is very important and you can't let them run over you. When 80+ habit stealer gets shoves straight to his face he must learn at some point that I'm not giving blinds.Many tried to reason with him and show him clearly why this was wrong, he not only refuted their strategy but would argue against them, often citing his opponent’s HUD stats.
Paisting: That 16k is in 209 days and in about 1 year as you can see from the first post. Big part of my losings has left to hard drive of my old crashed computer. That's past and I don't wanna think about it anymore. Main goal is this database I have here in my computer. But yes what I have been repeating many times, moving to 888 poker has sky rocketed my losses although I can play only 6 tables compared to party's 9 tables.Posters speculate that his lifetime microstakes losses probably amount to six figures:
SpinMeRightRound: I mean if he's lost $20k in the last year, and he's been doing this for more than 10 years, he may have lost $200k or more.In late 2019, Paisting claims that there was a ring of players were colluding against him. He goes on to say that the new site he plays on, 888, were asking for hand histories from certain players. He showed emails of his communications and posted that 8 players had had their account frozen. He also shows screenshots that his account is temporarily frozen during the investigation. Posters speculated:
CrunchyBlack: Pretty sure they think you're chip dumping lmao
.isolated: They think you're chip dumping to him. Funniest. Thing. Ever. The irony here is nearly palpable.
Paisting: When you hunt really bad player (yes enzet there are plenty of worst player than me on 888 look those hand histories really carefully) hours and hours and wait good hand just to site let them to suck out it is affecting your game really badly.He posts about his continuing struggle to win back the $16k:
Paisting: I have years dedicated for this project and anything back from that amount is winning to me. At this point it’s impossible to make any profit because of horrible suckouts.He also posts about the high interest loans he’s taken out:
Paisting: I have huge amounts of loans that are basically all taken for poker. I don't eat much and all my other costs are very low.February 2020 arrives and he posts his January chart, the worst posted yet. He takes a gigantic loss of $1,550 at an eye-watering rate of 210bb/100 hands. Often when he posts monthly graphs he would highlight that he ran a few buy ins below EV when he would be down hundreds of buy ins for the month.
And because of those loans I must get back so much money that is possible and these suck outs must stop.
March comes and the regular monthly graph is posted. The uploaded graph shows is he down $1900 or 950 buy ins for last month. Mikael refutes that he is a gambling addict:888Poker, Hold'em No Limit - $0.01/$0.02 - 6 players
UTG: $1.46 (73 bb) Paisting (MP): $7.45 (373 bb) CO: $15.44 (772 bb) BU: $2.00 (100 bb) SB: $3.47 (174 bb) BB: $2.00 (100 bb)
Pre-Flop: ($0.03) 1 fold, Paisting(MP) raises to $7.45 (all-in), CO calls $7.45, 3 players fold
Flop: ($14.93) 6c7c4d (2 players, 1 all-in)
Turn: ($14.93) Ts (2 players, 1 all-in)
River: ($14.93) 8h (2 players, 1 all-in)
Total pot: $14.93 (Rake: $0.93)
Showdown: Paisting (MP) shows 7dTc (two pair, Tens and Sevens) (CO) shows JsJc (a pair of Jacks) Paisting (MP) wins $14
Paisting: 888 has given many 10 dollar bonuses to me play slots. I have never played them and in fact my account has 20 dollars freeplay bonus to play their slots. I will not use those money now or in future. So that's gambling addict to you.April and May roll by and the monthly graphs are posted. He played fewer hands than normal, 43,000. But is down $1,250, all at 2nl.
UPDATED: This new FOV method is the ONLY way to achieve a near-perfect 1:1 conversion between both games, providing you are willing to loose (or gain in some situations) a little bit of screen real-estate. This will match your games' FOVs in terms of screen distances by taking advantage of Valorant's locked FOV. This is now my preferred method, and I'll leave it at the top. I've left the old post below if anyone can't handle loosing some screen real-estate. In the following few paragraphs, most use-cases are covered.submitted by binkaaa to VALORANT [link] [comments]
I will create a set of custom resolutions to run Valorant at below. These should all be scaled 1:1 by your video card on your monitor (No Scaling, aka, no pixel stretching). If you have stretched CSGO, you are screwed, see the next paragraph. 4:3 non-streched users can rejoice, as can 16:9 users. 16:10 users can't use the FOV method, but get a reasonable multiplier, and aren't entirely screwed, but its not as good news as the 16:9 and 4:3 non-stretched users who get heaps of options.
For non-streched users, these will all use the standard 3.18 divider for your CSGO sensitivity, as we have matched FOV, and we can happily match 360 rotations AND achieve perfect on-screen distance for aim. If you don't want to have any black bars on the horizontal, just match the vertical resolution to the same as CSGO. I believe this will give you some vertical sensitivity error though (eg: instead of using 3622x2038 in Valorant in the first example in the resolution list below, I could just use 3622x2160 and accept some vertical error, but only take on side black bars, with no top and bottom black bars. Valorant will look a little more distorted though too). If you can't figure it out with other weirder CSGO configs, feel free to request, and I can give it a go, but I have already spent a lot of time on this and would rather let people start reporting them in. If you really can't figure it out, ask and let me know.
STRETCH USER: Note to users who take a CSGO 4:3 native ratio/resolution and stretch it out to fill a 16:9 or 16:10 monitor: TLDR: Stretched CSGO users are screwed. Nothing can be done, and as I said near the bottom of my original post, this is your punishment for sweating over fat terrorists your whole life.
It is IMPOSSIBLE to salvage the same FOV in valorant. You have an hFOV of 90 in CS, stretched out to take up your whole screen real-estate. You need to somehow get Valorant's hFOV from 103 down to 90. You can't. You would have to somehow superscale the game past the edge of your monitor, and clip its wings, loosing much of your HUD, and I also have no idea how you could even render it like that. For these users, either use the original 3.18 value, or 2.53 if you want your horizontal distance to match. See my footnote for stretched users way below (2.53 will FUBAR your vertical sens for Valorant, and give you radically wrong 360 motion.). There is no ideal solution for stretch CS users. For most stretch users, I would recommend the 3.18 value as a starting point and learning the new sensitivity. Any data I presented was based on Non stretch conversions. Stretch conversions has the same kind of error gradient that emerges, but radically worse.
CUSTOM RESOLUTIONS FOR VALORANT TO MAINTAIN A 1:1 FOV CONVERSION WITH CSGO:
CSGO NOT STRETCHED, 1:1 implies pixel perfect scaling. Pixel doubling would also be ok (using resolutions half the amount of your monitors native). If you are not 1:1, or 2:1 with pixels, it might still work as long as the ratios are the same, depending on how your graphics card behaves. Not listed below? If your CSGO VERTICAL resolution is listed below, then pick any one that has the same vertical res as you, regardless of horizontal, and find the valorant conversion. They all become the same, because csgo just clips your horizontal anyway.
Take your csgo vertical resolution (the 1080 in 1920x1080 for example):
Times by 0.9428793 = new Valorant horizontal res
Times by 1.67622932 = new Valorant vertical res
Thank you to x_Delirium in this following post for the math (I adapted his math to figure out the vertical constant without needing to use mouse-sensitivity.com):
Common list already done for you, rounded to nearest whole and even numbers:
CSGO: 3840×2160 1:1 16:9 -> Valorant: 3620x2036 1:1
CSGO: 2880x2160 1:1 4:3 -> Valorant: 3620x2036 1:1
CSGO: 2560x1440 1:1 16:9 -> Valorant: 2414x1358 1:1
CSGO: 1920x1440 1:1 4:3 -> Valorant: 2414x1358 1:1
CSGO: 1920x1080 1:1 16:9 -> Valorant: 1810x1018 1:1 **\*
CSGO: 1440x1080 1:1 4:3 -> Valorant: 1810x1018 1:1 **\*
CSGO: 1366x1080 1:1 ??? -> Valorant: 1810x1018 1:1 **\*
CSGO: 1280x960 1:1 4:3 -> Valorant: 1610x906 1:1
CSGO: 1024x768 1:1 4:3 -> Valorant: 1288x724 1:1
CSGO: 1280x720 1:1 16:9 -> Valorant 1206x678 1:1
CSGO: 960x720 1:1 4:3 -> Valorant 1206x678 1:1
CSGO: 640x480 1:1 4:3 -> Valorant 804x452 1:1
**\* See how if you use a blackbar res that isn't 4:3, you can get 1:1 with valorant by finding a res above that matches your csgo VERTICAL res, here, that res is 1080.
A decent guide for custom rez creation:
16:10 Native USERS
CSGO: Any 1:1 16:10 NATIVE Resolution -> Valorant IMPOSSIBLE. You only have 100.39 degrees of FOV in CSGO, and you have no more monitor horizontal space to work with to give Valorant room to breathe. It is the same fundamental problem the stretch users are facing. If you use 16:10 on a monitor natively, but somehow have horizontal black bars (this would be weird and unlikely) then it might be possible to do something. For 16:10 users, your best bet is to just use 3.18 or 3.037 (based on my original post's logic) as your sens divider, and see what you prefer, or use something in between. Fortunately for you, 3.037 is a decent multiplier that won't fuck your vertical sense, or 360 too badly. It is pretty much as good as the 3.370 multiplier that 16:9 users who don't want to match FOV can use.
16:9 USERS NOT WILLING TO CHANGE THEIR SCREEN REAL-ESTATE TO MATCH FOV
The divider value I originally posed as being better than 3.18: 3.370
Not everyone will agree, no problem. Consider 3.18 to 3.37 as the sensitivity region you may like. If you pick one, and something feels wrong, try the other. Yes, my original claim about 3.18 being the downright wrong choice is alarmist. Some people will reasonably prefer one or the other, and there are merits to both choices, as I pointed out all along.
Now back to the ideal FOV changing method, and how this ideal FOV matching method works:
CSGO maintains a variable horizontal FOV depending on resolution ratio width, and at 16:9, it is 106.260205, and maintains 73.739795 vertical FOV, LOCKED. At more boxed resolutions/ratios, the sides get sliced off, and you loose hFOV. You never lose vFOV
Valorant maintains a tight 103 horizontal FOV, and ~ 70.5328 vertical FOV. BOTH locked. I've tested this in game by wildly changing ratios and custom resolutions. The game image will always distort to maintain the H and V FOV. We can use this to our advantage to distort Valorant into a screen space that matches what those angles and distances would be in CSGO. Valorant is basically just a slightly zoomed in image compared to CSGO, so now we are going to zoom it out on our monitor a bit to match it.
I originally did some incorrect math to convert this (didn't use trig...). There is a simpler way using the mouse-sensitivity website. I'll run through what I did for my screen (2560x1440). This should be correct providing the mouse-sensitivity equations are correct behind the scene, and I do trust that they are. (This is redundant now. I used the trig to get the constants. See near the res list to the easiest method possible).
Select CSGO as your game. Set sens and DPI. Set res to 2560x1440 (or your native res of CSGO). Start to adjust the 2560 number until it closes in on 103 degrees actual hFOV at the data readout. 2414 pixels is the spot... We just found out what our horizontal res needs to be for valorant (with some small black bars) to match perfectly to csgo, seeming valorant will lock at 103 hFOV no matter what.
You could stop there, and it would be pretty good. Horizontal aim and 360 degree matching is now near pixel perfect. I haven't proven this, but I believe your vertical aim will still be off though. So let's do the same for vertical matching:
Now, convert to Valorant as the output. Set the above horizontal res number just found (2416) as your Valorant res. Now adjust the Valorant vertical res number, until Actual vFOV output closes in on 70.5328. This is taking advantage of what I believe is actually a bug on the Valorant data on the website: it thinks valorant's vFOV can change, even though it can't, so we can use it to figure out what pixel count will salvage our smaller vFOV with black bars. I believe for me, 1358 is that number. If they fix this, we will loose the ability to easily match this using the website (redundant now, we can just use the trig derived constants instead of the website. See above the Res list). Redundant: However, it will still be possible to do by matching it until the vertical distance based sensitivities are the same as the 360 degree rotation sensitivities, but it won't be quite as precise or easy, and will require payment on the site. It is plausible that the vertical component of this is slightly off, but I can't see how or why, and if it is, it would be a tiny deviation. If anyone wants to do the math manually to check, please do.
We now have a new resolution 2414x1358. Set this with NVIDIA control panel, (or AMD, not familiar with it though) as a custom res, and use it in valorant.
Divide your csgo sens by 3.18, or use the default (and free) 360 match on the website (it is doing the same division, just more decimals), and use that.
Set scope multiplier to 0.747, or set/leave to preference (see closer to bottom of my original post far below). I still use 0.747.
A near perfect 1:1 experience between both games is now achieved within a tiny and imperceptible margin of error. All we have done is matched Valorant to fill 103 degrees of CSGO's 106.26xxx screen real-estate on the horizontal (talking from a 16:9 perspective), and 70.5328 degrees of CSGOs 73.73xxx on the vertical.
You may have lost about 11% of your screen real-estate. Effectively, it is like playing CSGO with a little bit of the top, bottom and sides of your screen sheered off. The benefit is a near perfect match in horizontal and vertical behaviour at both the aimer, all the way through to 360 degree movement, a 1:1 match. If you just do the black bars at the sides, your vertical sensitivity will be the same as when using the 360 method, so slightly off, but you've salvaged your horizontal sens completely. Add the vertical black bars, and it should be perfect all-round. If you use a 4:3 CSGO native resolution, you will GAIN screen real-estate in order to match FOV.
A few notes. This does NOT significantly distort Valorant from a native 16:9 (providing you are coming from 16:9 CSGO). Things look absolutely fine. You will almost certainly need to run on Fullscreen mode for it to function well. Windowed mode would work too, but leave your desktop in the wings. Fullscreen Windowed doesn't work for me, it just stretches it back out to full screen.
Are there any negatives to the FOV method in terms of perception and aim? Well, your perception may hinge somewhat on the moving region of the screen being identical in both games. However, I think it most likely that matching FOV, and distances on your monitor, sitting roughly equidistant at all times, and having everything else perfect, will be by far the most successful method for the vast majority of users transitioning between games. I personally have also clipped CSGO now to give it 103 FOV on the horizontal instead of 106.26 (giving me the same vertical black bars between both games) for the utmost consistency. So the only difference between the two games is Valorant has some horizontal black bars. Doing this of course didn't impact my sensitivity in CSGO at all, it just clips the image at the sides a little, giving me some black bars. Remember, CSGO's horizontal FOV is variable based on resolution.
My CSGO res: 2416x1440 native black bar ~ 103x73 FOV blackbars on sides
My valorant res: 2416x1358 ~ 103x70 FOV blackbars on sides, top and bottom.
Hopefully that makes sense.
If you refuse to loose a bit of screen real estate, this is my original post below which uses a different divider that prioritises screen distance instead of 360 degree rotation as the method of matching sensitivities between both games. Both my number below, and the original 3.18 number (without doing what I propose above) will have significant errors, in different parts of your aiming. I argue that my number is better if you want to match your aim. It won't feel right for everyone, and some still preferred 3.18, which is perfectly reasonable. I personally now will be using my above method of matching FOV for a 1:1 match, making this entire section obsolete.
THE ORIGINAL POST WITH THE ORIGINAL VALUES THAT CAN RECOVER SOME OF YOUR AIM IF IT WAS FEELING OFF, FOR THOSE NOT WILLING TO LOOSE SOME SCREEN REAL-ESTATE:
IMPORTANT EDIT: This new number can change depending on your game window ratio. If you are not using the simple 16:9 to 16:9 conversion, proceed with caution. This is largely, although not just, due to how valorant distorts to maintain its 103 hFOV. However, it should be ok if neither game is distorted. So black bars 4:3 CS is ok, as long as valorant is 16:9. I encourage you to head to mouse-sensitivity.com to get a more reliable value using 0% horizontal distance as your match if there is any deviation from these norms. It will cost $3. To anyone I recommended a value to NOT using 16:9, it may be wrong. Apologies. I have a caveat about stretch to non-stretch conversions in a footnote you need to be aware of if deploying this.
The normal method is to divide your CSGO sens by 3.18. This doesn't actually give you correct aim, only a correct abstract sense of movement in the world. Divide by the below instead:
16:9 CSGO to 16:9 Valorant (Native to native): 3.370
4:3 CSGO blackbar non-streched to 16:9 Valorant: 3.370
4:3 CSGO STRETCHED to 16:9 Valorant (Don't fuck with valorant here, it won't behave how you hope): 2.53
PEOPLE USING STRETCHED CONVERSIONS, SEE THE FOOTNOTE BEFORE ASKING QUESTIONS PLEASE :) TLDR IS THAT ALL OPTIONS SUCK AND YOU REALLY MAY WANT TO JUST STICK WITH 3.18.
Ideal, and common scope multipliers are given at the bottom in the scope footnote. For any other weird options, again, pay and go do the work at mouse-sensitivity.com
Yes, using 3.370 will 'feel' a little slower to get around in Valorant now compared to 3.18, at worst about 6% slower in fact, but your aim is more likely to be left in tact. Use whatever you prefer though. Just giving people another option and some stats to what the difference is.
Keep reading if you want to know why these proposed conversions (really just the 3.370 one) are technically "better" than 3.18: This is the bulk of my original post:
ORIGINAL POST AND PROOFING:
People are under the impression that they should be converting their sensitivity from CS:GO by dividing their CS:GO sensitivity by 3.18...
People think this will give them the same sensitivity, thus muscle memory, between the games.
They are (kind of) wrong.
This will only give you the same sense of traversing the game world, as it matches the amount of distance required to move your mouse for a 360 degree rotation. BUT, due to the FOV difference between the two games of 3.26 degrees, you will not have the same feeling of SENSITIVITY.
Here is the result of some math as to why.
How far do I have to move my mouse, in order to get from where my crosshair is, to where that enemies head is on my screen?
You can only achieve a perfect conversion between the two games at ONE point on your monitor. ONE distance. And I can tell you, the 360 degree rotation conversion is wildly off, unless you intend to do a few rotations first in order to hit someone in the head.
I ran the math, and the correct point to calibrate to on your screen is almost certainly 0%, right at the crosshair, making subtle movements at the crosshair (in order to target enemies near your crosshair) perfect between both games. Many may already be aware of this, but it is interesting to understand why.
Ok, if we use the 0% conversion, we end up with a 1:1 SENSITIVITY match between CS:GO and Valorant AT THE CROSSHAIR. Great, but what about points AWAY from the middle of my screen? Well, things gradually get worse the further the distance, and I will provide the percentage of deviation from a perfect match between the special 0% mark, and the very edge of your monitor, if you set at this 0% mark, and I include the error in doing a 360 too.
%distance from edge of screen to crosshair with 0% reference: % error in ideal conversion from CSGO at 0% reference
What do we notice? Perfect conversion (within a few units of error not shown) within a full 15% distance from crosshair to edge of your screen. And very low error, less than 1%, all the way up to 50% distance to edge of screen. This is the hot spot region of aiming. If you are flicking to the VERY edge of your screen, 100% of the way, you have a 2.89% error. Achieving a 360 degree rotation has a 6.02% error, so moving around the game world will feel a bit slower compared to CS:GO, but your aim is comparatively left in tact. A 180 will have about a 5.78% error according to my best calculations.
To compare, lets check the error at each aiming location using the 360 degree as our baseline, the common method where one divides their CS:GO sens by 3.18...
%distance from edge of screen to crosshair at 360 rotation reference: % error in ideal conversion from CSGO 360 rotation reference
We can see, our 0% distance from edge of screen naturally carries the most error with this method. The aiming hotspot is the WORST translated region. Only a 360 spin is well conserved, NOT your aim. Even aiming to the edge of the screen at 100% carries a (slightly) higher error of 2.95 compared to matching your aim to the 0% mark (2.89% error). At 120% distance from your crosshair (heading offscreen by 20%) the methods switch place, and the 360 degree method becomes less error prone compared to 0% matching.
So, unless you intend your muscle memory to be all about matching for flicking to targets OFFSCREEN, you should absolutely NOT be using the default division by 3.181818....
Match instead to 0%, and divide your CS:GO sensitivity by 3.370 (This is accurate to +- 0.001 units of Valorant sensitivity). This will give you a cleaner conversion in the region of your monitor from 0% to about 115% off your screen, with the MOST conserved sensitivity region being closest to your crosshair.
What is better... for your near-crosshair aiming to carry a 5.68% error? Or a 180 spin to carry about the same amount of error while your key crosshair region carries between none to 1% error. You get the latter with the division I provided above. It seems to me a no-brainer as the better option.
As for your scope multiplier? Unfortunately, at this time you can only correct for one zoom level. I use the 2.5x zoom, to correct the scopes to the same 0% level of my valorant sensitivity, and if you correct as I have said, using the superior 0% CSGO conversion, you will also end up with your scopes behaving the same between CS:GO and valorant. Otherwise, they too will carry the error over from the 360 degree conversion. These values are below (assuming you use 3.370 as your division initially, things get wonky if you want to keep to your 360 degree rotation conservation, yet want your scopes to somehow match). These are independent of your sens.
I think the default of 1.0 in Valorant is equivalent to calibrating all of them to the edge of your screen, 100% by distance. This is, at least, a consistent behaviour. I personally still change it to 0.747.
To correct the 2.5x valorant scope: 0.747
This = ~ 0.82 from CSGO. Specifically 0.818933
A note about scope multipliers: The ideal provided above is for matching your scope movement to distance via the exact same logic as presented for matching the two games, at 0% distance.
A few other common scope mulits that people like:
CSGO 1.2 = 1.142 Valorant
CSGO 1.0 = 0.927 Valorant
ALL these values are dependent on using 3.370 as your primary sensitivity divider, and not 3.18. Otherwise, your scopes will carry the error of the primary sens. If using different stretched values, these scoped values should still work ON THE HORIZON. Remember, stretched conversions cook your vertical sensitivity, and you can't do anything about it.
Hopefully Valorant releases the ability to tune every scope/ADS level individually, because right now, every other ADS will be a bit off compared to the ideal 2.5x scope. But still closer than the default 1.0 value. For example, the 1.25x ADS of the vandal etc should be set to 0.870, and will be a bit slow with the 0.747 setting.
Yes, scope values can, although not always, change if you deviate from the default 16:9 to 16:9.
STRETCHED GO TO VALORANT FOOTNOTE (or vice versa, non-stretched to stretched):
Converting from stretched to any Valorant can COOK your vertical sens. Nothing can be done, this is your punishment for sweating over fat terrorists your whole life. The divider for 4:3 stretched to Valorant is generically 2.53. Any divider that deviates from 3.18 will increasingly add error to your 360 degree movement. This means that the with a stretch value you end up with a much greater error ramp through the distances, even though your 0% and nearby is correct. I don't have the percentages of error, and I can't be bothered running them, but expect it to be awful. Not to mention, you can't salvage horizontal AND vertical sens anyway with thiscombination, so it still won't feel right. My recommendation for these users is to match to the 360 or nearby (divide by 3.18), tune to personal preference, and learn the new sensitivity, sorry.
If you are doing more bizarre conversions, go pay $3 and figure it out at mouse-sensitivity.com using 0% horizontal monitor distance as your hipfire conversion method. Or tune to 3.18 manually, because just like the above, you can't salvage your old sensitivity with varying stretch conversions to any point that won't feel awful on the vertical and 360 movements.
For the data folk, this much more complete and accurate set of data will give you the error to each point of the screen given a calibration at a specific point. You'll notice at the bottom, all multipliers to use said distance is provided. You'll notice I've used actually the 15% distance as the default, this is because it is a simpler number (3.37) and it actually will give you, almost 100% of the time, the exact same sensitivity as 0% anyway (3.374). However, if you want to have minimum error across the whole visible space, then you actually want to use 50% as your target point (3.334) BUT the error around the crosshair, at 0-15%, is no longer negligible, even though, in reality, across the whole screen, you could consider this the best choice. Sum of the error is of course absolute values. 360 Rot is provided for comparison of error in these regions against the default 3.18(2) method.
I made extensive use of the mouse-sensitivity.com website for gathering all data points involved in these calculations. I did not do any of the math to generate those data points myself, just the analysis. Check them out, and consider giving them some cash if any of this ended up making things better for you. It's a great site.
Star Wars character vs. other characterTop comment with 3k+ upvotes: Star Wars character loses round 1, but in round 2 they absolutely godstomp 10/10 times they speedblitz the other character at FTL speeds and slash them seventeen thousand times in an attosecond with their lightsaber, or they use their Planetary+++ Force abilities to choke the other person to death and while they're choking them they stab them, or they make their heart stop or rip their organs out their chest with the Force in a microsecond. The other character literally can't even hit them because they're FTL and have nanosecond level precog that lets them avoid every hit ever. Palpatine can destroy planets Obi-Wan can open black holes with his mind Luke is literally a Force God who can annihilate half the galaxy with a blink LEGENDS IS CRAZY BRO!!!
Round 1: Canon
Round 2: Legends
A tremor took hold of the planet.And...
Sprung from death, it unleashed itself in a powerful wave, at once burrowing deep into the world’s core and radiating through its saccharine atmosphere to shake the stars themselves. At the quake’s epicenter stood Sidious, one elegant hand vised on the burnished sill of an expansive translucency, a vessel filled suddenly to bursting, the Force so strong within him that he feared he might disappear into it, never to return. But the moment didn’t constitute an ending so much as a true beginning, long overdue; it was less a transformation than an intensification—a gravitic shift.
A welter of voices, near and far, present and from eons past, drowned his thoughts. Raised in praise, the voices proclaimed his reign and cheered the inauguration of a new order. Yellow eyes lifted to the night sky, he saw the trembling stars flare, and in the depth of his being he felt the power of the dark side anoint him.
Slowly, almost reluctantly, he came back to himself, his gaze settling on his manicured hands. Returned to the present, he took note of his rapid breathing, while behind him the room labored to restore order.
His eyes sought and found an ascending constellation of stars, one of power and consequence new to the sky, though soon to be overwhelmed by dawn’s first light. Low in the sky over the flatlands, visible only to those who knew where and how to look, it ushered in a bold future. To some the stars and planets might seem to be moving as ever, destined to align in configurations calculated long before their fiery births. But in fact the heavens had been perturbed, tugged by dark matter into novel alignments. In his mouth, Sidious tasted the tang of blood; in his chest, he felt the monster rising, emerging from shadowy depths and contorting his aspect into something fearsome just short of revealing itself to the world.Yeah, this is just... again, it's not actually happening. I could go on and say what each line represents about what Palpatine's currently feeling and how its clearly just a reflection of his emotions, but I don't have to. All I have to do is flip over to the last chapter of the book, which describes the same scene with a whole lot less flair. For anyone who wants to make the argument that at least the quake happened because the text I linked mentions overturned furniture, it was overturned in the fight between Palpatine and Plagueis. Not by any Force earthquake.
He had spent over a year disembodied, formless, drifting through the maddening void of the Dark Side. He had never foreseen having to transport his spirit so far across space. He had nearly dispersed forever, but he had survived, and now need never fear death again.According to the Dark Empire Sourcebook, Palpatine traveled "through the maddening void of the Dark Side." Sounds a little different than traveling through actual space.
But in that moment, when flashing blue energy rushed from exploded flesh, the Emperor entered a bodiless transitional state. As conscious Dark Force he was translated across the Galaxy...According to the Dark Empire Endnotes, he was "translated across the galaxy" as "conscious Dark Force," which again, sounds a little different from traveling the distance in real space as a ghost.
"Jerec, the man who murdered your father, is a great evil. He searches for the location of a sacred place, the Valley of the Jedi. The Force of thousands of Jedi is trapped here. If Jerec captures this power, he will be a creature such as the universe has never seen. A supernova of stars in a fleeting thought—the eradication of life from a star system in a whisper—will be within his power."So, what exactly is the Valley of the Jedi? Well, the backstory is that there was a war between Jedi and Sith there that culminated in the use of an ancient ritual which killed thousands of Jedi and Sith alike and trapped their souls in the valley. A temple was built there and the place became an incredibly powerful Force nexus.
"Almost nothing is known of the ancient being known as the World Razer. No one has seen or spoken to the creature for thousands of years; the Rakata’s cryptic warnings suggest the World Razer is Belsavis’s oldest prisoner, and that the prison was first constructed to hold the terrible entity whose hunger consumed a thousand worlds. According to the Rakata inscriptions in the Tomb, it took the combined might of the Infinite Empire to subdue the World Razer, and an entire planet to contain its fury. If such a creature were ever released, its rage might very well shatter the galaxy."Wow. "Shatter the galaxy?" Clearly this thing is galaxy level! Or... y'know, it's just fancy language describing how it could destroy the galaxy over a large span of time. That's at least the impression that I get from this one quote from the World Razer. Other in-game dialogue suggests the World Razer can destroy planets and stars as well.
Later it would be said by Naboo and Gungan alike that they couldn’t recall a colder winter than the one that followed Hego Damask’s autumnal visit to their world. The rivers and even the falls below Theed froze; the rolling plains and tall forests were blanketed three meters deep with snow; plasmic quakes rocked the Gallo Mountains and the Lake Country, the Holy Places and the undersea city of Otoh Gunga; and many of the egresses of the underwaterways that hollowed the planet were blocked by ice floes.Basically, Plagueis goes to the planet Naboo, and afterwards they have a really bad winter. This has been calced by good ol' NarutoForums (the best site for VS debating) to say Plagueis can output 5.036 petatons of power!
July 16, 2008 - Subreddit created by /usedgnw (just over 12 years ago)
Spring, 2010 - m1kael was added as a moderator
May, 2010 - /usedgscene does the first proper community AMA
Between 2010 and 2011 - m1kael takes over top mod spot by appealing to the admins to have the inactive original creator removed (thanks admins!)
Spring, 2011 - Weatherstation added as a moderator (~3k subscribers)
Funny story: m1kael and I first met at Bohart Ranch in Bozeman when we both showed up at the same time as singles and decided to play together randomly. Somehow the topic of reddit and discgolf came up, he told me he was the moderator and asked if I wanted to help him. Though he's not active anymore, we're both still great friends. The rest is history.May, 2011 - /useRandrange creates first discgolf custom logo, still in use at old.reddit
Aug, 2011 - /useRoyalhghnss Posts the first ever CCDG Round coverage video
July, 2012 - First CSS overhaul. Creation of /discexchange along with some other failed disc golf related subreddits
Mar 18, 2013 - 10k Subscribers
Oct, 2013 - First Touring Pro AMA by Nate Sexton
Early 2014 - /discdyeing created
Jul 28, 2014 - 20k Subscribers
2015 - first set of new mods added (stinger1030, sourcerer24, NotSayingJustSaying, heartman74, Auriyon, Allurex, etc) Only heartman74 remains but I’ll bet a lot of these guys are still lurking!
Dec 31, 2016 - 40k Subscribers
Jul 24, 2019 - 80k Subscribers
Sept 25, 2019 - New and currently serving mods added, marking the start of an /discgolf renaissance
Jan 19, 2020 - M0b1u5 banned for good
May 28, 2020 - 100k Subscribers!!!!
Pros - Very high handling. Above average stability, mag size, and aim assist. High reload speed.
Neutral - None.
Cons - Below average range and recoil direction.
Pros - Above average reload speed, handling, and recoil direction.
Neutral - Average stability.
Cons - Low aim assist. Below average range.
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