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 How to Succeed with Binary Options Trading at Home 2020

How to Succeed with Binary Options Trading at Home 2020

Advantages of the binary options signal provider

Advantages of the binary options signal provider


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submitted by vfxalertseo to u/vfxalertseo [link] [comments]

VALORANT Patch Notes 1.09

VALORANT Patch Notes 1.09

Visualization of changes
Riot KOREA official breakdown video w/ English Subtitles

AGENT UPDATES

OMEN

Paranoia
We’re keeping an eye on the overall power level of Paranoia, but as a first step wanted to resolve visual issues where players hit with Paranoia appear outside of its impact on their screen.

JETT

Blade Storm (Burst Fire)
While we continue to investigate some of her outsized strengths, we think the burst fire on her Blade Storm has been over-performing at long ranges. The burst fire is intended to be a close range attack, but we found it frequently getting frags at over 20 meters away. These changes aim to rein in its effective range while retaining its close range potency.

VIPER

Fuel
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Snake Bite
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Viper’s Pit
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.

REYNA

Empress
At its previous fire rate, we felt Empress was too effective when using heavies/smgs, AND too fast to master the change in spray pattern on rifles. We hope this change allows us to address both issues at once, while also giving us a chance to have a unified fire rate increase (matching Brimstone’s stim below) that players can learn and master.

BRIMSTONE

Stim Beacon
Paired with Reyna’s change (above), we felt Brimstone’s stim could use a little more punch. This also unifies our two fire rate increase buffs, making them easier to learn.

WEAPON UPDATES

Operator

All Weapons

COMPETITIVE UPDATES

This is already a very rare occurrence, but it can happen more often for high rank players—especially in premade groups. We are also doing some tuning behind the scenes to keep high rank matches found after long queue times reasonably balanced and fair.

SOCIAL UPDATES

Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.

BUG FIXES

submitted by MentallyStableMan to ValorantCompetitive [link] [comments]

A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.

Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback.
Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj
Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change.
Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers.
Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly.
Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base.
Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle.
Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.png https://i.imgur.com/w4HR05n.png
Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp.
Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3.
This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state.
Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better.
Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base.
For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that.
Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing.
BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities.
Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station.
Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here.
Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely.
A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome.
Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent.
Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location.
The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here.
Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out.
The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly.
There also have been some changes to roads around the continent, but nothing major.
Indar:
TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers.
The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown.
As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from.
So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti.
Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added.
Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out.
The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm.
For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals.
There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has.
With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as.
Infantry gear:
Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed.
Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist.
Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is?
BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea.
Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool.
Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan.
Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily.
Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range.
Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolas https://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished.
So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay.
Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints.
Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat.
Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
submitted by ItsJustDelta to Planetside [link] [comments]

The 2020 Wreddit Census RESULTS!

Hey everyone!
We are excited to share the results of the 2020 Wreddit Census. 8,837 users took the time to submit their answers and we have been able to find some interesting statistics. Thank you to those who took the time to submit your response.
If you want to use the data yourself to draw your own findings or analysis, here is a link to the data as promised. There are some tabs on the bottom that look at specific factors that we found interesting.

1. Demographics

Gender
Gender 2020 2019 Change +/- Percent Change
Male 90.9% 91.4% -0.5% 0.54% decrease
Female 6.0% 6.3% -0.3% 4.7% decrease
Non-Binary 2% 1.5% +0.5% 33.3% increase
Prefer not to Say 0.7 0.6% +0.1% 16.6% increase
Ethnicity
Ethnicity 2020 2019 Change +/-
White 78.6% N/A N/A
Hispanic/Latino 9.9% N/A N/A
Asian 7.4% N/A N/A
Black/African-American 4.7% N/A N/A
Middle Eastern/North African 1.3% N/A N/A
American Indian or Alaskan Native 1.2% N/A N/A
Native Hawaiian or Other Pacific Islander 0.4% N/A N/A
Other 1.9% N/A N/A
Prefer not to say 1% N/A N/A
Age
Average Age 2020 2019 Change +/-
Age 28.9 N/A N/A
The vast majority of users are in their late 20s and 30s.
Residence

Country do you reside in?

Country 2020 2019 Change +/- Percent Change
United States 59.9% 60.9% -1.0% 1.64% decrease
UK 13.8% 13.2% +0.6% 4.5% increase
Canada 7% 6.7% +0.3% 4.47% increase
Australia 3.7% 4.2% -0.5% 11.9% decrease
Note: all other countries under 2%
Living Situation (for users 25 and older)
Household 2020 2019 Change +/- Percent Change
Married and live with my spouse 28% N/A N/A N/A
I live alone 20% N/A N/A N/A
I am not married but I live with a significant other 18% N/A N/A N/A
I live with my parents 16% N/A N/A N/A
I live with Roommates 13% N/A N/A N/A
I live in a multigenerational setting 5% N/A N/A N/A
NOTE: We have a large number of teens and early 20 year olds on this sub. As a result, we felt it was best to eliminate everyone under the age of 25 for this measure as it would skew the data heavily due to the number of kids and college students.
Income Level USD (for non-married and non-living with significant other) (for users 25 and older)
Income 2020 2019 Change +/- Percent Change
Income $49,850/year N/A N/A N/A
NOTE: We have a large number of teens and early 20 year olds on this sub. As a result, we felt it was best to eliminate everyone under the age of 25 for this measure as it would skew the data heavily due to the number of kids and college students.

2. Watching Habits

How long have you watched wrestling?
Years 2020 2019 Change +/- Percent Change
Years 17 years N/A N/A N/A
What Cable TV/Streaming Services that you have?
Service 2020 2019 Change +/- Percent Change
Netflix 72.3% 84.4% -12.1 14.3% decrease
Amazon Prime 56.5% 57.4% -0.9 1.5% decrease
Disney Plus 39.5% N/A N/A N/A
Paid TV service 32.1% 45% -12.9 28.6% decrease
Hulu 34.1% 41% -6.9 16.8% decrease
HBO Max 13.8% N/A N/A N/A
none 10% N/A N/A N/A
Youtube TV 7.1% N/A N/A N/A
Sling TV 3.8% N/A N/A N/A
Hours of wrestling watched each week
Hours per Week 2020 2019 Change +/- Percent Change
Hours 4.06 N/A N/A N/A
Do you regularly watch Monday Night Raw?
Response 2020 2019 Change +/- Percent Change
No, I don't watch Raw regularly, but I do try to keep up with storylines and news 54.3% 49.3% +5 10.1% increase
No. I don't watch or follow Raw 17.5% 8.9% +8.6 96.6% increase
Yes I watch it weekly 16.1% 27.8% -11.7 42.08% decrease
Yes I occasionally watch it 12% 13.9% -1.9 13.6% decrease
How do you watch Raw (This question was ONLY asked of the respondents that said they watched Raw in some capacity)
Response 2020 2019 Change +/- Percent Change
I watch it LIVE through my cable TV provider 33.9% 45.6% -11.7 25.65% decrease
Through an unpaid stream or video website 22.9% 24.6% -1.7 6.9% decrease
I watch it LATER through DVR or OnDemand with my cable TV provider 13.9% N/A N/A N/A
I watch it LIVE through a stand alone paid streaming service (like Sling TV or Youtube TV) 12% N/A N/A N/A
I watch it LATER on DVR or OnDemand through a stand alone paid streaming service (like Sling TV or Youtube TV) 8% N/A N/A N/A
I only watch highlights, clips, or "streamables" 5.1% N/A N/A N/A
I watch it some other way not listed here 3.5% 16.6% -13.1% N/A
I wait a month and watch it on the WWE Network 0.7% 0.3% +0.4 133% increase
Note: More options were added this year, so the comparisons to 2019 may be flawed
Do you regularly watch Smackdown?
Response 2020 2019 Change +/- Percent Change
No, I don't watch Smackdown regularly, but I do try to keep up with storylines and news 53.1% 41.5% +11.6 27.9% increase
No. I don't watch or follow Smackdown 18.6% 8.3% +10.3 124.1% increase
Yes I watch it weekly 14.3% 31% -16.7 53.9% decrease
Yes I occasionally watch it 14% 19.2% -5.2 27.1% decrease
How do you watch Smackdown? (This question was ONLY asked of the respondents that said they watched Smackdown in some capacity)
Response 2020 2019 Change +/- Percent Change
I watch it LIVE through my cable TV provider 35.3% 42.5% -7.2 16.9% decrease
Through an unpaid stream or video website 22.2% 25.8% -5.6 21.7% decrease
I watch it LATER through DVR or OnDemand with my cable TV provider 15.1% N/A N/A N/A
I watch it LIVE through a stand alone paid streaming service (like Sling TV or Youtube TV) 8.8% N/A N/A N/A
I watch it LATER on DVR or OnDemand through a stand alone paid streaming service (like Sling TV or Youtube TV) 7.8% N/A N/A N/A
I only watch highlights, clips, or "streamables" 5.7% N/A N/A N/A
I watch it some other way not listed here 4.3% 18.1 -13.7 75.7% decrease
I wait a month and watch it on the WWE Network 0.8% 0.3% +0.5 166.6% increase
Note: More options were added this year, so the comparisons to 2019 may be flawed
Do you regularly watch WWE Main Roster PPVs?
Response 2020 2019 Change +/- Percent Change
Yes I regularly watch them live 27% 44% -17 38.6% decrease
Yes I sometimes watch them live but sometimes I watch them later 23.7% 24.7% -1 4% decrease
Yes but I watch them later, not live 12.8% 12.1% +0.7 5.8% increase
No I do not watch them regularly but I try to keep up with storylines 25.3% 15% +10.3 68.7% increase
No I do not watch them regularly 11.1% 4.2% 6.9 164.3% increase
How do you watch WWE Main Roster PPVs? (This question was ONLY asked of the respondents that said they watched Main Roster PPVs in some capacity)
Response 2020 2019 Change +/- Percent Change
Through their personal WWE Network streaming service 62.2% 69% -6.8 9.9% decrease
Through an unpaid stream 21.2% 15.5% +5.7% 36.8% increase
Through a friend’s WWE Network streaming service 9.1% 8.6% +0.5% 5.8% increase
I only watch highlights, clips, or "streamables" 2.2% N/A N/A N/A
I watch is some other way not listed here 2% N/A N/A N/A
I watch it through my cable provider 1.7% N/A N/A N/A
I live in a country that doesn't have the WWE Network streaming accounts, but I have one through a VPN or other loophole 0.6% N/A N/A N/A
Do you regularly watch the NXT weekly TV (non-UK)?
Response 2020 2019 Change +/- Percent Change
No. I don't watch NXT regularly, but I do keep up with news and storylines 42.9% 35% +7.9 22.6% increase
No. I don't watch or follow NXT 19% 25.1% -6.1 24.3% decrease
Yes, but I watch it later. Not as it airs 18.7% 17.6% +1.1 6.3% increase
Yes I occasionally watch it as it airs, but sometimes I watch it later 10.5% 13.2% -2.7 20.5 decrease
Yes I regularly watch it every week as it airs 8.8% 9.2% -0.4 4.3% decrease
How do you watch NXT weekly TV (This is ONLY asked of respondents that say they watched NXT Weekly TV in some capacity)
Response 2020 2019 Change +/- Percent Change
I watch it through an unpaid stream or video website 22.3% 11.1% +11.2 101% increase
I wait and watch it when it's available on the WWE network 20.1% 72% -51.9 72.1% decrease
I watch it LIVE through my cable TV provider 19% N/A N/A N/A
I watch it LATER through DVR or OnDemand with my cable TV provider 13.6% N/A N/A N/A
I watch it LATER through a stand alone paid streaming service (like Sling TV or Youtube TV) 9.1% N/A N/A N/A
I watch it LIVE through a stand alone paid streaming service (like Sling TV or Youtube TV) 8% N/A N/A N/A
I only watch highlights, clips, or "streamables" 4.4% N/A N/A N/A
I watch is some other way not listed here 3.6% N/A N/A N/A
Do you regularly watch NXT UK?
Response 2020 2019 Change +/- Percent Change
No. I don't watch or follow NXT UK 73.4% 60.6% +12.8 21.1% increase
No. I don't watch NXT UK regularly, but I do keep up with news and storylines 21.6% 26.6% +5.0 18.8% increase
Yes, but I watch it later. Not as it airs 3.2% 7.1% *-3.9% 55% decrease
Yes I occasionally watch it as it airs, but sometimes I watch it later 1.2% 3.4% -2.2 64.7% decrease
Yes I regularly watch it every week as it airs 0.7% 2.3% -1.6 69.6% decrease
How do you watch NXT UK? (ONLY asked of people that say they watch NXT UK)
Response 2020 2019 Change +/- Percent Change
watch using their WWE Networks streaming service 68.6% 78.8% -10.2 12.9% decrease
use unpaid streaming 11.4% 8.8% +2.6 29.5% increase
Through my cable/TV provider (some countries have NXT UK air on their cable package) 8% 1.1% +6.9 627.3% increase
I only watch highlights, clips, or "streamables" 4.9% N/A N/A N/A
use another friend’s WWE network account 4.2% 6.5% -2.3 35.4% decrease
I watch it some other way not listed here 2.9% 3.6% -0.7 19.4% decrease
Do you regularly watch NXT Takeovers?
Response 2020 2019 Change +/- Percent Change
Yes, I regularly watch them live 28.8% 44.2% -15.4 34.8% decrease
No I don’t watch them regularly but I keep up with storylines 20.2% 9.4% +10.8 114.9% increase
Yes, I occasionally watch them live but sometimes I watch them later 19.1% 20.1% -1.0 5% decrease
Yes, but I watch them later 16.6% 14.8% +1.8 12.2% increase
No I don’t watch them regularly 15.2% 11.5% +3.7 32.2% increase
When you watch NXT Takeovers, how do you watch them? (ONLY asked to people that said they watched NXT Takeover)
Response 2020 2019 Change +/- Percent Change
Through their personal WWE Network streaming service 60% 68.7% -8.7 12.7% decrease
Through an unpaid stream 23% 15.9% +7.1 44.7% increase
Through a friend’s WWE Network streaming service 9.4% 9.1% +0.3 3.3% increase
I watch is some other way not listed here 3.3% 3.3% No Change No Change
I only watch highlights, clips, or "streamables" 2.8% N/A N/A N/A
I watch it through my cable provider 1.1% 1.0% +0.1 10% increase
I live in a country that doesn't have the WWE Network streaming accounts, but I have one through a VPN or other loophole 0.5% 0.6% -0.1 16.7% decrease
Do you regularly watch 205 Live?
Response 2020 2019 Change +/- Percent Change
No. I don't watch or follow 205 Live 81.5% 67.7% +13.8 20.4% increase
No. I don't watch 205 Live regularly, but I do keep up with news and storylines 14.9% 22.7% -7.8 34.4% decrease
Yes, but I watch it later. Not as it airs 2.1% 4.9% -2.8 57.1% decrease
Yes I occasionally watch it as it airs, but sometimes I watch it later 0.9% 3% -2.1 70% decrease
Yes I regularly watch it every week as it airs 0.7% 1.7% -1.0 58.8% decrease
When you watch 205 Live, how do you watch it? (ONLY asked for people that said they watched 205 Live)
Response 2020 2019 Change +/- Percent Change
watch using their WWE Networks streaming service 73.7% 74.7% -1.0 1.3% decrease
use unpaid streaming service 11.3% 10.7% +0.6 5.6% increase
use another friend’s WWE network account 5.3% 5.5% -0.2 3.6% decrease
I only watch highlights, clips, or "streamables" 5% N/A N/A N/A
I watch is some other way not listed here 3.8% 4.9% -1.1 22.4% decrease
Through my cable/TV provider (some countries have NXT UK air on their cable package) 0.9% N/A N/A N/A
Do you regularly watch AEW Dynamite?
Response 2020 2019 Change +/- Percent Change
Yes. I regularly watch it every week as it airs 28% N/A N/A N/A
No. I don't watch them regularly, but I do keep up with storylines and news 27.6% N/A N/A N/A
Yes. I occasionally watch them as they air, but sometimes I watch them later 16.2% N/A N/A N/A
Yes. but I watch them later, not as they are airing. 16.2% N/A N/A N/A
No I don't watch or follow AEW Dynamite 12% N/A N/A N/A
When you watch AEW Dynamite, how do you usually watch it? (ONLY asked for people that said they watched Dynamite)
Response 2020 2019 Change +/- Percent Change
I watch it LIVE through my TV provider 28.1% N/A N/A N/A
I watch it through an unpaid stream *25.6% N/A N/A N/A
I watch it LIVE through a stand alone paid streaming service (Like AEW Plus or Sling TV) 20.4% N/A N/A N/A
I watch it LATER via DVR or OnDemand through my TV provider 10.7% N/A N/A N/A
I watch it LATER via DVR or OnDemand though a paid streaming service (Like AEW Plus or Sling TV) 8.3% N/A N/A N/A
I watch it some other way not listed here 3.6% N/A N/A N/A
I only watch highlights, clip, and "streamables" 3.3 N/A N/A N/A
Do you regularly watch AEW PPVs?
Response 2020 2019 Change +/- Percent Change
Yes, I regularly watch them live 31.6% N/A N/A N/A
No I don’t watch them regularly but I keep up with storylines 24.1% N/A N/A N/A
Yes, but I watch them later 15.7% N/A N/A N/A
No I don’t watch them regularly 14.6% N/A N/A N/A
Yes, I occasionally watch them live but sometimes I watch them later 14% N/A N/A N/A
When you watch AEW PPVs, how do you usually watch it? (ONLY asked for people that said they watched AEW PPVs)
Response 2020 2019 Change +/- Percent Change
I watch through an unpaid stream 43.4% N/A N/A N/A
I pay for the PPVs through BR Live 21.7% N/A N/A N/A
I pay for the PPVs through FITE TV 17.3% N/A N/A N/A
I pay for the PPVs through my cable provider 6.4% N/A N/A N/A
I watch it some other way not listed here 6.4% N/A N/A N/A
I only watch highlights, clips, and "streamables 4.8% N/A N/A N/A
Do you regularly watch New Japan Pro Wrestling?
Response 2020 2019 Change +/- Percent Change
No, I do not watch them regularly 39.1% 39.6% -0.5 1.3% decrease
No, I don’t watch them regularly, but I keep up with storylines and news 27.7% 29.8% -2.1 7% decrease
Yes, but I watch them later, not as they’re airing 15.9% 13.9% +2.0 14.4% increase
Yes, I occasionally watch them live, but I usually watch them later 11.5% 11.8% -0.3 2.5% decrease
Yes, I regularly watch NJPW shows live. 5.8% 4.9% +0.9 18.4% increase
When you watch NJPW, how do you usually watch it (ONLY asked to the people that said they watched NJPW)
Response 2020 2019 Change +/- Percent Change
Through their personally NJPWWorld subscription. 55.4% 48.1% +7.3 15.2% increase
Through an unpaid stream 27.1% 27.1% No Change No Change
I only watch highlights, clips, or "Streamables" 5.8% N/A N/A N/A
I use a friend's NJPW World Streaming Service subscription 5.7% N/A N/A N/A
I watch it some other way not listed here. 3.2% 7.8% -4.6 59% decrease
I watch LIVE shows through my cable provider IN JAPAN 0.3 N/A N/A N/A
Do you regularly watch Ring of Honor weekly TV?
Response 2020 2019 Change +/- Percent Change
No. I don't watch or follow Ring of Honor 84.6% 74.2% +10.4 14% increase
No. I don't watch Ring of Honor TV regularly, but I do keep up with storylines and news. 12.1% 20.5% -8.4 41% decrease
I occasionally watch it 2.7% 4.1% -1.4 34.1% decrease
I regularly watch it. 0.6% 1.2% -0.6 50% decrease
How do you watch Ring of Honor? (ONLY asked to the people that said they regularly watch it)
Response 2020 2019 Change +/- Percent Change
Through my TV provider 42.1% 33.7% +8.4 24.9% increase
Through Fite.tv 16.8% 22.6% -5.8 25.7% decrease
On the ROH website 13% 15.7% -2.7 17.2% decrease
through an illegal stream 10.3% 12.4% -2.1 16.9% decrease
Some other way not listed 6.5% 12.9% -6.4 50% decrease
Through my cable TV provider's legitimate stream 5.8% 2.7% +3.1 114.8% increase
I only watch highlights, clips, or "streamables" 5.5% N/A N/A N/A
Do you regularly watch Impact Wrestling?
Response 2020 2019 Change +/- Percent Change
No I do not regularly follow it 71.7% 68.6% +3.1 4.5% increase
No I do not regualrly follow it, but I keep up with news and storylines. 20.4% 22.2% -1.8 8.1% decrease
Yes I occasionally watch it 5.7% 6.8% -1.1 16.2% decrease
Yes I watch it weekly. 2.3% 2.3% no change no change
How do you watch Impact Wrestling?
Response 2020 2019 Change +/- Percent Change
I watch it on Twitch 37% 49.9% -12.9 25.9% decrease
Through cable provider 29.2% 20.4% +8.8 43.1% increase
through an illegal stream 14.1% 14.2% -0.1 0.7% decrease
some other way listed 7.8% 13.4% -5.6 41.8% decrease
I only watch highlights, clips or "Streamables" 6% N/A N/A N/A
Through my cable provider's legitimate stream 5.8% 2% +3.8 190% increase
Top TEN Most Watched Wrestling Promotions/Shows
Rank Promotion/Show 2019 Rank Rank Change +/- % of users watching 2020 % of users watching 2019
#1 AEW Dynamite N/A N/A 64% N/A
#2 NXT #3 +1 46.1% 56%
#3 WWE Monday Night Raw #2 -1 40.3% 61.8%
#4 WWE Smackdown Live #1 -3 38.4% 66.4%
#5 New Japan Pro Wrestling #4 -1 30.4% 32.3%
#6 AEW Dark N/A N/A 28.7% N/A
#7 NWA Powerrrr N/A N/A 8.9% N/A
#8 Impact #8 no change 7.5% 8.6
#9 STARDOM #12 +3 5.6% 4.4%
#10 Game Changer Wrestling #29 +19 4.8% 0.6%
Note: 10.8% selected NONE

3. Online Habits

Is Wreddit your most frequent source of news related to wrestling?
  • 85.6% YES
  • 14.4% No
Where do you go for wrestling news? (asked of people that DON’T have Wreddit as their #1 source)
  • 32.8% - A news site that focuses exclusively on wrestling news
  • 23.5% - Twitter
  • 17.2% - A paid subscriber newsletter
  • 8.3% - Another user-based wrestling forum
  • 3.8% - A more general sports-based news site
  • 2.2% - Facebook
  • 2% - Chat Applications like Discord or Skype
  • 1.9% - /woo/ or other imageboard
  • 1.6% - Instagram
If you didn’t use Wreddit for your news, where do you think you would go? (asked of people that DO have Wreddit as their #1 news source)
  • 32% - Twitter
  • 25.3% - a news site that focuses exclusively on wrestling
  • 14.5% - I wouldn't go out of my way to look up wrestling news
  • 7.1% - a paid subscriber newsletter
  • 7% - Another user-based wrestling forum
  • 3.6% - A more general sports-based news site
  • 3.4% - Instagram
  • 2.8% - Facebook
  • 2.6% /woo/ or other imageboard
  • 1.8% Chat applications like Discord or Skype
Are you a Subscriber to Dave Meltzer’s Wrestling Observer Newsletter?
Responses 2020 2019 Change +/-
No, I’m not interested in subscribing 65.4% 65.4% No Change
No, but I might subscribe in the future 17.9% 20.1% +2.2
No, but I have subscribed before 7.4% 6.6% +0.8
Yes I’m a regular subscriber 4.9% 5.2% -0.3
No, I don't know what that is 3.8% 1.9 +1.9
Yes, but I’m a fairly new subscriber 0.5% 0.8% -0.3
News sites visited regularly
  • 56% - NONE
  • 17.1% - F4WOnline
  • 16.6% PWInsider
  • 9.6% Fightful
  • 9.1% 411Mania
  • 7.9% WrestlingInc
  • 7% WrestleZone
  • 6.8% Ringside News
  • 6.6% ProWrestling Sheet
  • 6% PWTorch
  • 5% ProWrestling.Net
  • 3.1% SEScoops

4. Subscription Services

Which Streaming subscription services do you pay for?
Streaming Service 2020 2019 Change +/- Percent Change
WWE Network 46.3% 64% -17.7 27.7% decrease
NONE 38.4% 26.3% +12.1 46% increase
NJPWWorld 19.9% 19.4% +0.5 2.6% increase
AEW Plus 5.9% N/A N/A N/A
Fite Network 2.6% 2.1% +0.5 23.8% increase
IWTV 2.4% 0.1% +2.3 2300% increase
StardomWorld 2% 2.2% -0.2 9% increase
Everything else is less than 2%.
Which WWE Network programming do you watch regularly? (only asked of respondents with a WWE Network subscription)
Programming 2020
Live or recent PPVs 87%
Old PPVs 65%
24 documentary series 56%
NXT 54%
Undertaker: The Last Ride 40%
Old WCW PPVs 37%
Old ECW PPVs 34%
Table for 3 32%
WWE 365 32%
Steve Austin's Broken Skull Sessions 30%
RAW/SD episodes (classic or recent) 29%
Ridealong 21%
WWE Ruthless Aggression 21%
Chronicle 21%
WCW Nitro 21%
Monday Night War 20%
Edge & Christian Show 19%
Breaking Ground13% WWE Untold|12% WWE: The Day Of|12% NXT UK|10% The Best of WWE|9% World's Collide|8% UUDD Plays|7% WWE Story Time|7% WWE Photoshoot|7%
In the last year, have you paid for a non-AEW PPV, iPPV, or other non-subscription based show?
Responses 2020 2019 Change +/-
NO 86.9% N/A N/A
YES 13.1% N/A N/A
Do you plan to purchase ANY PPV or iPPV non-subscription based show within the next year?
Responses 2020 2019 Change +/-
NO 58.3% 57.2% +1.1
YES 41.7% 42.8% -1.1
You said you have no plans to purchase an upcoming non-subscription based PPV. Do you have plans to take advantage of an unpaid stream of one? (This was ONLY asked to the people that said they have no interest in purchasing a PPV in the next year)
Responses 2020 2019 Change +/-
NO 50.8% 55.1% -4.3
YES 49.2% 44.9% +4.3
Do you listen to Podcasts?
Responses 2020 2019 Change +/-
YES 64.9% 67% -2.1
NO 35.1% 33% +2.1
Top 10 Podcasts
  • 1- Talk is Jericho - 42%
  • 2- AEW Unrestricted - 25.2%
  • 3 - Cultaholic - 20.3%
  • 4 - The Steve Austin Show - 19%
  • 5 - The New Day: Feel the Power - 16.4%
  • 6 - Edge and CHristian's Pod of Awesomeness - 16.2%
  • 7 - Wrestling with Wregret - 16.2%
  • 8 - Wrestling Observer Radio - 16.2%
  • 9 - Jim Cornette Experience - 15.2%
  • 10 - Byan and Vinny - 14.3%
Note: 12.5% of respondents pay for extra content on Patreon for at least one podcast

5. Spending Habits

How much do you spend on Merch in a year?
  • Average annual spend on merch: $51.84
Have you attended a wrestling show in the last 12 months?
  • 35.2% Yes
  • 64.8% No
Note: average number of shows attended per year is 3 (for those who have attended at least 1)

6. Bonus Round

Who is your favorite wrestler?
Ranking Wrestler Votes
1 Kenny Omega 695
2 Orange Cassidy 558
3 Adam Page 488
4 Keith Lee 357
5 AJ Styles 351
6 Jon Moxley 345
7 Chris Jericho 338
8 Asuka 291
9 Daniel Bryan 284
10 Bray Wyatt 208
11 Adam Cole 205
12 Kazuchika Okada 193
13 Drew McIntyre 163
14 Kevin Owens 157
15 Seth Rollins 153
16 Aleister Black 139
17 Hiromu Takahashi 138
18 Tetsuya Naito 127
19 Sasha Banks 121
20 Io Shirai 92
Full list of /SquaredCircle's favorite wrestlers here
When you watch wrestling, who do you watch it with? Select all that apply.
Response 2020
I regularly watch wrestling alone 68%
I regularly watch wrestling alone, but discuss it live with others on a chat application or forum 32%
I regularly watch wrestling with a friend or group of friends in-person 21%
I regularly watch wrestling with a sibling (or siblings) 7%
I regularly watch wrestling with a parent(s) or guardian(s) 5%
I regularly watch wrestling with my child (or children) 4%
I regularly watch wrestling with other family members 10%
I watch wrestling with my dog (or cat) 17%
How have your viewing habits changed due to/during the Coronavirus pandemic? Select all that apply.
Response 2020
I have been watching new promotions 10%
I have been watching more of the promotions I already watch 21%
I have been learning about new wrestlers or wrestling characters that I enjoy 17%
I have been watching wrestling in the same way as before 40%
I have been watching less wrestling during the Coronavirus pandemic 33%
submitted by WredditMod to SquaredCircle [link] [comments]

WotV PvP Tactics & Mentality - Six Months of Mediena Bombs & how the Meta Evolves in PvP

WotV PvP Tactics & Mentality - Six Months of Mediena Bombs & how the Meta Evolves in PvP
*** Registration is Now Open until 9/15 for the latest Live PvP tournament, organized by u/LongTimeGaming. There is no entry fee and everyone is guaranteed at least five rounds of combat! Please PM him or myself for details on how to register! ***

For today's entry I want to discuss one of the stronger live PvP strategies currently floating around the meta, particularly at the higher player ranks or with whales smurfing at lower ranks: The Medi (Mediena) Bomb.

What is a Medi Bomb?

Let's start with an example formation:
The non-Medi options are pretty flexible. One of the Mag VCs should be on Medi not House B for extra mag power.

And some idea of what AGI you should be able to see (90+) and other stats:
My medi isn't close to tip top shape - I never use her in live PvP!
Mediena's LB, Cosmo Plume, is well known throughout the community for its power, wide AoE range, and immediate availability. Coupled with Shukuchi Medi has a threat range of NINE squares (movement of 4 plus maximum effective range of 5) and so a forward deployed Medi can reach all possible starting locations except for two on the current PvP map:

Initial Deployment - Medi forward and centered.

From forward center Plume Medi can hit all possible squares except the back two corners - Cid and Mont are about to have a bad day!
Once properly setup the execution of this strategy is as brutal as it is simple: Medi runs forward and tries to OHKO as many of the enemy team as possible. The remaining units in the Medi Bomb formation exist to provide clean-up in the event that enough of the enemy team survives to take out Medi.

Medi Bomb Breakdown - Synergies

The Medi bomb, as it currently exists, comprises three major components: a Shukuchi Mediena, Agility, and as much Magic/Magic Attack equipment and VCs as can be mustered together. If you take away any of these components the win probability of the strategy plummets. Let's examine each in turn:

  • Shukuchi (and forward deployment) - Without Shukuchi and pushing Medi as far forward as you can you leave a lot of squares open where the enemy team can be hiding. No highly competitive team in live PvP is sticking to the default 'three across' formation!
  • Agility - Medi's main weakness is her fragility. If Medi doesn't go first there's the chance that the opponent will have a high speed unit in place to OHKO Medi (i.e., Frederika) or will at least be able to reposition their faster units out of Medi's threat range. Shadow Runner on a Medi is a must of course, but VCs that yield AGI are crucial as well.
  • Magic Attack - Being able to OHKO at least one enemy unit is essential - a unit with 1 HP is as dangerous as a unit with 4000 HP. A Platinum Rod +5, and a high level Trousseau are the most important elements. Mag from Ramuh is useful. You won't have Medi's own mag passive available due to needing Speed + Movement.

Responses to the Medi Bomb - Sample Formations

So here are some sample formations I whipped up - note the screenshots are composites from my main account so levels and etc. are not going to be optimal. There are many variations possible, these are just starting points!

Option 1 - Go Faster than Medi

Gunner Girls that are faster than a Medi Bomb are close to a guaranteed win!
The hardest counter to Medi bomb is a Fred that's faster than her - A properly kitted Fred can OHKO a Medi with sharpshoot off the bat without any external buffs. Because Medi + AGI VC is always faster then a Fred without, you will need to put AGI cards of your own on top of your Fred to ensure you go before the enemy Medi does.

Option 2 - Be able to survive the Plume

This is the second picture here - the first one had an impossible setup for Rain due to my photoshopping (I don't own Rain).
There are of course characters that can survive a plume, even a plume from a super whaled out Medi. Rain is one of these - he's a magic tank off the bat and he has elemental advantage to Medi. Ayaka can stand your viktora back up post plume while Rain can OHKO the Medi.

Option 3 - Be able to Evade the Plume

Miranda is a super useful utility placeholder for these formations
Vinera is pretty popular in live pvp these days due to her combination of speed, power, and high evade. She is essentially unhittable to teams that haven't geared with guaranteed hit options or stacked as much ACC as they can. I don't have a leveled up Vinera to test the above combination for exact hit percentages but an unbuffed Vinera should have about 150-200 evade depending on cards. Not exactly easy to hit with a plume!


A Brief History of the Medi Bomb

Finally, the changes in popularity to the Medi Bomb through time exemplifies the essential elements that define the 'meta' in live PvP: the outcome to nearly every match is a binary win or loss. Any team that is slightly better than another will win almost all the time holding all over elements equal. Medi's evolution in live pvp shows this perfectly.
In the first weeks of WotV, Medi bombs were one of the most common formations available. Medi was I think the fastest launch character and once she hit level 40 she could OHKO most other units common at the time that were also at level 40 (Mont, Sterne, etc.). This meant that Medi could just run up and drop the other team. Lots and lots of Medi v Medi engagements were happening and Medi's dominance in PvE and PvP was often remarked on by jokes or commentary here and elsewhere.
Flash forward to the FFT event or so and Medi bombs disappeared from competitive play. Two things happened: Frederika and increasing toughness of teams. Fred, as I said before, is a hard counter to Medi as long as she goes first and at this stage in the game almost no one had high AGI VCs so Freds melted Medis off the live PvP scene. A secondary effect was that everyone was getting to level 99 on their mains and starting to amass TMRs - Medi stopped being able to OHKO units.
Medi Bombs stayed quiet for the months following FFT until Platinum Rod came out, then whales with +15% AGI off the House Beolve card could go first in most engagements and do enough damage to OHKO broad swaths of units. Now with FFT2 almost done plenty of dolphins or even minnows/f2p willing to proc 5-6 whimseys per day can have their 15% AGI cards so Medi bombs are more accessible.
Essentially, the meta is an unstable equilibrium defined by a complex set of inputs and that binary output of winning/losing. As soon as Medi is one AGI slower then her hard counter *and that hard counter is common* she becomes worthless. Same with the tipping point between OHKO and survival. Right now medi bombs are fast and powerful - therefore viable against many team comps.

Well that wraps up today's post - this one turned out to be longer than I was expecting. Let me know if its too long in the comments and if you have any suggestions for future topics that you'd like a detailed breakdown on please let me know!



------------------------------------------------
WotV PvP Tactics & Mentality is an irregularly updated series of posts about the most neglected aspect of WotV: Live PvP If you liked this post, feel read to my previous entries in the series:
1. WotV PvP Tactics & Mentality: Playing Ahead vs Playing from Behind
2. WotV PvP Tactics & Mentality: Getting the most out of the GUI and the OODA Loop

submitted by RedKnightRG to wotv_ffbe [link] [comments]

An introduction to Linux through Windows Subsystem for Linux

I'm working as an Undergraduate Learning Assistant and wrote this guide to help out students who were in the same boat I was in when I first took my university's intro to computer science course. It provides an overview of how to get started using Linux, guides you through setting up Windows Subsystem for Linux to run smoothly on Windows 10, and provides a very basic introduction to Linux. Students seemed to dig it, so I figured it'd help some people in here as well. I've never posted here before, so apologies if I'm unknowingly violating subreddit rules.

An introduction to Linux through Windows Subsystem for Linux

GitHub Pages link

Introduction and motivation

tl;dr skip to next section
So you're thinking of installing a Linux distribution, and are unsure where to start. Or you're an unfortunate soul using Windows 10 in CPSC 201. Either way, this guide is for you. In this section I'll give a very basic intro to some of options you've got at your disposal, and explain why I chose Windows Subsystem for Linux among them. All of these have plenty of documentation online so Google if in doubt.

Setting up WSL

So if you've read this far I've convinced you to use WSL. Let's get started with setting it up. The very basics are outlined in Microsoft's guide here, I'll be covering what they talk about and diving into some other stuff.

1. Installing WSL

Press the Windows key (henceforth Winkey) and type in PowerShell. Right-click the icon and select run as administrator. Next, paste in this command:
dism.exe /online /enable-feature /featurename:Microsoft-Windows-Subsystem-Linux /all /norestart 
Now you'll want to perform a hard shutdown on your computer. This can become unecessarily complicated because of Window's fast startup feature, but here we go. First try pressing the Winkey, clicking on the power icon, and selecting Shut Down while holding down the shift key. Let go of the shift key and the mouse, and let it shutdown. Great! Now open up Command Prompt and type in
wsl --help 
If you get a large text output, WSL has been successfully enabled on your machine. If nothing happens, your computer failed at performing a hard shutdown, in which case you can try the age-old technique of just holding down your computer's power button until the computer turns itself off. Make sure you don't have any unsaved documents open when you do this.

2. Installing Ubuntu

Great! Now that you've got WSL installed, let's download a Linux distro. Press the Winkey and type in Microsoft Store. Now use the store's search icon and type in Ubuntu. Ubuntu is a Debian-based Linux distribution, and seems to have the best integration with WSL, so that's what we'll be going for. If you want to be quirky, here are some other options. Once you type in Ubuntu three options should pop up: Ubuntu, Ubuntu 20.04 LTS, and Ubuntu 18.04 LTS.
![Windows Store](https://theshepord.github.io/intro-to-WSL/docs/images/winstore.png) Installing plain-old "Ubuntu" will mean the app updates whenever a new major Ubuntu distribution is released. The current version (as of 09/02/2020) is Ubuntu 20.04.1 LTS. The other two are older distributions of Ubuntu. For most use-cases, i.e. unless you're running some software that will break when upgrading, you'll want to pick the regular Ubuntu option. That's what I did.
Once that's done installing, again hit Winkey and open up Ubuntu. A console window should open up, asking you to wait a minute or two for files to de-compress and be stored on your PC. All future launches should take less than a second. It'll then prompt you to create a username and password. I'd recommend sticking to whatever your Windows username and password is so that you don't have to juggle around two different usepassword combinations, but up to you.
Finally, to upgrade all your packages, type in
sudo apt-get update 
And then
sudo apt-get upgrade 
apt-get is the Ubuntu package manager, this is what you'll be using to install additional programs on WSL.

3. Making things nice and crispy: an introduction to UNIX-based filesystems

tl;dr skip to the next section
The two above steps are technically all you need for running WSL on your system. However, you may notice that whenever you open up the Ubuntu app your current folder seems to be completely random. If you type in pwd (for Print Working Directory, 'directory' is synonymous with 'folder') inside Ubuntu and hit enter, you'll likely get some output akin to /home/. Where is this folder? Is it my home folder? Type in ls (for LiSt) to see what files are in this folder. Probably you won't get any output, because surprise surprise this folder is not your Windows home folder and is in fact empty (okay it's actually not empty, which we'll see in a bit. If you type in ls -a, a for All, you'll see other files but notice they have a period in front of them. This is a convention for specifying files that should be hidden by default, and ls, as well as most other commands, will honor this convention. Anyways).
So where is my Windows home folder? Is WSL completely separate from Windows? Nope! This is Windows Subsystem for Linux after all. Notice how, when you typed pwd earlier, the address you got was /home/. Notice that forward-slash right before home. That forward-slash indicates the root directory (not to be confused with the /root directory), which is the directory at the top of the directory hierarchy and contains all other directories in your system. So if we type ls /, you'll see what are the top-most directories in your system. Okay, great. They have a bunch of seemingly random names. Except, shocker, they aren't random. I've provided a quick run-down in Appendix A.
For now, though, we'll focus on /mnt, which stands for mount. This is where your C drive, which contains all your Windows stuff, is mounted. So if you type ls /mnt/c, you'll begin to notice some familiar folders. Type in ls /mnt/c/Users, and voilà, there's your Windows home folder. Remember this filepath, /mnt/c/Users/. When we open up Ubuntu, we don't want it tossing us in this random /home/ directory, we want our Windows home folder. Let's change that!

4. Changing your default home folder

Type in sudo vim /etc/passwd. You'll likely be prompted for your Ubuntu's password. sudo is a command that gives you root privileges in bash (akin to Windows's right-click then selecting 'Run as administrator'). vim is a command-line text-editing tool, which out-of-the-box functions kind of like a crummy Notepad (you can customize it infinitely though, and some people have insane vim setups. Appendix B has more info). /etc/passwd is a plaintext file that historically was used to store passwords back when encryption wasn't a big deal, but now instead stores essential user info used every time you open up WSL.
Anyway, once you've typed that in, your shell should look something like this: ![vim /etc/passwd](https://theshepord.github.io/intro-to-WSL/docs/images/vim-etc-passwd.png)
Using arrow-keys, find the entry that begins with your Ubuntu username. It should be towards the bottom of the file. In my case, the line looks like
theshep:x:1000:1000:,,,:/home/pizzatron3000:/bin/bash 
See that cringy, crummy /home/pizzatron3000? Not only do I regret that username to this day, it's also not where we want our home directory. Let's change that! Press i to initiate vim's -- INSERT -- mode. Use arrow-keys to navigate to that section, and delete /home/ by holding down backspace. Remember that filepath I asked you to remember? /mnt/c/Users/. Type that in. For me, the line now looks like
theshep:x:1000:1000:,,,:/mnt/c/Users/lucas:/bin/bash 
Next, press esc to exit insert mode, then type in the following:
:wq 
The : tells vim you're inputting a command, w means write, and q means quit. If you've screwed up any of the above sections, you can also type in :q! to exit vim without saving the file. Just remember to exit insert mode by pressing esc before inputting commands, else you'll instead be writing to the file.
Great! If you now open up a new terminal and type in pwd, you should be in your Window's home folder! However, things seem to be lacking their usual color...

5. Importing your configuration files into the new home directory

Your home folder contains all your Ubuntu and bash configuration files. However, since we just changed the home folder to your Window's home folder, we've lost these configuration files. Let's bring them back! These configuration files are hidden inside /home/, and they all start with a . in front of the filename. So let's copy them over into your new home directory! Type in the following:
cp -r /home//. ~ 
cp stands for CoPy, -r stands for recursive (i.e. descend into directories), the . at the end is cp-specific syntax that lets it copy anything, including hidden files, and the ~ is a quick way of writing your home directory's filepath (which would be /mnt/c/Users/) without having to type all that in again. Once you've run this, all your configuration files should now be present in your new home directory. Configuration files like .bashrc, .profile, and .bash_profile essentially provide commands that are run whenever you open a new shell. So now, if you open a new shell, everything should be working normally. Amazing. We're done!

6. Tips & tricks

Here are two handy commands you can add to your .profile file. Run vim ~/.profile, then, type these in at the top of the .profile file, one per line, using the commands we discussed previously (i to enter insert mode, esc to exit insert mode, :wq to save and quit).
alias rm='rm -i' makes it so that the rm command will always ask for confirmation when you're deleting a file. rm, for ReMove, is like a Windows delete except literally permanent and you will lose that data for good, so it's nice to have this extra safeguard. You can type rm -f to bypass. Linux can be super powerful, but with great power comes great responsibility. NEVER NEVER NEVER type in rm -rf /, this is saying 'delete literally everything and don't ask for confirmation', your computer will die. Newer versions of rm fail when you type this in, but don't push your luck. You've been warned. Be careful.
export DISPLAY=:0 if you install XLaunch VcXsrv, this line allows you to open graphical interfaces through Ubuntu. The export sets the environment variable DISPLAY, and the :0 tells Ubuntu that it should use the localhost display.

Appendix A: brief intro to top-level UNIX directories

tl;dr only mess with /mnt, /home, and maybe maybe /usr. Don't touch anything else.
  • bin: binaries, contains Ubuntu binary (aka executable) files that are used in bash. Here you'll find the binaries that execute commands like ls and pwd. Similar to /usbin, but bin gets loaded earlier in the booting process so it contains the most important commands.
  • boot: contains information for operating system booting. Empty in WSL, because WSL isn't an operating system.
  • dev: devices, provides files that allow Ubuntu to communicate with I/O devices. One useful file here is /dev/null, which is basically an information black hole that automatically deletes any data you pass it.
  • etc: no idea why it's called etc, but it contains system-wide configuration files
  • home: equivalent to Window's C:/Users folder, contains home folders for the different users. In an Ubuntu system, under /home/ you'd find the Documents folder, Downloads folder, etc.
  • lib: libraries used by the system
  • lib64 64-bit libraries used by the system
  • mnt: mount, where your drives are located
  • opt: third-party applications that (usually) don't have any dependencies outside the scope of their own package
  • proc: process information, contains runtime information about your system (e.g. memory, mounted devices, hardware configurations, etc)
  • run: directory for programs to store runtime information.
  • srv: server folder, holds data to be served in protocols like ftp, www, cvs, and others
  • sys: system, provides information about different I/O devices to the Linux Kernel. If dev files allows you to access I/O devices, sys files tells you information about these devices.
  • tmp: temporary, these are system runtime files that are (in most Linux distros) cleared out after every reboot. It's also sort of deprecated for security reasons, and programs will generally prefer to use run.
  • usr: contains additional UNIX commands, header files for compiling C programs, among other things. Kind of like bin but for less important programs. Most of everything you install using apt-get ends up here.
  • var: variable, contains variable data such as logs, databases, e-mail etc, but that persist across different boots.
Also keep in mind that all of this is just convention. No Linux distribution needs to follow this file structure, and in fact almost all will deviate from what I just described. Hell, you could make your own Linux fork where /mnt/c information is stored in tmp.

Appendix B: random resources

EDIT: implemented various changes suggested in the comments. Thanks all!
submitted by HeavenBuilder to linux4noobs [link] [comments]

Strike First, Strike Hard, the Merciless needs a buff

Disclaimer: I'm nowhere near as good as some of the theorycrafters in this sub, and better numbers may be available elsewhere but I think this is worth a read, if at all as a case study
I just clocked in full 7 days of playing this game with a build made specifically for the Merciless Exotic Rifle, and while it's widely agreed on that it needs a buff, I would like to explore the shortcomings of this gun and my love-hate relationship with it.
Let's start with the basics. What does the Merciless actually do?
Binary Trigger
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Reading the talent, it sounds easy, right? A rifle with a 30 bullets mag, I need to hit one dude 14 consecutive times and he will get a nasty explosion and tons of damage.
But, the Merciless' drawback or the thing that you need to build to overcome and take advantage of, is that it's perhaps the worst weapon in the game to handle. As soon as you take a shot and see the recoil, you'd be sending it to the stash, never to see the light again.
That is unless you build with the attribute "Weapon Handling". There are two ways you can approach this:
1- Get your chest talent "Braced". Braced will give you a whooping 45% Weapon Handling while you're in cover.
2- Invest in Weapon Handling attributes.
In my experience, the sweet spot to properly control the Merciless' recoil is somewhere between 30 and 40% Handling.
That means if you're going for option 1 you are well above that ideal stat and you are deleting the chance for a damage talent in your chest piece, which neuters your build by blocking you from using popular talents like Glass Cannon, Spotter or the soon to be buffed Obliterate.
Option 2 will cost you 36% CHD, as you will need at least 3 Weapon Handling rolls to reach 30% Handling (Merciless has 10), assuming max rolls.
Whatever you decide to do, you will end up with a setup that will, more often than not, land consecutive shots and rack up those stacks. You will be seeing lots of Explosions go off...
...and it's underwhelming.
In Heroic 4-man, an Explosion is unable to finish off an unarmored purple. This is, for me, inexcusable.
I'm assuming the devs want you to make a tactical use of your maxed shot. But hitting a fully armored enemy with it barely tickles them, and you cannot one shot a red, let alone finish off an unarmored purple or yellow I'm not using Glass Cannon, so I could be losing on damage, but if I need Glass Cannon for the damage to be up to other guns in the game, why would I go with the Merciless to begin with?. So what do I get from the stacks I had to build up on the build I had to make around one attribute to make this gun actually work?
Proposed Solutions and changes
Now, not everything is complaining. I do have ideas that aren't mutually exclusive:
1- A named item with superior Weapon Handling. Like Fox or Contractor's, a named say Ceska or Grupo Sombra that rolls with 14% Handling.
2- An obviously needed buff. These 500% values are just not enough. PTS had 1200% or 900% if I'm not mistaken and it was deemed far too strong, so maybe settle in a middle ground at 700/800?
3- A base damage increase. This is probably the laziest to do and the safest.
If you made it all the way through here, congrats. You must be interested in the subject, and if you just got here looking for a Tl;dr, I'm sorry I have none. This shit is just too much to put in a sentence.
Thoughts?
submitted by thatrpgmakerfreak to thedivision [link] [comments]

[Serial][UWDFF Alcubierre] Part 54

Beginning | Previous
Premier Valast felt a tingle. It began at the base of his spine and traveled moved upward, sending warm fuzzy feelings all throughout his body as it made its way to his brain and inserted itself in his conscious thoughts. After all of the misery. After all of the failures. For once, something had gone right.
How delightful. How extravagant. How deserved.
The Humans had made a mistake. Clearly, they had thought to expand upon their treachery, believing themselves to be invincible. Their monstrosity of a vessel had appeared just as their last one had, within Halcyon's inner perimeter. After their ruse of parlay, their beast had commenced belching out weapons of mass destruction, clearly in an attempt to retrieve the encryption key and the elite assassin-thief they had dispatched under the guise of a Witness.
They thought Halcyon weak. Defenseless.
Not true! Not true at all!
Kinetics. Valast laughed aloud, his rib cage heaving out great guffaws. Accelerated mass! More laughter. The savages thought to bring such inelegance against the might of the Combine? They mistook their prior fortune for competence. Their one-time success for future capability. Alas, poor Humans, the truth of your inadequacies is made manifest! The brief gap in the defenses brought on by the improbable chain of events that had resulted in their arrival had been filled. For all of their destructive potential, their weapons were useless.
Valast continued to cackle, his hindclaws scrunching up the soft material of his pillow, as he watched the Humans receive their punishment for their insolence. The Humans had made assumptions. Perhaps assumptions were fine in their backwater corner of the galaxy, but here, among civilization, assumptions could be quite dangerous indeed. It was quite unwise to assume Halcyon would leave the inner perimeter exposed. They must have thought their Evangi co-conspirators would leave the gates open for them, as the traitor Neeria had done when she had given them access to a Combine wormkey in the first place. Sadly for the Humans, their four-armed friends had been exposed for what they were. A great many of the Evangi now lay motionless on the floor of a Halcyon mainway, a fitting end to their perfidy.
Halcyon had stood since the beginning, and it would continue to stand long after the Human infestation had been expunged from the Combine Space. Perhaps the Humans should have spent more time pondering the nature of the place before they had meddled with forces they clearly did not understand. Halcyon existed in defiance of the chaotic nature of the neutron star it orbited. Its survival required an solution to the objects such a gravity well attracted. Halcyon had many such solutions, weaved together to maintain a delicate balance. Among them were the inertial dampeners.
The screen in Valast's paws bloomed with colors, indicating firings of Halcyon's inertial dampeners. Each blossom of color was an attempt by the Humans to deploy weapons in clear violation War Accords, cementing Humanity's position as a menace to decent civilization. Had Valast not commanded Bo'Bakka'Gah to take the necessary precautions, the devastation would have been significant.
Lines of crimson sailed through the blooms of color.
Valast's whiskers twitched, his eyes squinting as it tracked one of these lines.
The solution was not perfect. The intertial dampeners in close proximity to Halcyon were a final precaution, and their purpose was narrow. They were a fine net, meant to indiscriminately capture any residual high-speed astral particulate that had escaped the outer defenses. Their efficacy diminished at an exponential rate in proportion to the size and mass of the object they acted upon. Thus far, they had been quite successful at preventing the Humans from making use of their weapons, but dampeners had no effect on the Human vessels. Even if the dampeners could be used for such a purpose, their indiscriminate nature would have required the cessation of all space born travel within Halcyon, an unacceptable disruption to the workings of the Combine's capitol.
The Humans' small spherical vessels were thus capable of traveling unimpeded throughout Halcyon space, tracing their crimson lines behind them as they did so. Such a thing did not overly worry Valast. They could not fire their weapons, and they were susceptible to electromagnetic disruption, rendering them easy targets for the Peacekeepers. Were Valast not otherwise consumed with the affairs of state, he would perhaps take to the front line and dispatch a few himself. Sadly, his bravery would find no opportunity for direct expression beyond the valor found in the privilege of command competently exercised.
The whiskers ceased their twitching and some cheer returned. It would not be long before the meddlesome Human spheres were swatted from the sky and the encryption key recovered.
Then they would dispatch the Human warship.
Then Humanity.
He need only wait.
-----------
"Get spread. Get small." Sana called out. Had to buy time. Had to get a handle on the situation. Not her first rodeo, but it was the first time where she had no idea what the hell she was riding. Maybe the aliens were riding her. Maybe it wasn't a rodeo, maybe it was just a slaughter.
That was the problem. No one knew anything.
The callsigns in her local were dropping like flies. Squaddies getting wiped without so much as a peep. The eggs in Science were saying EMPs, but the balls were supposed to be fixed against that frakkery. Sensors said the balls were still there even after they went dead, so maybe they were right. Couldn't think about that now.
Couldn't think about anything but the mission.
Captain Sana Bushida had a shit-shuttle to bring to station.
She needed to get from A to B. Normally the quickest point-to-point was a line, but the baddies were coming in from all sides. Trying to corral her in. So be it. She could handle a long and squiggly with the juice she had in the four balls attached to the cockpit. Only question was how long they'd be up for. Whatever they were using on the balls wasn't touching her. She was good, but she wasn't that good.
Guess they wanted her kicking and screaming.
Predators, not scavengers then.
Frakk 'em. Right in their stupid alien faces.
Sana's brain shunted command signals as fast as her eyes to parse the readouts in her pilot pod. Dodging. Weaving. Diving. Dipping. Half those words didn't even apply to space, but they felt right. Float like a butterfly, run like cheetah on amphetos. She'd sting 'em later.
Run run run, fast as you can. You can't catch me, I'm the shit-shuttle can.
Swipe. Swipe.
Two smaller ships moved in a pincer formation, one cutting off her angle around the larger ship she was skimming around. Sana let out a giggle, as she shoved the shuttle in another direction. "You thought you had me, crapdonkey? You never had me. You're gonna be seeing my ass all day." The giggle somehow transformed into a roar halfway through as a third ship appeared in her view, coming out from its hiding place on the other side of the large ship. "SCREW YOU!" They weren't going to win. Losing wasn't an option.
Swipe.
Patterns emerged as the ballet played out. Certain ships were the herders. The small annoying frakks that always seemed to be moving around her flanks. Other ships were the receivers. They were the big boys. The ones who just floated there like giant shits in space. Lazy frakks just waiting to be fed some shit-shuttle. Fine then. New info. New tactics. New rule: Get around the herders, never get closer to the receivers.
Herders bad.
Receivers bad-der-er.
As long as she was a step ahead of the herders and two steps away from the receivers, she'd be fine. Problem was they were more agile than her. Problem was there was more of them. Problem was the friendly callsigns on her readouts kept disappearing. Problem was that she was stuck in here instead of out there where she belonged.
Ninety-nine problems...
Swipe. Swipe.
All she needed was a line of sight. A place where she could get a whiff of open space and just gun it. Navigate the maze. Get through it. Light at the end of the tunnel. Glass is half full.
Metaphor.
Analogy.
Idiom.
The stream of consciousness flowed out of her, expressing itself in her verbiage and in the desperately navigating shuttle some distance away. Step forward. No steps backward. Okay, maybe one step backward, but it'll be okay. She'd take the step forward soon enough.
Just...needed...a...line.
Alpha, Beta, Charlie, and Delta was gone.
It was just her.
Swipe. Swipe.
The fate of the world.
The shit-shuttle must survive.
Swipe. Swipe.
The gap opened.
She saw it.
They didn't.
"There it is bitches!"
All four balls slammed the thrusters on. It wasn't a direct bee line to the Oppenheimer but it was good enough. She just needed to get out of the hornet's nest and into open space so she could keep pouring on the acceleration. She didn't know how much juice the herders had, but it was all she had going for her at this point.
Bitter bile rose up in her throat as the shit-shuttle surged forward, leaving A through D behind. Her squaddies. Her friends.
Abandoned.
She should be out there.
She could be. She just needed to get the mission done. She was so close. She was putting distance between her and the baddies. Just a few more minutes...the link cut off.
Her thoughts were shunting into a wall.
She swiped, her eyes scanning the readouts.
Alcubierre - Shuttle - Cockpit (Ejection)(DISTRESS) no longer appeared.
For once, Sana was speechless.
---------------------
Kai retched air.
There was nothing else to throw up at this point. He'd given everything he had to give, and it was now floating about the cockpit in a viscous cloud. He was fairly certain Neeria was collateral damage in the matter. If she were ever to regain consciousness, she'd find she had been provided with a fresh coat of puke paint. At this point, being blind was something of a boon. Congratulations were owed to the sadist in the pilot's seat though, he hadn't emptied his stomach like this since flight sims.
He'd raise his hand in salute if it weren't for the incredible g-force shifts whipping him around like a rag doll as the pilot attempted to avoid whatever was out there. Some of the maneuvers seemed impossibly complex, as if the cockpit was navigating through an impassable morass of enemies. Or perhaps the pilot was just drunk. Either seemed possible.
The whipsawing continued. Back. Forth. Round and round. Acceleration never seemed to continue in a single direction for more than a few seconds. They were going in circles. They had to be.
Finally, it appeared the pilot had decided on a direction as Kai was slammed back into his chair as the cockpit rocketed forward under sustained acceleration. They must have broken through. Or the pilot had fallen asleep at the controls with the throttle down and they were all doomed. Either way. At this point, Kai was just eager for it to be over.
The acceleration continued. He felt like he was being crushed. Like an enormous hand was pressing against him, trying to squeeze all of his organs out through his eyes. Whatever was powering the cockpit now was beyond the parameters of the shuttle's acceleration compensators. His vision began to dim and his joints ached. Pain surged up in his right arm, which was still contorted within the goo. He was fairly certain a bone had just snapped.
"Oppenheimer..ETA," Kai managed to gasp out, drawing the breath back into his lungs with some effort.
"The shuttle is not currently on course to intercept with the UWDFF Oppenheimer."
"Joan." Kai wheezed. "Connect. Joan."
The acceleration cut off.
Kai took a huge gulp of air, the relief immediate. "Comm-link. Fleet Admiral Joan Orléans."
No response.
Kai tried again.
Silence greeted him.
Grumbling, he raised his left wrist toward his face. He stuck out his tongue and smeared it along the wrist console's interface. None of the expected beeps and chirps sounded out. It was dead, and, he suspected, so was the cockpit along with whatever had been propelling him. No life support. No way to call out for help. No way to do anything but sit there. For all intents and purposes, they were a hunk of space junk drifting off into the black oblivion.
Fair enough. It was a fitting end.
Helpless.
Hopeless.
Kai tried to muster some anger at the situation, if only to distract him from the pain coursing through his body, but found he was up to the task. It was easier to be motivated when there was something to do. Some way he could impact the situation. But there was nothing to do but wait. Maybe he'd live. Probably he'd die. He didn't mind it, that was the same binary he faced every other day. It was a bit more present in his mind than it normally was, but the truth was that he was overdue for demise. He'd given death the slip more times than anyone had a right to.
Still. It bothered him.
Not the death part. The not doing what he set out to do part.
He had run through walls, both literal and figurative, to make it this far. He didn't know what making it back to the Oppenheimer would mean for Humanity, but it had to be better than not making it. The encryption key -- what did it do? What could it do? Would it be doable? Neeria -- could she guide them? Could she help them navigate the treacherous galaxy Humanity was just beginning to play a part in?
There were so many questions. The answers could matter.
Kai tried to remember how much time they had. Without life support, the supply of oxygen would rapidly begin to deplete. He supposed it didn't matter, since he had no idea whether Neeria breathed, what Neeria she breathed, or the rate she consumed it. His space suit had a few hours of stored supply, but it was designed to work in conjunction with his helmet. Without the wrist console, he'd need to find some way to manually vent it.
That was something to do. Small, but perhaps meaningful. Anything to tilt the scales just a little bit more in their direction. Just a few more minutes of air could make a difference.
"Seconds matter," Kai wheezed out. His breath was wet and tasted of iron. He'd worry about that later. Air first. It wasn't much of a plan, but it was better than nothing.
He hoped Joan's plans were faring better.
-------------------
The Admiral's Bridge was awash in a sea of red. Multiple views vied for primacy as the situation continued to deteriorate. So far, the Oppenheimer itself had withstood the sustained EMP assault directed its way, but the same could not be said for the battle balls. Callsigns continued to blink out of existence with every passing second. The Oppenheimer had immediately attempted to provide supporting fire, but its kinetic weaponry was similarly disabled. Whatever the circumstances had been that had allowed the Alcubierre to destroy an alien vessel, they were clearly no longer relevant to the situation at hand. Without kinetics, the vast majority of Humanity's space-born projective power was effectively nullified. Science was looking into explanations and alternatives, but it would take time.
The Oppenheimer's EMP arrays had succeeded in firing, but the alien vessels appeared to be impervious to that form of assault. It was unclear whether they possessed EMP hardening around core processes similar to the Oppenheimer or they had other means of deflecting attacks of that nature. In the absence of an alternative, the Oppenheimer was continuously discharging the EMP arrays as they became available, attempting to test for weaknesses. The energy drain from the sustained fire was easily accommodated by the altered physics of local space, but it was unclear whether alien defenses could be worn down by continuous assault.
Other oddities were appearing as the situation unfolded. The aliens did not field any tactical fighters that their sensors could identify. There were ships of different sizes, but, thus far, no vessels had moved to directly engage the balls. Kai's cockpit was being corralled by a series of smaller ships working in conjunction with the larger ones, but that was it.
Joan considered it, trying to parse out deeper meanings from the absence. Human conflict, both Earthside and in space, had always heavily relied on tactical fighters. They had numerous advantages in terms of firepower projection and significantly increased tactical dynamism in a battle zone. Either the aliens had never considered the approach, or it was considered suboptimal within this environment.
Joan squinted, watching as the battle ball's callsigns dropped from the battle status view. She tilted her head. "This environment," she muttered to herself, her eyes drawn to the EMP array firing status. The recharge bars filled and expended. Filled and expended. Each cycle representing an incredibly powerful pulse of electromagnetic energy at the speed of light.
Speed of light.
Speed.
The answer struck her. The ramifications of the answer were displeasing. Plans must be altered. Contingencies reconsidered. The Black Fork was too optimistic. Their position was considerably worse than hoped for, but not entirely beyond anticipated outcomes, which had included their immediate destruction upon arrival in the system. They simply had fewer tools than she desired.
Tactical fighters had low utility when combat operated at the speed of light. There was no yield on agility, because no thruster could move faster than light could travel. There was no evading a lightspeed weapon at these distances. Unless a tactical fighter could retain functionality under fire, which the death balls so far could not, they were a pointless extravagance. At best, they could serve as a momentary distraction, particularly when their weapons were inoperable.
The unique characteristics of Humanity's birthplace were a hindrance here. Kinetics were the logical path for weaponry to take in an environment where destructive output was a matter of maximizing scarce energy resources. They were also the easiest, most natural extension from their Earthside forebears. Humanity had begun development of lightspeed weapons, the EMP and the Griggs pulse among them, but they placed tremendous strain on ship systems. The Oppenheimer, as a dreadcarrier, was among the few Earth spaceships that contained a full battery of EMP arrays. Due to the extremely demanding specifications, only a Pulser class ship could make use of a Griggs pulse. Had Humanity known what it faced just beyond its doorstep, it would have invested its research and development resources differently.
Too late now.
The game was not lost yet, they simply must play the hand they were dealt to its greatest effect.
A display flashed from green to red and moved toward the center of the wall, increasing in size. Simultaneously, three other displays shifted in color, position and size, in a chain reaction. Joan frowned. Or perhaps the game was lost, and she was only just realizing it. The shuttle cockpit's callsign, along with the four balls that had attached to it, had disappeared. Her hands darted up and began a series of gestures, swiping North to South as she removed some filters from the local space scan and South to North as she applied others.
She exhaled.
The shuttle had not been destroyed, only incapacitated. It was careening through space away from the cluster of alien ships closest to Halcyon, though a few were in rapid pursuit. The pursuers had acceleration in their favor, but the shuttle's current course brought them toward the Oppenheimer.
Joan flicked a few fingers, pulling the course data from the local scan and pushing it into the timer view.
Before Joan could issue the order, the nearest balls peeled off and immediately began an intercept course with the shuttle. Joan pulled up the command-chain, it appeared that Captain Bushida had decided to be proactive. Very well, but it would not be enough. The balls were more likely than not to be incapacitated before they could be used in any rescue effort. This required a more substantial intervention if the outcome were to be changed.
Joan pushed a new course heading into her comm-link with Ragnar. "Captain, I am moving us off of the Black Fork standing orders."
Ragnar glanced at the course heading. "That's even further in."
Joan nodded, "It's the only way we'll recover the cockpit. The balls can't get the job done."
"There's a risk the Oppenheimer won't get it done either. They're holding back," Ragnar replied, his eyes scanned off screen, bouncing between the various readouts and inbound requests. "Doesn't make any sense they'd only have EMPs. They've got more."
"Likely. My current belief is that they will refrain from further escalation until they have either secured the cockpit or believe they can no longer retrieve it. Each moment of escalation from them has been in response to an action on our part directed at the cockpit."
Ragnar wiped the back of his sleeve against his brow, mopping up the sweat. "Must be something important."
"Must be. The prize is likely worth the pain here, Ragnar. Retrieving the cockpit is the top priority. Preservation of ourselves is an ancillary concern."
"G4 is only a few out. We can hold that long," Ragnar said.
"Get the job done, Captain," Joan ordered and then cut the comm. Ragnar was a sophisticated battlefield tactician. The overlap between them was significant, and the differences between them were accretive to both. They both knew there was another card to be played, it was just a matter of whether Humanity could adapt to it.
Joan opened another comm-link. "Chief Adeyemi."
The Chief blinked a few times as the interjection, as if being pulled from a daze.
"Idara!" Joan exclaimed. "Where's Science at?"
Idara wet her lips, "We've gathered the data and mapped it to a few different explanations...but we need more--"
"You don't have it. Best guess, go."
"Some sort of inertial dampening field. Effects smaller objects. Weakens as the objects get larger. Only affects objects moving a certain speed. Only affects objects in space. Our kinetics are getting caught. Bigger objects, like the fighters, like the Oppenheimer, are fine. Bullets fired inside of the Oppenheimer are fine.
"Any sense on source?"
Idara shook her head.
"But it doesn't effect the fighters. Doesn't effect energy based weapons."
"From what we can see, that's right."
Joan's eyes drifted toward the tracker on Kai's cockpit. Hurtling through space.
"Idara, when the Alcubierre was heading for Proxima Barrier, your modeling said the ship would survive the impact, correct?"
"Yes, Admiral. There isn't an equal an opposite reaction. Actor has primacy in these physics."
Joan stared at Idara, lost in thought. The Chief shifted uncomfortably, "Is there something else--"
"I have what I need," Joan replied, cutting the comm.
She pulled up the status tracker on the balls. Over eight-five percent of launched fighters had already been incapacitated. The Oppenheimer still retained a final wing in its hangers, numbering approximately a hundred and twenty additional balls.
Joan watched the timers ticking down. They needed to go on the offensive. To find a way to tilt the situation in their favor. Even if they retrieved the cockpit, it was a long way back to the wormhole, and a long time to survive before G4 appeared. If the aliens had an ace up their sleeve, that would be the time to play it, when they had nothing to lose, and everything to gain.
She re-opened the comm with Ragnar. "Captain, I think we can even the odds a bit."
"I'm all ears, Admiral."
Joan pushed a series of orders to Ragnar. He glanced at them and then glared at her, "You want--
"Yes, Captain, that's what I want."
"But they'll be destroyed," Ragnar responded.
"Not if they're moving fast enough. Get whoever we can get back into the hangers, launch the rest without the pilots. Target the ships. Target Halcyon."
Ragnar stared at her, "Halcyon? That's a civilian--"
"Captain, I want those balls dumped and under full steam at the designated targets. That's an order."
Ragnar opened his mouth and then shut it. A hand came off screen and formed a salute. The comm was dropped shortly after. Almost immediately, the tactical fighters shifted flight plans and began their retreat toward the Oppenheimer. Simultaneously, the wing residing within the *Oppenheimer'*s hangers shifted from stand-by to active. Soon they would be launched, pushing top acceleration toward Halcyon. No EMP would be able to stop them. If the aliens had another card to play, Joan hoped this would force it out and maybe, just maybe, buy enough time for G4 to make an appearance.
She just needed a little time.
Just needed to survive long enough for the Pulsers to arrive.
Seconds mattered.
Next.
Be sure to leave a comment or an upvote if you're enjoying Alcubierre. If you want a sense of how much it matters to me, here's a very emo journal entry documenting it.
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I have been conducting a strange experiment on my Twitter which people seem to be enjoying. I found an AI bot that randomly posts impactful images every few minutes. I've decided to craft a narrative on top of these random images called "The Human Archives."
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