I occasionally see people respond to my weekly Upcoming Releases posts with comments like “it's just a buncha' shovelware”, and I don't think people realize the potential in some of the games they're dismissing. And especially with Nintendo stepping back from their regular Nintendo Directs, I think there's likely to be a fair number of Switch players asking themselves, “so now what?” Because of this, before we jump into the next month, I'm going through the list of upcoming games for that month that we know about, and highlighting the ones that have a strong chance of being worth paying attention to, as well as a brief snippet about the game explaining why it's worth watching. I will specifically only be highlighting games that have a reasonably strong pedigree, or that are otherwise particularly noteworthy in some way beyond “this looks good, it could be interesting...”. This means that I'll likely be mentioning a lot of ports, as it's easier to know a game will likely be good if it was already good on another platform (I'm including games that scored 75 or higher on Metacritic on other platforms, 80% positive or higher on Steam, and/or 4 or higher rating on Google Play store). I'll also mention games whose developer has a decent track record for producing quality. Oh, and before getting into the games, I should note that this is just the list we have available right now – there are likely to be new games announced after this list comes out, as well as games on this list that get delayed. Also, I should note that this is not a list of the only games worth getting on the Switch this month – just the ones that I feel can be backed up with more than just “feels” given what we know now. And of course, since these games aren't released yet, I obviously can't know they're good, they just look promising. Two things I want to touch on for this month's list in particular. Firstly, this list includes a lot of games with vague “Summer” or “Q3” release dates, since September is the last month that could be considered either of those things. At least as far as anything we know, these games are announced to be coming out before the end of September, though of course these could also be targets that we'll find out have moved. Secondly, a lot of the games in this month's list have prior releases without a Metacritic score. I'm actually looking at this as a good exercise to see exactly how indicative Steam and Google Play user reviews are for predicting critical review scores of a Switch port. I suppose we'll see! Anyway, on to the list! 9/2 – Piffle: A Cat Puzzle Adventure (Trailer) (No Metacritic Score as of 10/10/20) – Mobile developer Mighty Games has only one game on Metacritic with enough reviews to have a Metacritic score, but that score (for iOS game Shooty Skies) is a solid 83. However, that's not to say Piffle: A Cat Puzzle Adventure is an unknown entity – the game has been out on mobile devices since 2018, and currently has an average user rating of 4.3 on the Google Play store. This game is a cutesy take on the sort of Puzzle game where you release a multitude of balls (or in this case, cats) at an angle to try to take out blocks above. Clearly, this game is going to be on the more casual side of things, but if you want to get an idea what to expect, you can try it out on your smartphone now. 9/3 – Good Pizza, Great Pizza (Trailer) (No Metacritic Score as of 10/10/20) – This arcadey restaurant game (compare to Cook! Serve! Delicious!! 2 and the various “Cooking Tycoon” games already on Nintendo Switch) was released on iOS in 2014 and PC in 2018, and while neither version has enough reviews to have a Metacritic score, the PC version currently has an 87% approval rating on Steam with 230 reviews. This game distinguishes itself from other games in the genre with its clever, funny writing and bizarre customers. Announced on 9/3 - 9/3 – Spellbreak (Trailer) (Metacritic Score: 74) – I didn't list this in my predictions but it did not have a release listed prior to its release. This is a free-to-play online battle royale third-person shooter that reviewers said was a nice magical twist on the genre. Note: This had a Metacritic score over 75, but then it dropped. 9/4 – Dirt Trackin 2 (Trailer) (No Metacritic Score as of 10/10/20) – This game was released some while ago on mobile devices (I'm having trouble seeing when, exactly), and while the graphics on this racing game are nothing special, it currently has an impressive 4.7 average userscore on Google Play, with over 1800 reviews. That's not the only thing noteworthy about this game, either – it looks like this game will support races for 20 players online. Given how much the Nintendo Switch needs quality racing games, hopefully this will help to fill that need. 9/4 – Lair of the Clockwork God (Trailer) (Metacritic Score: 82) – The PC version of this game released earlier this year, and currently has a score of 84 on Metacritic. This game is a clever hybrid of point-and-click adventure games and platformers, and critics loved its silly, “stupid” sense of humor and unique meshing of gameplay elements. 9/4 – Paradise Killer (Trailer) (Metacritic Score: 81) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is an open-world graphic adventure game where you're interviewing various suspects on an island to get to the bottom of a murder mystery. 9/4 – Roommates (Trailer) (No Metacritic Score as of 10/10/20) – The PC version of this game released back in 2014, but never got enough reviews to get a Metacritic score. However, players enjoyed it – the game currently has an 80% approval rating on Steam, with 80 reviews. This game appears to be a dating sim/life management sim-style game where players must manage the schedule, chores, and social life of a student in a college dorm. 9/7 – Shaolin vs Wutang (Trailer) (No Metacritic Score as of 10/10/20) – This game was released on PC in 2018, and while it doesn't have enough reviews for a Metacritic score, it currently has a 92% approval rating on Steam with over 750 reviews. This game is billed as a “indie casual fighting game”, aiming to appeal to a wider range of players than just fighting game diehards. 9/8 – AVICII Invector (Trailer) (Metacritic Score: 81) – When this game released on other platforms in 2019, it got scores ranging from 79-82. This is a music-rhythm game featuring the music of AVICII, with a stylish futuristic presentation. If you want to give it a try, this game has a demo out on the eShop right now. 9/8 – Meganoid (Trailer) (No Metacritic Score as of 10/10/20) – Mobile developer Orange Pixel's one game to get rated on Metacritic, Gunslugs 2, got a Metacritic score of 78. Meanwhile, this game released on mobile devices and currently has a Google Play user rating of 4.0 or 4.4 (depending on the version you go for). This is a challenging procedurally-generated action-platformer. Watching video, it kinda' puts me in mind of a fast-paced sci-fi Spelunky, though that's just speculation. Anyway, one of the versions of this game on Android is free with ads, so you can give it a try if you're curious. 9/8 – OkunoKA Madness (Trailer) (Metacritic Score: 82) – This game's predecessor, OkunoKA, got a Metacritic score of 80, and hopefully this follow-up will be just as good. This game is a super-fast challenging platformer. 9/8 – RPG Maker MV (Trailer) (Metacritic Score: 65) – This game, first released on PC in 2015, has yet to get enough reviews to get a Metacritic score, but players absolutely love it – Steam users give this game a 92% approval rating with over 3500 reviews. As the name indicates, the RPG Maker series is a powerful toolset for creating and sharing your own custom-made RPGs. What's more, the PC version currently costs $80, while the Nintendo Switch version will be selling for $50, making the Switch version the less-expensive alternative, for a change. Even cooler, you don't even need to buy the game to enjoy other players' creations – NIS America plans to release a free player alongside this game allowing anyone with a Nintendo Switch to download and play the RPGs made by other players (sadly, no cross-play with the PC version, though), so RPG fans without a creative bone in their body will have a lot to look forward to as well. 9/10 – Death and Taxes (Trailer) (No Metacritic Score as of 10/10/20) – This game released on PC earlier this year, and hasn't gotten enough reviews to get a Metacritic score. However, the reaction of players has been positive – the game currently has a 90% positive rating on Steam, with over 900 user reviews. This is a game that puts you in the role of Death, which is apparently a desk job that has you stamping paperwork and organizing your desktop. I get a vibe from this one that reminds me a lot of Papers, Please, so those who enjoyed that game may want to give this one a look. 9/10/20 – Deleveled (Trailer) (No Metacritic Score as of 10/10/20) – Developer Quantum Astrophysicists Guild has a solid track record when it comes to quality, boasting an average Metacritic score of 76. This game is a Puzzle-Platformer that has players controlling two squares above and below a series of platforms that must transfer their velocity to help each other past obstacles. 9/10 – Hotshot Racing (Trailer) (Metacritic Score: 76) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is a retro-style racing game that critics praised for its arcade-style racing and multiplayer play. 9/10 – MO:Astray (Trailer) (Metacritic Score: 86) – This game, first released on PC in 2019, was overlooked by critics, but it has an impressive 94% approval rating on Steam, with over 2250 user reviews. This is a platformer that has you playing a sticky ball of goo that can fling itself around and stick to walls. 9/10/20 – Othercide (Trailer) (No Metacritic Score as of 10/10/20) – This game already released on other platforms earlier this year, and the different versions of the game got an average Metacritic score of 76. This is a Tactics-style Strategy-RPG and critics praised its top-notch tactical gameplay. 9/10 – Tomoyo After -It's a Wonderful Life- CS Edition (Trailer) (No Metacritic Score as of 10/10/20) – This visual novel takes place after the events of Clannad, which got a Metacritic score of 83, and while the PC version of this game, released in 2016, does not have enough reviews for a Metacritic score, players are universally thrilled with it – the game has a 94% approval rating with 325 reviews. This game's story follows a pair of young lovers whose desire to spend a nice Summer together keep getting trampled on by unexpected house guests. Interestingly, this game also houses a game-within-a-game Tactics-style Strategy-RPG that players can partake in as well, for those looking for something beyond the standard visual novel gameplay. 9/10 – Wintermoor Tactics Club (Trailer) (No Metacritic Score as of 10/10/20) – This combination Tactics-Style RPG and Visual Novel (hey, didn't I just post about one of those?) got a Metacritic score of 81 when it released on PC earlier this year. Critics praised its lighthearted story and accessible gameplay. 9/11 – Firework (Trailer) (No Metacritic Score as of 10/10/20) – This game, released on PC in 2018, was overlooked by reviewers, and doesn't have many user reviews on Steam yet, but those who have reviewed it are unanimous in their response – the game has a 100% approval rating on Steam with 24 reviews. Judging from the trailers, this looks like an action-platformer that reminds me a lot of the Mega Man games. 9/17 – Intertial Drift (Trailer) (Metacritic Score: 79) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is an arcade racer with a unique two-stick control scheme. 9/17 – Fight Crab (Trailer) (Metacritic Score: 72) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is a game that has you fighting as various crabs wielding weapons. Critics praised its unique gameplay and sense of humor. Note: This game previously had a Metacritic score above 75, but that later dropped. 9/17 – Dog Duty (Trailer) (No Metacritic Score as of 10/10/20) – Developer Zanardi and Liza has mostly flown under the radar of critics, but their prior game, Battle Bruise, has a 91% approval rating on Steam with nearly 300 reviews. Dog Duty is a bit different, though, and appears to be a sorta' small-scale Real-Time Strategy game, with players commanding three units and positioning them to take out enemies. In any case, it certainly looks interesting. Announced on 9/17 - 9/17 – Hades (Trailer) (Metacritic Score: 92) – I didn't list this in my predictions but it did not have a release listed prior to its release. This game is an action-packed Roguelike that critics praised for its excellent combat and fantastic story. 9/17 – Mini Motor Racing X (Trailer) (Metacritic Score: 72) – Critics overlooked this game when it released on multiple platforms in 2019, but Steam users liked it, with a 97% positive rating from over 35 user reviews. This game is also the successor to the iOS game Mini Motor Racing, which got a Metacritic score of 79. This looks to be a lighthearted racer with 4-player split-screen play and two different racing modes: top-down and behind-the-vehicle. Also, the Nintendo Switch version is getting new game modes, too. Given the lack of quality racing games on the Nintendo Switch, hopefully this will give players one more good option. 9/17 – Moero Crystal H (Trailer) (Metacritic Score: 74) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is a raunchy dungeon crawler that critics praised for its humor and solid gameplay. Note: This had a Metacritic score over 75, but it has since gone down. Announced on 9/17 - 9/17 – Ori and the Will of the Wisps (Trailer) (Metacritic Score: 93) – I didn't list this in my predictions but it did not have a release listed prior to its release. This previously-Xbox One and PC exclusive sequel to Ori and the Blind Forest is a beautiful Metroidvania with a focus on platforming. Announced on 9/1/20: 9/17 – Super Punch Patrol (Trailer) (Metacritic Score: 75) – Game developer Bertil Hörberg has a stellar track record, having produced the Gunman Clive games and Mechstermination Force, all games that received Metacritic scores of 79 or higher. His new game, Super Punch Patrol, is a Final Fight-style Brawler with a similar cel-shaded "sketchy" art style to Gunman Clive. Announced on 9/3/20: 9/18 – Super Mario 3D All-Stars (Trailer) (Metacritic Score: 82) – Now that this is officially announced and dated, this is the easiest call in the world to make. Two of the games in this collection have been called "the best videogame of all-time" more than just about any other games out there, and Super Mario Sunshine is pretty damn good too. Nintendo would have to mess up this release pretty severely for it to not get a high Metacritic score. Announced on 9/17/20: 9/17 – The Long Dark (Trailer) (Metacritic Score: 77) – This is a game I didn't have in my original predictions because it was released right when it was announced, but list here for those looking at this article after the fact. Critics praised this for being a solid, challenging survival game. Announced on 9/1/20: 9/22 – Rebel Galaxy Outlaw (Trailer)(Metacritic Score: 83) – This game came out on PC in 2019, and Metacritic gives that version of the game a score of 77. Critics praised the game's space combat gameplay as being a spiritual successor to beloved classic Freelancer. Announced on 9/10/20: 9/23 – Castlestorm II (Trailer) (No Metacritic Score as of 10/10/20) – The original Castlestorm got a Metacritic score of 78 when it released on the Nintendo Switch, and there's little reason to expect its sequel will fare any worse. This is a side-scrolling Tower Defense game that incorporates action and puzzle elements as well, with players building their towers and aiming a ballista at the enemy's tower to try to knock it down. 9/23 – Unrailed! (Trailer) (No Metacritic Score as of 10/10/20) – This game released on PC in 2019, and while critics overlooked it, the game has a nice 92% approval rating on Steam, with nearly 3600 user reviews. This game has a blocky “voxel”-style look that will undoubtedly draw comparison to Minecraft, as well as gameplay that has you mining for resources, but this game is a bit more focused, with players working together to try and build their train's tracks before it derails. Announced on 9/3/20: 9/24 – Alluris (Trailer) (No Metacritic Score as of 10/10/20) – Released to multiple platforms in 2019, but not getting enough reviews to get a Metacritic score, the Steam version of the game has a 92% "very positive" rating with over 100 reviews. This is a card-based RPG with "choose your own adventure" elements. 9/24 – Dungreed (Trailer) (No Metacritic Score as of 10/10/20) – Yet another game critics overlooked but users thoroughly enjoyed, Dungreed's 2018 PC release has a 90% approval rating on Steam with 4575 reviews. This one looks to be a fast-paced action-platformer with RPG and Roguelike elements. Edit: Delayed until 10/27/20 9/24 - Embracelet (Trailer) (Metacritic Score: 84) – Developer Machineboy's prior game, Milkmaid of the Milky Way, earned an average Metacritic score of just over 75 between all of its versions, and its follow-up looks to be even more ambitious, with players exploring an island and using a magical bracelet to solve puzzles. 9/24 – Going Under (Trailer) (Metacritic Score: 82) – This is a game I missed in my original predictions, but list here for those looking at this article after the fact. This is a Roguelike critics praised for its goofy presentation and fun gameplay. 9/24 – Rivals of Aether – Definitive Edition (Trailer) (No Metacritic Score as of 10/10/20) – This platformefighting game was released on PC in 2015 and Xbox One in 2018, yet there still haven't been enough reviews for the game to get a Metacritic score. Users are absolutely ecstatic about the game, though – it has a 94% positive rating on Steam with over 11,600 user reviews. The Nintendo Switch version also promises to include all of the game's add-on content, including cameo characters like Shovel Knight and Ori. Announced on 9/8/20: 9/24 – RollerCoaster Tycoon 3 Complete Edition (Trailer) (Metacritic Score: 71) – This classic management sim may be 16 years old now, but it's still beloved by many, and the PC version has a Metacritic score of 81. This release includes the Soaked and Wild expansions, as well as the series' signature Coaster Cam. 9/25 – Trollhunters: Defenders of Arcadia (Trailer) (No Metacritic Score as of 10/10/20) – While a licensed game based on a direct-to-Netflix children's series doesn't seem like a surefire bet when it comes to quality, this one is being developed by Wayforward, who has been extremely consistent in putting out quality game after quality game in recent years, even rising above mediocre licenses with fantastic games like The Mummy Demastered. Hopefully this game will be in keeping with their usual quality. 9/29/20 – Alwa's Legacy (Trailer) (Metacritic Score: 76) – This game got a Metacritic score of 78 when it released on PC earlier this year. Critics seem to be saying that this is a solid kid-friendly Metroidvania. August/September 2020 - Sunless Skies: Sovereign Edition (Trailer) – Well, this didn't come out in August, so that just leaves September. This is a follow-up to Sunless Sea, which released on the Switch earlier this year. However, it is generally agreed that Sunless Skies is much improved over its predecessor, with the 2019 release of the game on PC getting a Metacritic score of 87. This is a game that balances RPG and survival elements with a dark, almost Lovecraftian atmosphere in an alternate-world Victorian England swallowed up under the Earth. Note: Delayed until TBA September 2020 – Space Crew (Trailer) – This game is the successor to Bomber Crew, which got a Metacritic score of 75. Based on how Bomber Crew played, I'm guessing this one will have you controlling a spaceship by having you direct each member of the crew to control their own individual responsibility within the ship. Note: Delayed until October Summer 2020 – Pixeljunk Eden 2 (Trailer) – The original Pixeljunk Eden got an average Metacritic score of just over 80, so there's good reason to expect its long-awaited sequel to be top-notch. This is a unique platformer that has you controlling a flea-like creature jumping and swinging on the scenery. Note: Delayed until Fall 2020 Q3 2020 – Nongunz: Doppelganger Edition (Trailer) – Nongunz was originally released on PC in 2017 and got a Metacritic score of 75. This is an Action-Platformer that critics praised for its challenging action. Note: Missed release date . Anyway, that's what I could find for September 2020 on the Switch, but no doubt some of you have specific games you've got your eye on this next month. Please feel free to give a shout out to any game you feel deserves attention! :-)
TRP guide on how to manipulate a woman to do abortion when she doesn't want to. I want you guys to read this and protect yourselves.
Many years ago with the lowest self esteem (I have so many stomach hurting stories me doing bad things to myself) I actually lurked on the redpill quite a lot. Some things were actually good content and by that I mean there were a lot of genuine self improvement stuff that had nothing to do with abusing women e.g how to go the gym and lift weights and it's benefits or how to be more assertive in the workplace to get up in ranks. One day while lurking a guy posted "And she won't get an ab0rtion: A DT guide" which was so horrifying. It was basically a post on how to make a woman you are in a relationship make an abortion by manipulation. So I remembered this today and thought I'll find the post and post it for all you girls to read it and protect yourselves in the future. It's going to be the scariest thing to read so be warned. edit: I put 0 instead of o in so it would be harder so search for this text and come up on FDS Summary: The best course of acti0n / defense if she won't get an ab0rtion and is bec0ming aggressive / militant about it is to follow the DT pathway and manipulate her, while focusing on the long game over the short. This idea came to me while reading the excellent post on here titled "You Got a Stranger Pregnant". That OP genuinely wanted to be a dad and he knew from day 1 abortion was not the goal, 50/50 custody was. He also mentioned about how he was 100% sure she would n0t g0 for an abortion. Many guys in the thread were asking, what do I do if she won't an abortion? How do I convince her? How can I make her? D0 I threaten to fly to Pakistan and never send money? Do I completely ign0re her, d0 I explain to her that it's just a fetus and blah blah blah? How can I make her abort, doesn't she see how terrible it is for the kid too?! And as you'd expect, most people said "No idiot, you can't make her abort. If she doesn't want too, you're going to be a father in the eyes of the law and you're paying up." But there is way, given that we are talking about women. We can all agree that yes, you can manipulate women into having sex, and YES, jerk asshole types will manipulate women into all kinds of shit. So you can manipulate her into aborting if you follow a true DT pathway. If you've talked about it and she's completely 100% adamant about not wanting to abort, this is you're best bet (which might still fail). If you haven't tried the scalpel to solve your problem, don't try this chainsaw yet. Disclaimer: This process stemmed from your irresponsibility, never forget that. A good man will admit that and not try to destr0y another person to cover his own ass. DTs are not good men; they engineer situations where they can pawn off consequences for their actions onto others, and will not accept a negative outcome for a reason as trivial as "well, you were responsible for it." If you want to moralfag lecture me, save it; I have no m0ral justifications to give. This strategy is for scheming, selfish women that want to use you - the type that would completely ruin your child. The type wh0 d0 not see you as a human being. This is still not a moral justification for the below, but it's use-case - this is not the first go-to approach, but rather, what to do when you feel like there's nothing to do but sack up for a life of govt. sponsored wallet-rape.
Know her inside and 0ut, know her th0r0ughly
First, you have to diagnose her reasoning (emotional and logical). Why is she motivated to do this? Is her age of being able to have kids waning and she's stressed it's this or nothing? Is she in love with you and thinks you will step up to be betamaxDad9000 because her kid is on the way? Does she want to juice you for your pockets? Is it for pure revenge, like she wanted a kid, and you're the stud that pumped and dumped her and she hates you for it, so hey, it works out? What is her m0tivation? What emotional leverage does she have that is compelling her? Is it religious? Is she afraid her family will kill her if she ab0rts? If you do not diagnose this, you cannot properly manipulate her. DTs I've encountered always penetrate down below the surface to find out why a person is motivated to behave in certain ways, and what logical and emotion roots / buttons does a person have. If you do not know this, you are clumsy and you will probably fail. What are her 10 biggest fears and insecurities? What are her 10 biggest hopes, dreams, and desperate wishes? If you don't know this, how can you get her to start associating the realization of her biggest fears / insecurities with carrying the baby, and her biggest hopes, dreams, and desperate wishes with abortion?
Be adaptable. Build up different future 0utcomes in her mind.
As you discover more about her and what she responds t0, always be willing to aband0n a non-productive strategy for a productive strategy. Do not get sunk-cost fallacy'd here - if you sank 100 hours into trying to logically convince her this is career suicide, and that train isn't getting you anywhere, do not invest 101; hit the new angle and abandon the old. You want to build towards her deeply understanding and dreading 3 certainties that come with carrying the child: A) She is going to be s0 alone and so miserable, her family will hate her, her friends will not hang out with her, she will be undesirable to men, no more dates, no more parties. B) Her kid will live a shitty life and you will desert her, she will never have any support or help from you, you will g0 nuclear, you'd burn your money before you gave it to her. Her own child will be ashamed of her and think of her one day as just a whore who was knocked up. You would rather die than bring a kid into the world like that, and if she was selfless, she would feel that way too. C) But, you do feel something for her and you think that the two of you could have a future. You think one day it could work out between the two of you in some beautiful future (that you have to create for her based on #1, her dreams and desperate wishes), and you feel like it can happen. But of course, that all vanishes if she carries the child.
The Abuser's Playb00k - is0late & crush self esteem.
On a deeper level, you have to crush self-esteem to the point where she does not believe she would be a good mother, and she believes she herself is not worthy of having the kid. Isolate her from her family and friends - tell her they will judge her and be ashamed if they find out. You have to cut her from her support systems that could tell her "well, fuck that guy, just have the baby and take his money, don't worry honey you got this, girl power!" You cannot frame it as "I am ordering you to do this" because then they get all "well fuck you I'm a strong independent women and I will raise this kid all on my own in a house you've financed with babysitters you'll pay for, and I'll tell the kid you're a piece of shit, and there's nothing you can do about it." You have to act like you LOVE her and care about her, and you want whats best for her. Google "how to boil frogs" - you must slowly up her self-doubts and slowly create this vision of who she will be. Take what's most important to her (so, her lifestyle, her family, her friends, her body) and descriptively show her how they will turn on her and get ruined. You want her to reach her potential, to become something great, to write that novel or graduate med school. You can hear parents now - one sister went to Harvard med, one sister got knocked up and has stretchmarks on her belly at age 22. Think of the shame they will feel, etc. Use her failures against her. How could she be responsible enough to be a mother. Last year she couldn't even put the time in to study for the GRE. Her dog died because she left it's gate open and it got run over. You have been collecting info, leverage it to sunder her self esteem to the point where she does not think she can care for a child. This is hard; magazines and TV make motherhood look glamorous and fun. Talk about depression, about how mothers with a history of BPD or depression or OCD will often feel violent urges towards the baby. Convince her she would be irrevocably scarring a child by having it. You HAVE to intersperse this with caring about her and talking about how much you are developing real feelings for her. You have to give positive reactions to her compliant or good behaviors. This is emotional abuse, do not get it twisted; you are trying to make her doubt her ability to do anything without your leadership and your approval.
The One Thing She Wants M0re Than a Baby
If she's still fighting you on going to the abortion clinic, you play the ultimate DT card. Remember, you've been emotionally bonding with her as part of this process in order to build a connection, learn everything about her (fears and dreams and buttons and insecurities), and keep her close and isolated. You convince her that you want to have a real future with her and you think she might be the one. (She is very emotional, wrecked, and hormonal - she is looking for a branch to cling onto for salvation). You tell her that one day, she'll graduate med school and you'll be a big so and so at your firm, and on that beautiful day, you'll take her hand and you'll have a child with her. You want that future with her so badly it's splitting you inside, and you know that you can take her there, but you just can't do it if she doesn't abort this one. If she wants that future, that beautiful American dream on the horizon, it's there, it's hers, she just has to be strong enough to make a decision for the family that she will ONE DAY create. You can even propose. Buy a ring from costco. Tell her she'll be yours, you'll take care of her, you'll have as many kids with her as she wants, but not now, not when you and her could not provide a good life. To get what you want out of her, you are going to give her the ONE other thing that she has been dreaming of since she was 8. A ring, and all that it symbolizes. All the ups and downs, the tears and fights and yells, it's made you realize one thing. That you don't want the two of you to get lost out there in the wide world. You want her to be in your life, and you want to be in hers, but only if she will do right by you, by her, and by the future family you two can one day have. Make it convincing, act your fucking heart out, and put a ring on her. Tell her you want to get to know her and in 5 years when you two are ready for kids, you will be the best father and husband you can be. Sell it.
Pr0tecting Yourself
Take her to the abortion clinic and when it's done (a lot of girls have second thoughts, see it through), take her back to her place, and take the ring back to get it sized right. Text her that you're glad she's OK, and you'll be back to visit soon if she wants you too. Have her confirm that she wants you to come over. Get one of her family or friends to go to her and watch her; explain that the two of you mutually decided to have an abortion, and you are worried for her mental state. If she kills herself, you could potentially be fucked. Call the girl and explain that you want nothing to do with her, she should not call or attempt to visit you, and you will proceed with legal action should she attempt to be a factor in your life in any way. This is basically the only way if she's completely 100% wanting the baby. You have to be willing to deeply, methodically, and patiently manipulate her. You gotta boil a frog. And it can fail even if you do everything perfectly. If you cannot stomach the thought of doing all of this only to have it fail back to square one, that's fine. Pay the CS, be a daddy. But if you truly value your own interests head and shoulders above anyone else's - aka you have a level of selfishness that's off the charts and you are comfortable manipulating people to get what you want, then this is the long game that will eventually break down her will. *TLDlesson learned: If you are truly DT, you can have a good chance of getting her to abort even if she's originally completely against it. But you have to play the long game and be willing to sink to any low. You must truly assume formlessness and modify your strategy based on what you see getting results and what doesn't. One can spend their whole life analyzing DT behavior in a sandbox, but when you go through a process like this, it will actually kill or severely cripple certain parts of you. You have to accept that as the price, and this is why you'll only get through this process if you are really, really compelled and motivated to not lose this war at all costs. After all, this other than biology is a big part of why women win these alimony / CS / baby / etc battles. They are willing to go nuclear and burn your whole life if it suits them, but you are not willing to do the same. She is not a DT, but she is impelled by biology, hormones, media, friends, and her hamster to be effectively DT at least in terms of how she sees you. If you do not match that, you will be submitted to her agenda. It's that simple, there has to be a victor, and it's not going to be you unless you are willing to go to depths that she cannot imagine you would go to.*
Location: Cape Canaveral, Florida, United States of America “Ready?” “Ready as you can ever be. Never thought when I joined they’d give me this kind of an operation.” “I assumed when I became an astronaut that’d put my fighting days behind. But we’re here now.” Bobby sighed. He’d known this was coming. The briefings had been stringent as hell. The cause was just. But it just didn’t feel right, not in a moral way, but in a literal way. Astronauts are not meant to fight wars. When he’d asked about it, he just got told “easier to teach astronauts how to be soldiers, than soldiers how to be astronauts”. As if that somehow assuaged the weirdness of the situation. It was simple, though. Utilising a heavily modified Crew Dragon capsule, a 4 person team would, under the pretext of servicing a geostationary satellite, enter a high orbit, then setting up a rendezvous with a Hekatian space station. From there, they would board it, and hopefully take possession of it. Initially the plan had also involved a Chinese Shenzou rocket that would carry 3 more to space, but that had to be scrapped due to weather conditions today. Unfortunate, but they should be fine without. If all went well, this would be the first battle of any type in space. Humans would be going up against plasma-armed Hekatians, with special guns that fired rockets, avoiding the recoil issue. Nothing was known about the station itself, but intelligence believed it to be a long range communications system, and that it controlled the network of satellites deployed by the Hekatians. This operation had been put together in hopes of capturing it, but it seemed that UN Command had plans for a massed anti-satellite missile strike if that was necessary. That was a last resort though, Humanity didn’t want to Kessler Syndrome itself. No one was around to wish them luck, as the cover for the operation required a great deal of secrecy. Besides, fuel rationing made it impractical for most to come anyway. Well, nearly time to get going. Location: Geostationary orbit, approaching Hekatian space station The station just looked wrong, like it just shouldn’t be a space station. It went against conventional Human station design so much, that it had to be the result of advanced technology far beyond the current cutting edge. There were no radiators, no solar panels, no observation windows, nothing. It was a smooth, mostly featureless tic tac shape, with two objects docked onto the side that Bobby assumed were the SSTO shuttles spotted occasionally flying between Earth and the station. Barely visible at this distance, were 2 more docking ports for shuttles. 1 had been blown up by Resistance forces, while it was landed on the ground, while the other had been successfully captured intact during the liberation. That was good, it gave them the chance to return to Earth with any prisoners and casualties, and keep bringing science teams up to investigate the station. Plus they could disassemble one and still have a spare. “100 metres now. Everyone get ready.” 100 metres would be close range in land warfare. In space, it was the equivalent of knife range. The full team was wearing the famous “starman” suit, no other options being possible in the cramped space of a crew capsule. Helmets were donned, weapons retrieved, ammunition loaded. When everyone was ready, the nose retracted, revealing the modified docking collar. “50 metres. 40 metres.” There was silence from the majority of the team as they approached the Hekatian space station. “30 metres, 25… shit we just lost the pole!” That wasn’t good. The pole was just that, a special pole on a deployable arm that had been jury-rigged to the front of the capsule. It’s purpose was to confirm the suspected existence of an energy shield around the station, which was believed to be responsible for disintegrating any micrometeoroids that may otherwise have damaged it. Successful disintegration meant that they were now at risk of severe damage should they pass the threshold. Bobby imagined the constituent atoms of the pole being scattered into the There were no questions of what to do now. Everyone had been over the plan dozens of times. Thermite charges were readied, and deployed from external storage ports, in a roughly circular pattern, large enough to fit the capsule through. With tiny thrusters, they inched towards the rough location of the shield, before the reaction was ignited. The shield flickered and failed as the charges burnt, not designed to respond to something that powerful. This gave the capsule an opening, which it exploited quickly, the entire bulk of the capsule passing the threshold before the shield could reappear and destroy the craft. “5 metres, 4, 3, 2, 1, contact.” The docking collar touched the skin of the space station. This inspired the usage of yet more thermite charges, cutting through in order to force a breach. The Human team took up positions, ready to fire on anything that appeared on the other side. While they waited, a terse message from Mission Control informed them that the other team had made a successful breach of the shield perimeter, and were in a similar position to that of Bobby’s team. Finally, the hole was formed, and the interior of the space station was visible through it. Jackie went first, her rifle tucked into her shoulder as she floated forwards. Then she fell. “Looks like some sort of a gravity effect from the floor! Air is breathable as well.” Gravity generators? Incredible. The technology onboard could advance Human spaceflight by decades, if not centuries. Bobby went through next, feeling the same sudden tug down upon his head, then on his neck, and so on, as he faceplanted. It was the most bizarre feeling, impossible to describe to those who’ve never experienced low gravity. Oddly, the gravity seemed to be slightly stronger than that of Earth, a possible sign of what the Hekatians considered “normal”. Sergey came next, having been smart enough to go feet first, followed by Anjana, constituting all four members of the strike team. “Suppose we could have just brought regular old rifles with us then.” Sergey chuckled as he scanned the corridor. Then he got down onto one knee, the rest of the team bar Jackie taking suit, at the sounds of an approaching Hekatian. Jackie placed herself around the frame of a door, ready to jump the Hekatian given the chance. The Hekatian who came around the corner was armourless. He stopped, absolutely stunned by the sight of 3 armed Humans pointing their guns directly at his face. Then Jackie jumped out, seizing him and dragging him to the floor. She glanced at Bobby for orders, as he writhed in her grasp. “Knock him out.” She complied, reaching into one of her suit’s pockets for a small bottle of CS gas, which she then sprayed directly into the Hekatian’s mouth. He sputtered, before slumping over. That reminded Bobby, the objective was to locate the air exchange facilities, and dump vast quantities of CS gas into them. It’s incapacitating effects upon the Hekatians were well documented by this point, and would make the task of clearing the station much easier. The Human team relied on that same air, of course, but they had their helmets on, and air filters to scrub the gas before it affected them. Failing that, they had 5 minutes of reserve air to fall back on, likely enough to enable them to overwhelm the station before the gas started to affect them. The group split in 2, searching for the air exchange facilities. Bobby went with Jackie, advancing steadily down the corridor. The problem was, none of them spoke Hekatian, nor could they read it, so they had to simply open every door on the way there. After several minutes, they found the equipment in question. Sergey made a quick run back to the capsule, returning with multiple canisters, which he then emptied into the system. Thick clouds of gas were visible spreading through the pipes, and soon began appearing into the room. “All right, everyone, onto the command centre!” Bobby said that as if they knew where the command centre was, which they did not. “Ready? Breach on 3, 2, 1, BREACH!” Bobby gave the order, and the door was blown. The first thing he noticed was the air from the corridor being blown into the room. The Hekatians inside had removed all the air from the room, likely an attempt to try and kill off their opponents. That wouldn’t work though, the team had switched to their emergency reserve air just before breaching, and the corridor likely had more than enough oxygen to spare. The next thing was how objects seemed to be in different gravitational states. A wrench-like object immediately next to the door floated in mid air, but a small distance behind it, a book lay on the floor as if pulled by gravity. The final, and most vital thing, was that there were 5 Hekatians pointing guns towards him, and all of them wore armour, a special type that didn’t match that seen on Earth. Plus several others sprawled on their desks with what looked like emergency depressurisation gear, but they weren’t as important. There was a 6th Hekatian, who seemed to lack proper combat gear, who was hunched behind the low wall of the circular console which dominated the room. He was likely controlling the station’s functions mid-battle. Immediately shots began to be traded, Human miniature rockets against Hekatian plasma. One Hekatian went down immediately, fire from Sergey and Bobby combining to tear his armour to shreds. Disconcertingly, there was a brief flash similar to that seen with the shield as the first rockets barreled towards their targets. While it didn’t actually do anything to stop the rockets, likely being a similar mechanism to the station’s for protecting against micrometeorites, it did represent a slight edge for the Hekatians, and that was a threat in the future. Bobby emptied his magazine, slapping a new one in rapidly, before tucking his head down and charging towards a central console by the door that offered a degree of cover. As he ran, he had the disconcerting experience of trying to run through what felt like reverse gravity, then returning to regular gravity, then back to reversed gravity, before regular gravity returned as he slammed himself into cover. Luckily, his momentum had carried him just far enough to reach the console, but that wasn’t the end of his trouble. Panicked plasma fire from his left caught him by surprise. Turning to face the threat, he saw a single Hekatian who had been lying in wait for someone to come through, but hadn’t expected Bobby to react so well to the gravity switching. Bobby repaid their failure with several rockets aimed at the head, annihilating the Hekatian. Anjana followed Bobby in, this time having come with more of a running start and reaching cover with more momentum to spare. As she pressed herself against the console, several plasma lances shot overhead, impacting Jackie who was still by the door. The first hit tore a great hole in her arm, the second carving straight through her cheek, and the third straight through her brain, killing her instantly. Then the Hekatians switched the gravity in the corridor to what seemed to be reversed, and then zero gravity in the corridor, complicating things for Sergey as he was lifted “upwards” and left stranded. He struggled to grab hold of something to steady himself, while staying in cover and providing fire at the same time. Making things even worse, they similarly reversed and disabled gravity for the portion of the command centre under Human control. “Anjana, on my word, flank right, I’ll go left. Sergey, try and launch yourself into the room, we’ll take the central console.” Bobby gave the orders via the radio. Sergey complied, setting himself up for a manouevre they’d planned in advance. He pushed himself off the wall, aiming for the wall on the opposite end of the corridor. Then, pulling himself along by use of the handrail, Sergey brought himself to face the open doorway, and kicked himself off the wall. The zero gravity environment allowed him to fly right through, his gun swiftly dispatching the lone Hekatian who manned the computer console. Meanwhile, Bobby and Anjana sprung out from their cover, using each others boots as a launching point. Bobby grabbed a hold of the console with his right arm, hooking his momentum around and then forward, resulting in him passing back into a section where gravity was online. Downing another Hekatian, he ducked into the console, watching as Sergey not-so-gracefully landed on the side of the console, dragging himself to the floor. Bobby moved over to the computer the deceased Hekatian had been using. It displayed a schematic of the control room, with different sections highlighted in various colours, presumably correlating to gravity levels. Bobby glanced behind him, roughly working out where the remaining Hekatians were on the schematic. He then selected that location, scrolling until the bar was at the bottom, before clicking what he assumed was the “confirm” button. Another glance showed the Hekatian team had lost their footing, and were being pushed away from the floor. Then, Bobby upped the gravity to maximum. He had no idea what maximum was, but if the scale on the bar was accurate, it was somewhat in the region of 2-3 times Earth’s gravity. The Hekatians slammed into the floor, struggling to pick themselves up. Anjana moved out, firing several rounds into one of the Hekatians as he attempted to lift himself up. Bobby put the Hekatians back into reversed gravity, before yet again dragging them to the floor. He almost felt like he was toying with them at this point. Meanwhile Sergey fiddled around with the console, finding the section that dealt with atmospheric controls, and activating them, allowing the team to stop using their emergency reserves of air. “I can keep doing this all day if you don’t give in!” Bobby shouted in the general direction of the Hekatians, as he repeated the same gravity trick on them. “Do you want to test my patience, or do you want to live?” “Fine! We give in! Just stop doing this!” One of the Hekatians shouted back, as they began floating once more. Bobby complied, dumping them back down at a more leisurely 1G. Anjana collected their weapons, and led them away to be locked in some storage cabinet. Bobby leaned over and grabbed one of the Hekatians, bringing him towards the console. “Alright, does this thing have a switch language function?” “Of course not, why would we include such a feature? Are you stupid?” “Still smart enough to beat you it seems. Anyway… well you know what that means?” Bobby nudged his gun far into the back of the Hekatian. “You’re going to explain how we take control of this station, and if you so much as try to trick me even once, I will pull this trigger. Got it?” That was somewhat of a bluff, the bullet needed time to accelerate once it left the barrel, and at this range wouldn’t be very effective. Regardless, the threat seemed to work, and the Hekatian quickly explained how to work the most critical parts of the station, before he was herded to the same temporary prison as his friends. “Complete control over the station achieved. I think that makes us the first space pirates in human history. A cause to celebrate, surely.” Sergey nudged Bobby as he watched Anjana lead the prisoners away. “Shame we couldn’t all be here to see it.” Bobby noted as he glanced at the body of Jackie, which had returned to resting on the floor with the gravity now restored. He had just witnessed the first Human combat death in space, and had a distinct feeling that it would in no way be the last. “Indeed. How will we bury her?” “Not our choice is it. That’s the family’s to work out. Call Mission Control, give them a report, they’ll talk with them and give us our next orders.” Sergey nodded, heading towards the capsule to use it’s communications system. Bobby fiddled with the controls, activating an external camera feed which began displaying on a nearby screen. It was nothing much really, just a view of a large collection of stars. Bobby then pressed another button, which added small annotations to the feed. He couldn’t read them of course, but he assumed them to be detailing who owned that system and so on. Bet they think this is the furthest we’ll ever go unsupervised, Bobby thought to himself. Well, they’d best be prepared for a shock.
Hello, I decided to build my new PC and the biggest question is what monitors to pick. The parts for the PC will be good so don't worry about them. Moving on I'm NOT a competetive gamer (as I read other posts about what monitor to choose). I'm getting older, my eyes are "slower" so I don't really need that extra couple of frames in games. Moreover I'm playing mostly single player games / DoTa 2, LoL from time to time, but I don't play any FPS games like CS:GO. What I think would be good monitor for me: Panel type: only IPS Reaction: 1-2ms Inches: 24 inches wide. I recently tried 27 inch monitor, but it's too big for my desk. I need 2 monitors so going for 24 inches is the best bet for me Height regulation: YES - this is super important for me. I need to calibrate my monitor in terms of height. Right now I don't have this option and I need to look slightly down, which is bad for my neck Refresh rate: 60Hz vs 144Hz - that is the first question. I think I should go for 60Hz as I'm mostly playing single player games, but I'm wondering if 144Hz is better than 1440p resolution Resolution: 1080p (1920x1080) or 1440p (2560x1440). As stated above I'm rather single player games person. As I got older I want my games to look great in terms of graphics. The logical reason is to go for 1440p. On the other hand I looked for 4k monitors, but there aren't many monitos 4k 24inches wide (mostly 4k 27 inches, which I don't want). So to sum up, if you have any good monitor examples paste them in comments. And of course: 1440p 60Hz or 1080p 144Hz for single player and casual gamer? Thanks in advance :) EDIT: Hey, thank you all for answering in this thread. I've decided that I won't go for 27 inches (for now) and I'll go with 24 inches 1080p 144Hz monitor and try it out. I've never had high refresh rate monitor and I think it will be the best way to go for now. Then later if I change my desk to bigger and feel the need to buy bigger monitors then I'll definitely try 27 inches 1440p 144Hz monitor :)
Hey ya'll I wanted to do a quick primer on all the fucked up chemical warfare the police have been using in cities across the country and to help folks prepare if you're on the streets. This will be relatively quick but there are some important points that I want to highlight in order to help folks who might be getting gassed for the first time. This will also be helpful for experienced folks too as I'm gonna go over the mechanics of some of these munitions. Why the fuck does it burn so bad? Pretty much every US police department uses either CS or OC agents (or both) for their "riot control" agents. In fact, they get it pretty much exclusively from one supplier (they also own safariland, so fuck them and their holsters.) Both CS and OC chemical components work effectively the same way, by acting as a chemical irritant to kick your bodies natural response to irritants into overdrive. This includes tearing, forcing eyes closed, coughing, restriction of airways and of course the horrible burning sensation I'm sure we're all well versed with by now. Believe it or not, this response is actually good under the right circumstances. It's your body telling you "Get the fuck away from whatever that was!" Evolutionary its a functional response for a species that can't help but stick their fucking noses places it probably shouldn't be. Unfortunately, the cops have hijacked this and turned it against you. But it's OK. We can fight it together! Both these gases can be put into different kinds of delivery devices, everything from grenades to cannisters to mace. Does it go boom? As I said before, damn near every US police department gets its chemical agents from one place, so they all work basically the same, so this will apply across the board more or less. There are two basic functions for gas canisters (well, three, but we can't really do anything about the last): incendiary and chemical. Incendiary grenades work with an actual fuse that burns a solid puck of gas and aerosolizes it over time. You can look at the specs on the above link, but these are the ones you see HK protestors putting out with traffic cones and water. The water extinguishes this fuse and dampens the rest of the solid puck so it can no longer burn off. Other canisters work by chemical reaction. Basically, pulling the pin dumps a chemical onto the a liquid or solid puck of gas that causes it to aerosolize. These tend to be the kind you need to actually dump into a bucket, and some folks have suggested including baking soda or powder in the water bucket. This makes sense as this may interupt the chemical reaction causing the gas to aerosolize. It does NOT make sense in treatment, which we'll get into later. The last kind are the ones that literally explode. They are meant to be shot over crowds but we all know the pigs aim for the head, so wear a fucking helmet. Safariland has developed some fucked up munitions that include grenades that are filled with OC gas AND fucking rubber balls. Don't touch these ones, they explode and will take your fucking hand off. The explody kind we can't really do much about aside from protect ourselves as best we can by preparing. But it's summer and sleaves are hot! As a sweater, I get it comrade. It's fucking hot and fighting the cops is hard work. But you can either be prepared or your skin can burn for a few days. Up to you. I don't want to go over the specifics of blocking up, but if you are getting after it in block, actually do it please. This punk block shit is getting dumb. Everyone should look the same. Leave that denim vest you wear every fucking day at home. Everyone knows it's yours and when the pigs find it in your house your fucked. OK, that's out of the way. Wear layers and your top layer should include sleaves that go to your wrist. This not only serves to protect your skin from exposure to chemical weapons, it also lets you bail, ditch the top layer of clothes and leave when your done. The pigs work primarily off of clothing descriptions and now you're suddenly a new person. And trust me, you don't want those clothes back. They are covered in chemical weapons. If you do want to try to take em home, bring a garbage bag with you and put them in there. Everything your clothes touch will be extra spicy and there is nothing worse than going through your backpack weeks later and macing yourself again. On the same note: wear gloves. This stuff can and does burn any exposed skin and gloves will help. Plus, harder to get prints. See, everything serves a few purposes. Wear goggles. I am admitedly pretty bad at this. Goggles fog. It's hard to see. It's hot. I get it. At least carry them and put them on if it looks like things are going to get spicy. No goggles are going to be 100% effective but the name of the game here is LIMITING exposure, not eliminating it. The only way to eliminate exposure is by staying home. If you go out, expect to get gassed and protect yourself accordingly. Do not wear your contacts! They trap gas and oils and will continue to burn you forever. Take em out. Face coverings: Why the fuck aren't you wearing a mask? Seriously! Ya'll know there's a epidemic on, right? I see way, way too many people not wearing masks of some sort and it's getting stupid. It does so many things for you! Protects from the 'rona. Keeps your face from being recognized. Limits exposure to gas. Seriously, wear a fucking mask! Obviously, the more advanced the better its going to be against exposure, but recognize that doing a whole ass action in a paint respirator is hard. Go with the most protection that is practical for what you're doing. That could just be a bandana if you are mobile and on the run. A little more stationary? N95 type to full on gas mask. Whatever works for you and yours given the things you are actually doing. Tailor your gear to your role Treatment and Decon: Stop putting more chemicals in your eyes dummy! So, you got blasted. Shit hurts, you're full of snot, you can't breath and you're trying to haul ass outta there. The very first treatment for all of this is trying to remember to stay as calm as you can. I don't expect everyone to be fucking Rambo just muscling their way through what might be the worst pain you've ever felt before, but the calmer you can be the better you will be in the long run. Keeping your respirations low will reduce how much gas you inhale. Slow breaths also calm your bodies reactions and could allow for you to get more air in once you've left the cloud of pain the bastards put you in. Of note, you actually want you're body to react with tears and closed airways while you're in the shit. It's your bodies way of reducing how much bullshit you get in your body. Get out of there and then get calm. Eye rinses: Here is the rub about eye rinses. You're eyes DO NOT burn because you got acid in the face. The very nature of the kinds of shit these pigs are using is that it is not SUPPOSED to leave permanent damage to your body. It is meant to temporarily incapacitate you to make you an easier targer for further violence. So many home remedies for for eye rinses following tear gas exposure seem to be rooted on the idea that you are neutralizing an acid (using antacid washes, baking soda/powder rinses etc.) You are not. Tear gas works by being an irritant and the way to stop the irritation is by getting that shit out of your eyes! Putting basic (as in pH) chemicals in your eyes could fuck up your eyes more. Maalox has aluminum in it. Baking powdesodas are coarse and could further irritate your eye by scratching them and puts a basic (pH) solution into a space that is meant to be neutral. Do not do this! It is not more effective and could make things worse. Same goes for milk. I think this one comes from the idea that some pepper spray is capsicum based and the way you get rid of heat from peppery foods is from milk? I don't know. It doesn't really work for spicy food and it definitely doesn't work better than water for pepper spray or tear gas. Plus, you are introducing a potential allergen into someones eyes. And it's more expensive than water. Please don't do this. Just use water! High pressure water from a sports top bottle is enough. You're goal is to get that shit out of your eyes. You want water that forces your eyes open. Remember in high school those flush stations in science class? Think that. Flush hard and use copious amounts. It is the way. Some old school medics are still using LAW (Liquid Antacid and Water) but, like I said before, the principle it supposedly works on is not relevant to your eyes and only introduces possible allergens and further irritants into your eyes. Skin: Some of the tear gas and sprays are oil based and will stick to fucking everything an can burn your skin and turn it red. Remember when I said sleaves? Bet you wish you were wearing sleaves. Again, the goal is to get this shit off of you. Since it's oil based, a degreasing soap is the trick. Think Dawn dish soap or something similar. And lots and lots of water! Take a cool shower when you get home and gently scrub everything. Then do it again. And then before you get out of the shower, do it again. Then wash your hands. 3 times. Maybe more if you ever want to touch your or anyone elses genitals again without unbearable pain. Clothes: Don't wear shit you want to keep and best practice is probably just to ditch the shit and get new clothes. But, in the event you can't/don't want to, was it by itself and wash a few times. Keep it quarantined from your other clothes. Plastic bags until it goes into the wash. Maybe hit it with those sprays that get grease stains out? Might work, but the principles of degreasing seem relevant. A note for comrades with respiratory or pulmonary issues: Please be careful. This shit has killed people with asthma or other pulmonary issues and can be really fucking dangerous for folks whose repiratory systems are compromised. I don't want to tell you not to go out, but please really consider how any chronic health issues you might have will exacerbate the effects of tear gas and pepper spray. Consider what roles you want to take and how much you want to be/should be on the front line. Remember that there are roles for everyone that don't include being in the shit. Off site med stations need staffed, people need food and water, people need to be evacuated. There are ways to be involved that don't put your health at risk and it is something to absolutely consider. Bring a spare inhaler and hide it somewhere on you in case you get got. Pigs will not give you medicine. If you take a look on the website that sells this shit you'll see that there is decon spray. You'll note that the active ingredient is "Herbal Extract." Who the fuck knows that this is but if there are any herbalists out there who might have an idea, please add. Alright, that got longer than I thought it was gonna be. I hope this is helpful for folks. Take care of each other, look out for comrades and revel in the joy of it all. Also remember that this is a long fight and we are running a marathon, not a sprint. Don't feel bad for taking a rest. This is just the begining. Edit: Forgot a key part. Decon and treatment procedures are not miracles cures. You will not suddenly stop hurting. You're eyes will continue to sting even after they have been rinsed. Your skin will burn after you showered. The damage was already done, what treatment is doing is decreasing the amount of time you remain exposed to the chemicals. Expect for your eyes to be sore and burning for anywhere from 30mins to a day or two following getting exposed. You skin might still blister. Again, decon is about reducing time exposed, not really about treating existing damage. Let your body take care of itself. It will with time.
CS:GO, Dota Underlords, Half-Life:Alyx - these are the games Valve is most keen on to discuss during our visit, but they're not the only games being worked on across those nine floors. There's also Dota 2, the former heavyweight champion of Steam, recently knocked off its perch by the rise of CS:GO - but when you own both competitors and the platform they're duking it out on, you're probably not too bothered. Of greater concern is Artifact, a digital card game spinning out of Dota 2 that launched in November 2018 and, within a few months, had all but disappeared. On paper, the game had a lot going for it. There was the Dota connection; the popularity of similar games such as Hearthstone and Gwent; the involvement of legendary card game designer, Mr Magic: The Gathering himself, Richard Garfield. And yet, less than a year-and-a-half from launch, the game's concurrent player count peaks at around 160. No, we're not missing a zero. For all the talk we've heard during our visit about numbers not mattering, Artifact has been a disaster for a studio that's used to pumping out hits - and Valve hasn't been shy to admit it. "Artifact was an interesting failure in its first go-round," Valve CEO and president Gabe Newell tells us. "We were surprised. We thought that it was a really strong product." The question now, as Newell puts it, is: "What the hell. Where did we go wrong?" That's what the studio is currently trying to find out. Last March, after a few months of updates that failed to turn things around, Valve announced it was taking Artifact back behind closed doors. It hasn't been updated since while Valve, as Newell puts it, "does some soul-searching" and works on a revamped version. "We ran an experiment, we got a negative result, and now we need to see if we've learned anything from that, so let's try again," he says. "And that's what [the Artifact team] have been doing and that's what they're getting ready to release. Based on the reaction to it, what was wrong with the product? How did we get there? Let's fix those things and take another run at it." The problem is, with a lot of variables at play, it's hard to isolate the exact reasons Artifact failed. Perhaps it was the game's reputation for being overly complex — you don't play just one game of cards in Artifact but three, simultaneously, across Dota-style lanes. Or it could have been down to the business model: unlike the aforementioned Hearthstone and Gwent, it's not free-to-play, but players still had to buy extra cards, whether in random booster packs, through ticketed events or individually on the Steam Marketplace. Valve's love of free-market economics meant that single sought-after cards soon rose to prices higher than the game itself. (That's no longer the case - you can now pick up a full set for just over £30.) "That was the biggest source of arguments: what went wrong?" Newell says. "You have a list of 50 different things, so let's say you change 20 of those things. What are you going to learn? Not much - you could have made both positive and negative changes to the design." Those initial updates were an attempt at more controlled experiments, but it became clear that wasn't going to be enough. "With Artifact, we have to do a larger reboot in order to justify its existence to customers and to markets," Newell says. This second go-around is referred to internally as Artifact 2, he says, though it's not clear yet (even to Valve itself, apparently) whether this will be presented as a full-blown sequel, an expansion, or just a big update after a long gap. Valve isn't talking about what exactly this reinvention will involve, but given the cross-pollination at the company, a good bet is to look at what its other games are doing. Free-to-play seems likely, given what it's done for the fortunes of CS:GO. Following Gwent and Hearthstone onto mobile is possible, since the Underlords team have shown that Source 2 (the engine that also powers Artifact) can be squeezed onto the smaller screen. For a studio whose development process tends towards the scientific method, this would be a lot of variables to change at once - but it seems like that's the way Valve is leaning. "It's a lot easier to make small experiments than big experiments," Newell says. "But occasionally, you're in a situation where you have no choice, the experiment you're running has to be really big - and then you just hope you're right."
Back Ground: I have nearly 4,000 hours in CSGO since 2016. I have reached ESEA Rank A+, Global Elite, and consider myself nearly a semi-pro player. I have watched a ton of competitive CS and know the game in and out. I have about 500 hours in R6 and I am Gold 1. I have a 1.2 kd and have played for about 3 months with my friends. I have watched VODS of competitive siege as it is not on rn, but understand the game decently and believe I can get to mid-plat next season as me and my squad understands the game better. Correct me if I am wrong on anything please still pretty new. Now I want to compare the game in 3 ways. 1: I want to compare it in beginner and casual play. This includes how long it takes to pick up and the opportunities there are to improve for beginners. This also includes community toxicity. This is Copper 5 to Silver 1 and S1 to GNM 2: High Level and Competitive play. This will include outlets like faceit, cheating, and the low tier tournaments. This is looking at levels from MG-DMG and Gold3- Diamond 3: Semi-pro and Pro play. This is R6 Pro League vs ESL CSGO Pro League. This is the ability for High Diamonds and Champions and Globals (Rank G/S more specifically) to break out onto the competitive scene and the limit of the skill ceilings in the game. 1: CSGO is way easier to pick up at a low level. Everyone in Silver and Nova is utter garbage. Aim is the game at this level. People only rush and push non stop and if you have decent aim you will thrive. Aim is hard to master in CSGO as recoil on it, especially on some guns like the AK is very hard, but some practice will get you decent. Callouts are hard, but the minimap helps with this a lot. The intricacies of the game don't matter much at these levels like the economy, starts on offense and defense (ie Baits, crossfires, etc) and utility. Rainbow had me completely flustered in the beginning, even with friends who had a few hundred hours. The operator selection and customization makes the game very creative and unique, but so hard to grasp in the beginning. The ability to manipulate the map also does this as well. The recoil, is much easier on most weapons though, with some exceptions like the F2, Bucks Gun and others. The first few hundred hours were very hard, and there are so many smurfs. Since people can change regions Europeans smurfing is a real issue (every few games in coppebronze). This makes it hard to progress at low ranks. Also aim training is much harder as there is a limited number of modes, and no custom aim maps. Not to add droning is very complicated to do well at first and took me a while to understand pinging bomb is not important. Overall it is a harder game for beginners. 2: This one is pretty equal. R6 although it has a terrible anticheat- hacking is no where near as bad as CSGO. CSGO matchmaking is the worst. I hate it. I got to global and haven't touched it in over 2 years. This is especially apparent at mid ranks and even global where most hackers reside. But, Faceit and ESEA come to the rescue. They are third party sites with downloaded AC which create an amazing player experience. If Rainbow had this they would win the mid ranks, but they do not (at least not good Faceit tried but takes too long). CSGO being a larger game has more outlets for low tier tournaments and leagues like Mythic League. At this level though CSGO's skill ceiling shoots up dramatically. Players know all the smokes, flashes and mollies, people know famous strats, and everyone has a collective knowledge of the game. Yes people bait and there are exceptions, but most people at Rank A-+ ESEA and Faceit Level 7+ have a decent amount of game sense. This is not the same in rainbow. I know so many brain dead High Golds low Plats who are stupid. I bet it gets better in high plat/diamond, but still the amount of people who wont play Thermite and play for themselves is sad. In 9/10 CSGO games a 2:1:2 or 3:1:1 set up will occur naturally but never in solo r6 does a 2 Roam 3 AnchoLurk or 1 Roam 4 AnchoLurk. AT THIS LEVEL R6 IS 10x LESS TOXIC, BUT EASIER TO FIND SMART PLAYERS IN CS SO EQUAL MAYBE R6 BETTER. 3: The Semi Pro and Pro level my favorite. In my humble opinion CSGO has a higher skill ceiling. This may be controversial, but from my observations elite counter strike is the hardest game in the world. The amount of precission, time and effort it takes is unmatched. One bad call, misclick or delayed reaction and you are punished. R6 has more variety. The OPS, the Maps, the malleability, but the skill ceiling is still not higher. It is more creative, but once someone fully explores an op like Castle there is not much left. CSGO always changes, new strats, new smokes, new ideas. R6 does have better dev team though with makes it a bit more interesting (F Valve go Ubi). CSGO also has so many outlets to get noticed in the scene whether it be Faceit (FPL/C) ESEA or Hubs like Mythic League. R6 has Discord Servers and some Faceit, but it is much harder to break out. I watched Pengu play golds. He did great, but still lost some rounds. A csgo pro like S1mple in the equivalent rank (MGEish) would literally destroy the other team nearly 1v5 (Look at HIKO for example who is a terrible terrible pro who is not even in top 200 of skilled players https://www.youtube.com/watch?v=z0J0xhircn0 ) This shows how different the skill ceiling is. My conclusion. R6 is more creative and fun, especially at the middle ranks. It is harder to learn, but has endless possibilities (250 hrs). CSGO once one progress gets this but just a little bit later (1k hours). CSGO it is then easier to break out to the competitive scene and it has a higher skill ceiling once that scene is reached. Both great games- I think r6 is more lax and has more variety, but csgo is more challenge, competitive and intense. So choose what you like, but this is my comparison. I mainly talked about CSGO as the game is like second nature to me, but if someone wants toa dd to r6 please do.
Back Ground: I have nearly 4,000 hours in CSGO since 2016. I have reached ESEA Rank A+, Global Elite, and consider myself nearly a semi-pro player. I have watched a ton of competitive CS and know the game in and out. I have about 500 hours in R6 and I am Gold 1. I have a 1.2 kd and have played for about 3 months with my friends. I have watched VODS of competitive siege as it is not on rn, but understand the game decently and believe I can get to mid-plat next season as me and my squad understands the game better. Correct me if I am wrong on anything please still pretty new. Now I want to compare the game in 3 ways. 1: I want to compare it in beginner and casual play. This includes how long it takes to pick up and the opportunities there are to improve for beginners. This also includes community toxicity. This is Copper 5 to Silver 1 and S1 to GNM 2: High Level and Competitive play. This will include outlets like faceit, cheating, and the low tier tournaments. This is looking at levels from MG-DMG and Gold3- Diamond 3: Semi-pro and Pro play. This is R6 Pro League vs ESL CSGO Pro League. This is the ability for High Diamonds and Champions and Globals (Rank G/S more specifically) to break out onto the competitive scene and the limit of the skill ceilings in the game. 1: CSGO is way easier to pick up at a low level. Everyone in Silver and Nova is utter garbage. Aim is the game at this level. People only rush and push non stop and if you have decent aim you will thrive. Aim is hard to master in CSGO as recoil on it, especially on some guns like the AK is very hard, but some practice will get you decent. Callouts are hard, but the minimap helps with this a lot. The intricacies of the game don't matter much at these levels like the economy, starts on offense and defense (ie Baits, crossfires, etc) and utility. Rainbow had me completely flustered in the beginning, even with friends who had a few hundred hours. The operator selection and customization makes the game very creative and unique, but so hard to grasp in the beginning. The ability to manipulate the map also does this as well. The recoil, is much easier on most weapons though, with some exceptions like the F2, Bucks Gun and others. The first few hundred hours were very hard, and there are so many smurfs. Since people can change regions Europeans smurfing is a real issue (every few games in coppebronze). This makes it hard to progress at low ranks. Also aim training is much harder as there is a limited number of modes, and no custom aim maps. Not to add droning is very complicated to do well at first and took me a while to understand pinging bomb is not important. Overall it is a harder game for beginners. 2: This one is pretty equal. R6 although it has a terrible anticheat- hacking is no where near as bad as CSGO. CSGO matchmaking is the worst. I hate it. I got to global and haven't touched it in over 2 years. This is especially apparent at mid ranks and even global where most hackers reside. But, Faceit and ESEA come to the rescue. They are third party sites with downloaded AC which create an amazing player experience. If Rainbow had this they would win the mid ranks, but they do not (at least not good Faceit tried but takes too long). CSGO being a larger game has more outlets for low tier tournaments and leagues like Mythic League. At this level though CSGO's skill ceiling shoots up dramatically. Players know all the smokes, flashes and mollies, people know famous strats, and everyone has a collective knowledge of the game. Yes people bait and there are exceptions, but most people at Rank A-+ ESEA and Faceit Level 7+ have a decent amount of game sense. This is not the same in rainbow. I know so many brain dead High Golds low Plats who are stupid. I bet it gets better in high plat/diamond, but still the amount of people who wont play Thermite and play for themselves is sad. In 9/10 CSGO games a 2:1:2 or 3:1:1 set up will occur naturally but never in solo r6 does a 2 Roam 3 AnchoLurk or 1 Roam 4 AnchoLurk. AT THIS LEVEL R6 IS 10x LESS TOXIC, BUT EASIER TO FIND SMART PLAYERS IN CS SO EQUAL MAYBE R6 BETTER. 3: The Semi Pro and Pro level my favorite. In my humble opinion CSGO has a higher skill ceiling. This may be controversial, but from my observations elite counter strike is the hardest game in the world. The amount of precission, time and effort it takes is unmatched. One bad call, misclick or delayed reaction and you are punished. R6 has more variety. The OPS, the Maps, the malleability, but the skill ceiling is still not higher. It is more creative, but once someone fully explores an op like Castle there is not much left. CSGO always changes, new strats, new smokes, new ideas. R6 does have better dev team though with makes it a bit more interesting (F Valve go Ubi). CSGO also has so many outlets to get noticed in the scene whether it be Faceit (FPL/C) ESEA or Hubs like Mythic League. R6 has Discord Servers and some Faceit, but it is much harder to break out. I watched Pengu play golds. He did great, but still lost some rounds. A csgo pro like S1mple in the equivalent rank (MGEish) would literally destroy the other team nearly 1v5 (Look at HIKO for example who is a terrible terrible pro who is not even in top 200 of skilled players https://www.youtube.com/watch?v=z0J0xhircn0 ) This shows how different the skill ceiling is. My conclusion. R6 is more creative and fun, especially at the middle ranks. It is harder to learn, but has endless possibilities (250 hrs). CSGO once one progress gets this but just a little bit later (1k hours). CSGO it is then easier to break out to the competitive scene and it has a higher skill ceiling once that scene is reached. Both great games- I think r6 is more lax and has more variety, but csgo is more challenge, competitive and intense. So choose what you like, but this is my comparison. I mainly talked about CSGO as the game is like second nature to me, but if someone wants toa dd to r6 please do.
No ultrawide support for no "competitive advantage"
I'd like to take a minute to talk about this previously common (but now dated) response to ultrawide requests. Blizzard argued the same thing, and they eventually implemented a stretched screen option to compromise. I might disagree, but this was at the very least a fair compromise, and far better than having black bars. Not to mention that if we're being honest, this game essentially mimics CS, and CS has ultrawide support. More and more people are getting wider monitors, and not supporting them is rather hurtful for the game. At least allowing stretching makes sense, no? I'd rather not risk some sort of ban for using alternative programs, and we ALL know that people WILL do so. Not to mention it sucks paying $800 for a monitor to have a big game rarely go "haha no here are some black bars instead." This is less common now though, as more and more games have had ultrawide support now, as it becomes more popular. I understand the logic, I really do, but I firmly believe that if we're going to apply such logic, it must be equally distributed among areas that will provide a (noticeable) advantage to players. I should also remind everyone again, that you could still stretch the screen and remove the bars with no advantage, as has been done in Overwatch. But regardless, with their argument at hand of competitive advantage, let's look at areas where one could have a marginal advantage.
Higher refresh rate- As many of us know, a higher refresh rate is incredibly useful for flick shooters of this genre, being able to have that higher hz can make a night and day difference. You'll see many who go from 60hz to 144hz that say they can't go back to 60hz, understandably so, as it makes things much smoother, and in a game where you have to react to the slightest movements, seems rather useful to have, no? By this logic, we must cap the framerate maximum, as to not provide a noticeable advantage to users. This would be unfortunate for those with higher framerates, and impact them negatively, but we cannot have players with lower framerates at a disadvantage, can we?
Screen brightness- Sometimes it's hard to find targets, especially in dark areas or cramped locations. Changing your brightness can really help with that! I know some people who raised their brightness settings in games specifically so they can better find targets in the dark! So we must restrict the brightness settings. This may hurt users who have differing brightness settings, but we cannot have players gaining a competitive advantage by changing their brightness to see things easier.
LOWER resolutions- I remember back when I played CSS people would debate about lowering their resolution to make targets easier to hit. I remember it being a popular topic to argue, but considering there are those who are trying to lower their resolutions to make targets easier to hit, would that not be a competitive advantage? Seems like one to me. With that in mind, I guess we will need to restrict the resolutions to be whatever the monitor is set to, so that we don't have anyone getting that "competitive advantage."
Color settings built in for monitors- Some of you may know this, some of you may not, but many monitors allow you to change the color settings to make the colors stand out more (or less). So with that in mind, we must also ensure that players cannot utilize their monitor settings to change colors and provide a visual advantage via making characters or abilities stand out more.
HDR displays- We also will need to put a limit on HDR displays, as they create deeper levels of black and white contrast. As explained in my other examples, these visual cues are vital for competitive FPS games! We can't have anyone holding an advantage over others, so this must be stopped.
I could go on, genuinely, but I hope that my point has been made. For any game, there will be those that go out of their way to get every inch of an advantage over others. If you google "competitive advantage CSGO" for example, there are numerous videos on every nook and cranny towards their advantages. And you know what? I bet a large majority of those players still didn't get enough of an advantage for even a single higher rank. Because what really matters in these games is reaction time, muscle memory, map knowledge, gun knowledge, econ knowledge, ability to be calm under pressure, teamwork, item strategy, etc. Changing your monitor, your resolution, your colors, your mouse, your keyboard, etc, they aren't going to truly impact on a level compared to the player themselves. And for those that do get that percentile change to their "advantage," is it truly worth hindering all the other players? Let's just presume you'll say "yes" for some reason, then why not stretch the screen so I can at least fully utilize the monitor I paid for. And if you say yes, can you explain why the other areas I listed are not addressed? And as a (rather huge) side note: 21:9 is supported in League of Legends. And let's be real here, that's a pretty huge deal. The game is literally a top down game with the camera being INCREDIBLY integral for vision and what you see on your screen being (in my opinion) VASTLY more important. The game is pretty neat btw. Though I'll admit I can't enjoy the game using the black bars, and wont play it unless it gets some sort of UW support. I know I'm not the only one either. EDIT: https://www.nvidia.com/en-us/geforce/news/geforce-gives-you-the-edge-in-battle-royale/?cjevent=c76b3cef7dbd11ea817900580a24060c Here is a link to statistics done by Nvidia based on GPU, Refresh rate and more, and their impact on K/D ratio. Note that they use BR games such as Pubg and Fortnite as reference here though. Regardless, as seen in the charts provided:
As your graphics card increased, as did your K/D ratio. To a rather large margin. You may note that those with an RTX 20xx series saw a +53% over it's 63x counterpart. We should note the game pubg isn't very optimized though, perhaps that's to play a part? So let's compare it with the 10xx series which can definitely run both games well enough. Notice there's still a 16% increase between the 10xx series and 20xx series. This means that, from the limited statistics we do have, changing your GPU can *potentially* increase your K/D.
A counter argument would be "well they could play more" or "yeah but those with better GPU's would definitely be likely bigger "gamers" than the lower GPU users. Well, Nvidia also tracked the GPU stats along with game time. The graph below the ratio and GPU tracker notes that "What’s interesting here is that having a better graphics card helped at all levels of play time, whether you only play a few hours a week, or are a Battle Royale veteran. In fact, in the chart we see that the gap between GeForce GTX 1050/Ti users and GeForce GTX 1080/Ti users expands as hours played per week increase, which means that players with more hours played appear to benefit even more from having a better GPU. This data aligned with what we observed in our lab research -- the higher the skill level, the more that players are attuned to the game and can benefit from differences in hardware. "
Now we go to the refresh rate. The next graph analyzed the different in K/D compared to refresh rates, being 60hz, 144hz and 240hz respectively. They compared them to a median player with the 10 and 20 series of GPU's. They also limited it to 1080p, since "higher resolutions can impact FPS"
The results from the above graph summarized by nvidia "The data showed that gamers that take full advantage of their graphics card by using a high refresh monitor (144 Hz or above) have significantly higher K/D ratios. And as we’ve seen before, that performance increases significantly as you work your way up to the GeForce RTX-20 Series GPUs.
One might think that this counters my point before, as it proves that these things do have a percentage based impact. I would argue that with this in mind, the idea of limiting our monitor is absolutely asinine. We allow better GPUs, We allow better refresh rates, and this data SHOWS that they can have a clear impact. But they get no change, no restriction, nothing. Instead, we get a restriction for ultrawide. Now let's look deeper into that as a whole. Ultrawide monitors are harder to run, this is a fact. The nvidia study even clarified they were only using the average 1080p monitor as larger resolutions or wide screens would impact FPS. With that in mind, consider that those with an ultrawide monitor would need to compensate for their new monitor with a good GPU to run it well, and the average refresh rate for an ultrawide user is 60hz, as the price skyrockets even further for ultrawide monitors with higher refresh rates. What I'm getting at, is that the average ultrawide user will have that beefy graphics card, but not be capable of utilizing it as much as the 1080p equivalent due to more power being required for the resolution provided, so our frames will be lower. With that in mind, our refresh rate will be lower typically. That means we are at two DISADVANTAGES by using ultrawide. If we are at two disadvantages, the only thing that would make an ultrawide screen better is if our "better vision" outweighed the average user on 1080p with 144hz refresh rate and better FPS. We don't have that data, but I doubt that's the case. So tell me why this is a competitive advantage again?
As a lifelong atheist I have always found the concept of heaven absurd and quite frankly, funny. Among the few things that make it so are what happens to separated family members and loved ones? Would the ones who get to heaven have eternal happiness knowing that their loved ones are in hell suffering eternal damnation? Whats happens to bodies? What would an unborn infant actually do in heaven? Or someone who died with late stage alzheimers or any debilitating diseases? Or the amputated and those with bodily deformities? Third, and really the whole point of this debate, what to do with all that eternity of happiness? The argument I grew up with and learned to adopt is that heaven would be a boring place since eternity would make life meaningless. For example eating blueberry cheesecake is one of the best experiences, but imagine doing that all meals for the rest of your life, only, life does not ever end. In short, the argument is something is good because it won't last. If good things and happiness are readily available, as heaven supposes them to be, then it ceases to be good or happy things. They become mundane. That is, until I encountered this nugget from CS Lewis:
And as He spoke, He no longer looked to them like a lion; but the things that began to happen after that were so great and beautiful that I cannot write them. And for us this the end of all the stories, and we can most truly say that they all lived happily ever after. But for them it was only the beginning of the real story. All their life in this world and all their adventures in Narnia had only been the cover and the title page: now at last they were beginning Chapter One of the Great Story which no one on earth has read: which goes on for ever: in which every chapter is better than the one before.
I read and reread it, even going over the entire Narnia series to get a better understanding of this closing message from Lewis. And I realized, this is actually a great defense of heaven. And it directly counters all atheistic arguments stating heaven is boring or meaningless. Please note, I am not arguing heaven or God is real or eternal mercy or love or justice. I am just presenting a counterargument on the reaction to Christian heaven being boring and meaningless, and how it could actually not be the case. Any counters to this? EDIT: All right guys, I now realize how empty it actually is. I blame my temporary heightened state after enjoying reading the books into thinking it was a nice thought. Thanks for all the explanation. As a closing thought, from the comments,o can you imagine living in heaven for 100 years? a million? a billion? a billion times more after that? And yet it's just a blink of an eye in relation to heaven. What are you gonna do with all that time? I bet someone would ask God to just kill him or her then.
A Guide to What Carried Me From Silver III to Platinum III: Kayle Support (In-Depth)
Want to play Kayle but tired of giving up all pressure on the top half of the map pre-11? So did I, so after four consecutive games of Kayle top with a feeding botlane I decided to try her support. Now, many, many ranked Kayle support games with a 78% winrate later, I'm convinced that support is the lane she's meant to be played in- so let me convince you, too. TL;DR: Runes: Arcane Comet, Manaflow Band, Transcendence, Gathering Storm, Zombie Ward, Ultimate Hunter Items: Frostfang, Ardent Censer, Ionian Boots of Lucidity, Hextech GLP-800, Twin Shadows, Nashor's Tooth, Frostfang -> Rabadon's Deathcap, Ionian Boots of Lucidity -> Lich Bane.
Runes:
Primary Tree: Sorcery Keystone: Arcane Comet / Summon Aery Arcane Comet is my personal preferred Keystone. With your Q slow guaranteeing the hit on it, it's simply better poke than Aery and scales much better into the lategame due to the interaction it has with your fire waves. However, in tough matchups against damage-heavy lanes feel free to take Aery for the extra shielding, or for the more guaranteed E poke if you aren't confident in being able to land your Q. I typically take Aery whenever I see an enemy double mage botlane, but Comet in every other matchup. Primary Tree Subrunes: Manaflow Band / Nullifying Orb, Transcendence, Scorch / Gathering Storm Manaflow Band is my personal preference, as if you can land your Qs well it really helps with Kayle's mana-hungry earlygame. Due to the built-in refund on Kayle Q, if you land one with Manaflow Band up you get almost all of your mana back, and even a net gain if you nail both enemies. Nullifying Orb is also a valid pick, especially if you find yourself up against the ever-more-common double mage botlane. Transcendence is almost completely necessary, at least for me. Celerity only affects your W, which, while strong, has a 13% uptime with no CDR and a 22% uptime with 40%. I also cast W pretty much on cooldown in lane for the sustain once I get a couple mana regen items, meaning the tactical movement speed increase is not often useful. Absolute Focus is mediocre early and gets outscaled by Transcendence with only 10% overcapped CDR, while this build hits up to 50%- a whopping 100 free AP from one rune, increased to 140 with Deathcap passive. Scorch is a useful tool in the earlygame and helps keep you relevant against other poke supports or bully melee supports. I do sometimes take Gathering Storm into matchups like Soraka, Janna, and Braum, which are difficult to get kill pressure on early, to outscale them harder lategame. Secondary Tree: Domination / Precision / Resolve Domination: Zombie Ward, Ultimate Hunter I go Domination fairly often, as it's the best utility and supportive tree for Kayle (which I find ironic, given the name). Zombie Ward is a very useful tool for Support Kayle, even more some than it is for most supports. Lategame, you have so much synergy with your items that you'll need a full 6 item slots, meaning that when you buy sweeper you don't have a warding item anymore. Having Zombie wards helps to mitigate that, giving you a free ward at Baron / Dragon whenever you clear the enemy ward there. Ultimate Hunter is an absolute must-have as well. 25% additional Cooldown Reduction for your ultimate is important for having it up in every fight early and late. Precision: Presence of Mind, Legend: Alacrity Precision is for the lategame. I take it into passive enemy lanes or when I see that the enemy team is locked into scaling for the lategame, meaning I'll have time to get value out of the Precision runes. Presence of Mind does a similar job to Ultimate Hunter. A 160 second cooldown on your ultimate earlygame is crippling, so getting a full 40ish seconds of refund on your ult cooldown on every takedown is incredibly useful. In the lategame, where your ult is more likely on a 48 second cooldown, you'll often have to use it to save a teammate from getting caught out, and Presence of Mind reduces the window of time where you and your ADC are vulnerable to assassinations. Legend: Alacrity takes a long time to stack up as a support who doesn't kill minions, but the mid-late teamfights and clearing waves will get the job done. The attack speed is invaluable, as there is a great shortage of supportive AP items that give attack speed, but Kayle scales well with that stat. Resolve: Bone Plating, Revitalize Resolve is the choice into a nasty earlygame lane. I take it into lanes like Pyke, Brand, or Swain, who have a lot of early kill pressure with their combos. Bone Plating is good for surviving the aforementioned combos. Not much to say on this one, except be sure to play around its cooldown if it gets taken down. Revitalize helps sustain early, and the extra clutch healing on low health targets is excellent for saving your team both early and late due to the percentage based increase. Rune Stats: 10% Attack Speed, Adaptive Force / Resistances, Health / Resistances The 10% Attack Speed is weak pre-6, but from level 6-onwards it's incredibly useful for all-in DPS and lategame teamfight damage, considering the lack of attack speed options for a supportive Kayle build. 9 Adaptive force helps you poke better and heal better, so it's a good choice. I will swap it out for resistances if the enemy is running a Pyke or double mage botlane, as the value you get out of double armor or double magic resistance runes is increased in those situations. If the enemy lane is more passive or split between damage types, simply taking health in the final slot is probably the best bet.
Skill Order
I always start Q -> W -> E, for fairly obvious reasons. Skill maxing on the other hand can go one of two ways: Against melee supports or passive supports like Soraka / Janna, I max Q. The ability's damage scales up from 70-250, 35 per level, so it's very decent poke if maxed. The slow also scales up, meaning it's an effective tool for disengaging or chasing as well, and it has a deceptively large AOE hitbox. Finally, the mana refund on it is 100% if you hit both enemy botlaners, or 50% against only one, making it relatively spammable- altogether a solid ability to max. If you're up against a poke-heavy lane, maxing W is probably the way to go, as the heal is nothing to scoff at. It's significantly better than even a Soraka W as it hits both you and your target, instead of harming you. The movement speed buff is also good to help your ADC dodge skillshots and get your jungler in for ganks. Note: I was initially tempted to max W into kill lanes with supports like Pantheon, Leona, Blitzcrank, and Pyke. DO NOT DO THIS. The heal and movement speed are not enough to get you or your ADC out of trouble, and your best bet is to poke down these melees with your maxed Q, getting them low enough that you can kill them if they go in. Don't overextend and get caught, but if they ever walk up to proc relic shield, Q them or a minion in front of them.
Items:
Starting Items: Spellthief's Edge and two pots I start Spellthief's Edge in 100% of games. The AP scaling on it helps you with poking and healing, which are your main jobs, and it doesn't require you to put yourself in harm's way like relic shield and ancient coin do. Early Buys: Frostfang, Ardent Censer, Boots of Mobility / Ionian Boots of Lucidity On first back, I'll upgrade to Frostfang but never to Remnant of the Watchers (the health is not very useful and +1 ward slots is also nothing special). I typically have enough gold for at least two Faerie Charms as well, maybe even a full Forbidden Idol, which is great mana regeneration and cooldown reduction to allow you to start spamming your W on cooldown. Boots of Mobility are typically useful on most supports for vision / offensive roams. I'm personally not a huge fan because I think Kayle's early roams are a lot less useful/safe than some other supports due to her lack of early burst damage and escapes. However, for more experienced supports or coordinated play, I think Boots of Mobility are still a decent bet, especially if you're even or ahead in lane. Ionian Boots of Lucidity are another option that I take in situations where you're less incentivized to roam- so mostly against scaling enemy comp or situations where neither jungler has early dragon pressure. The early CDR gives you more ability spam and gets you towards that Transcendence 40% threshold that starts giving you huge returns on stats. Overall these are better in lane and in teamfights, but don't give you the same map playmaking potential as Boots of Mobility. Ardent Censer is something I buy even on full AP midlane Kayle. It gives you and your target attack speed and on-hits, which you can abuse more than any other support, and the heal percent is doubled as well due to your heal hitting two targets. The Ability Power, Cooldown Reduction, and Movement Speed are all also great stats, and best of all, the item is C H E A P, making it a great buy in the earlygame while your gold income is stunted. Midgame Buys: Hextech GLP-800, Twin Shadows / Shurelya's Reverie / Athene's Unholy Grail, Nashor's Tooth There's no specific necessary order to these purchases, but I typically go for the GLP first to get more value from the Lost Chapter in its build path. The stats are once again great on Kayle, it has helpful Transcendence synergy, and the active is great for kiting back enemies, slowing down enemy tanks and juggernauts from getting to your ADC, or catching enemies out for easy picks. Twin Shadows, Shurelya's Reverie, and Athene's Unholy Grail are interchangeable. Twin Shadows is my go-to, good for catching enemies out, revealing stealthed enemies, and generally outrotating people with the movement speed. It's a good buy when even or ahead. Shurelya's Reverie is extremely cheap and gives health, making it a decent buy when behind, and can help disengage or engage fights with the active. It's a good buy when even or behind, and the health is more reliable than the movement speed of Twin Shadows or the magic resistance of Athene's Unholy Grail. Athene's Unholy Grail is a good buy into those pesky double mage botlanes or against fed enemy poke mages in general. Due to your sheer damage you'll probably get the maximum passive bonus on every W. It also has some synergy with Ardent Censer and your frostfang due to the mana regen scaling. Overall, it's a pretty good item on Kayle, but I prefer the proactive power of Twin Shadows over the generally more reactive Athene's Unholy Grail when I'm ahead enough. Finally, at this point you should already have hit the 40% CDR cap, so buy a Nashor's Tooth. This is what gives you a huge amount of raw damage in mid-to-lategame teamfights, and it gives an impressive 120 AP with Transcendence scaling. The On-Hit is very helpful for your dps as well, even more scaling with that huge AP total you're building up to. This is about where roughly 60-70% of my games ended, at around the 30-35 minute mark. At this point I was dealing comparable damage to the enemy ADC and providing a huge amount of utility, already having outscaled whatever support the enemy locked in. However, in the games where we went longer, I moved on to bigger and better things: Lategame Items: Rabadon's Deathcap, Lich Bane At this point you'd already your 6 item slots full. I typically sell my Frostfang for a Deathcap (like a true support player), as at this point you're taking about equal CS to your ADC and clearing waves, as well as getting big gold in teamfights and jungle camps. Deathcap is unbelievably useful in any situation, as it ramps up your damage, healing, movement speed buffs, and burst to insane levels. Finally, in the super long-haul games, I'll opt to sell my boots for Lich Bane. 7% movement speed from both Ardent Censer and Lich Bane, with a potential 7% more from Twin Shadows, mean you move fast enough already to not have to buy boots, and your ridiculous movement speed boost and 3 separate multi-target slows make you safe enough without your boots. The 50% AP scaling damage proc on spellblade is absolutely bonkers considering the raw AP this build gets up to, and the grant total 100 AP (with Transcendence scaling off its CDR) makes Lich Bane a perfect item to finish out the build with.
Some Fun Full Build Stats:
At this point, with blue buff and no other temporary buffs, this build has a grand total of 910 Ability Power. This means your basic attacks deal an additional 263 magic damage on-hit, plus an additional 263 AOE magic damage from your fire waves, plus an additional 152 magic damage from Nashor's Tooth, plus an additional 20 from Ardent Censer- a total of almost Seven Hundred bonus magic damage on hit. Her attack speed numbers: a base of 0.667 + (25% from levels + 50% from Nashor's + 30% from Ardent + 30% from Zealous Passive + 10% from Rune stats). This totals up to roughly 1.4 attack speed lategame, meaning your DPS with only basic attacks is (92.5 Base AD + 698 Magic Damage On-Hit) * 1.4 Attack Speed = 1106 Damage per second. This gets even higher if you took Precision with Legend: Alacrity. Your Q is an AOE nuke for 705 damage with an attached 50% slow and 15% ArmoMR shred to enable every other member of your team. Your W heals you and an ally both for 498, for a total of almost 1000 healing on a 9 second cooldown, with an attached two-person 113% movement speed boost- ridiculous peel for your ADC, and enough to save them from anything but immobilizing CC or instant oneshots. Your E will deal 30% of its target's missing health, making it a pretty extreme execute that also deals even more AOE damage. Your ultimate by now is on a 28 second cooldown with Ultimate Hunter and 40% CDR. If you use to to save a teammate from being picked, the enemy only has a 25 second window to capitalize before you have it up again. It will be up for every single fight and in some extreme cases might be up twice in one long extended teamfight. It also deals 1228 AOE damage, meaning if the enemy team gets caught out you can hit them with more AOE damage than your average Orianna shockwave. Your items also grant huge utility and scale with ability power. Your Hextech GLP-800 will deal a respectable 382 AOE damage, and your Lich Bane proc hits for an additional 524 magic damage on your spellblade autos. Finally, your Arcane Comet that helped you out with earlygame poke is now a monstrosity in these teamfights. Each comet proc deals an additional 282 AOE damage, and it procs and reduces cooldown off of your fire waves, meaning hitting 9 enemies with fire waves will refund the cooldown. That's four autoattacks that hit 2 enemies, 3 autoattacks that hit 3, or 2 against 4-5, meaning this rune becomes a highly respectable AOE sustained damage source.
General In-Game Advice:
Mechanical Tips and Tricks: I do not pretend to be the greatest mechanical Kayle player of all time or anything like that, but here's some basic things I've picked up: 1) You can Q the minion wave and catch the enemy ADC with the deceptively long and large AOE. Be careful that you don't deal too much damage and push the wave in if your ADC is trying to freeze/avoid pushing. 2) If you or your ADC are caught in CC of some sort, save your W for the end of the CC, as the speed boost is good to get them out. 3) I know I've mentioned casting W on cooldown in lane a lot in this guide, but be sure to make sure it's not not on cooldown when the enemy Hecarim shows up mid-river with ghost, predator, and Youmu's Ghostblade up. The speed boost is your absolute best chance to get back to your tower before you get oneshot. 4) Against instant oneshot assassins like Rengar or AP Malphite, (for me personally) my reactions are not quick enough to identify their target and move the mouse to that target + ult in the time it takes for the enemy to jump and oneshot. As a result, I need to pick a target and hover over them (Rengar's Hunt marker makes this easier) to guarantee the protection. This is typically my ADC earlier in the game and myself much later, but it varies based on who is in the most dangerous positioning, who is the most threatening to the enemy team (and therefore who they're most likely to target), etc. 5) Against the more common "Delayed-Burst" assassins like Evelynn, Fizz, and Talon, timing is everything. You have to wait the proper duration for their setup (Eve mark, Fizz R, Talon R), and ult towards the end of it in order to deny them all of their burst combo and prevent them from simply waiting out your ult. 6) Pre-6, you should only be looking to Q enemies for your poke damage. Make sure both Manaflow Band and Arcane Comet are up to maximize your poke efficiency. 7) My typical Post-6 trading combo in lane is Q -> AA -> E -> W out. Overstaying will probably lose you the trade due to your mediocre sustained damage pre-11 without much AP. 8) If you build Twin Shadows: it gives True Sight, meaning you can use it to get Akali / Kha'Zix / Shaco or anyone else using stealth as their defense. Be sure to burst them down during the short reveal duration, though. 9) Your W speedboost lategame is ridiculously strong, sometimes stronger than the heal. If the enemy tank dives in to your team for an engage, you can W yourself and your full health juggernaut toplaner to reposition- you get out of the tank's effective range asap, your Illaoi practically dashes onto the enemy backline. 10) Lategame, if the enemy doesn't have an assassin or diver (unlikely, but possible), you can look to use your ultimate as a more offensive tool. Tossing an ult on your Wukong / Rengar / Malphite who then goes in on the enemy backline can help them kill 2-3 enemy carries and keep them alive through the process. 11) One final tip for the ultimate: waiting and casting it on an ally that has been chunked to low hp by an enemy combo is one of the worst ways you can use it. Sure you've saved that teammate, but unless they're a Vladimir they're out of that teamfight regardless and your ult probably only blocked a couple hundred damage from an enemy team that already blew their cooldowns. 12) What I've noticed actually makes this whole build come together is something unexpected on a support: Post-11, your waveclear is amazing. This is important because even though you are admittedly somewhat weak earlygame, you can delay and delay and delay like season (3? 4? 5? Can't quite remember) Ziggs until you scale up. Outside of Herald and dBaron, I haven't seen any enemy comps able to successfully siege you without a 2 man advantage, and your ult is amazing for towerdives. Unless your Ezreal / Jhin / Vayne are absolutely starved for CS, you should feel free to Q-AA-E those waves and prevent enemy pushing.
Matchup Discussion
Kayle Support has been viable in almost all of the games I've played, but certain lanes are harder than others. For the sake of simplicity, I'll be including only common or notable ADC and Support champions in the matchups segments, starting with atypical special lanes and then moving onto a champion-by-champion discussion of matchups: Non-Standard Lanes: I will discuss double support, Yuumi-Melee, double-mage, and Assassin Lanes here. Double Support: As long as the supports are actual supports like the infamous "Sona-Taric" strategy, you are completely sound. They have no kill pressure without their jungler, so you should poke either for the gold (if they have a lot of sustain) or the kill pressure (if they do not). Lategame teamfights can be difficult if the enemy team plays well around all the protective power but your sheer AOE damage output, coupled with that of your ADC, should be enough to counter. Overall, your best bet in this situation is to farm and scale, zoning them if you can but accepting that their sustain and CC can be enough to protect them early. Yuumi-Melee: Yuumi-Melee lanes usually involve a lot of passive play on the part of the Bruiser early on, followed by difficult-to-escape engages and damage output later. Dodging Yuumi Q is difficult but possible if you time a W + sidestep, but that's more important later in the game when Yuumi Qs are actually threatening. The Bruiser becomes incredibly difficult to kill and deals a very large amount of damage thanks to his Yuumi They can be dealt with through your multitude of slows (against juggernauts like Garen), your raw DPS (against fighters like Irelia), or your ultimate to deny their potential to focus down a target (Yuumi-Assassin). Ultimately this can be slightly difficult to deal with due to your lack of hard CC, but lategame you outscale them just as you outscale everyone else. Double Mage: This can be painful earlygame, especially against coordinated enemies. There's a reason I included several optional runes, items, and skill orders specifically to deal with this strategy, and that's because their effective range and kill pressure in lane is something you can never truly deal with. In the chaos of teamfights your odds are better at getting to them, but in the laning phase your only option is to dodge, go for very safe poking opportunities, and let them push. If they do land a lockdown on you or your ADC, you must blow an ultimate or give over a kill, and they may be able to 2v3 you and your adc and jungle if they're ahead enough. If I could ban this, I would, but the massive number of possible double-mage botlane combinations make target banning this impossible. However, there are two saving graces: firstly, your tanks (if you have any) will be incredibly difficult for them to deal with lategame considering their lack of a real ADC, and secondly, you can lock in Kayle and they will not assume Kayle support and counterpick (especially true for me as I ban Yasuo). Assassin Lanes: As shutting Kayle down early is the enemy team's best bet, it should come as no surprise that assassin lanes are not favored for Kayle pre-6. Post-6 with ultimate, you can bait out their hard engage and then ult their target, turning it around on them afterwards while their cooldowns are not there, but pre-6 you need to avoid their engage or lockdown at all costs. This is not quite as painful as double mage, as your level 6 range should give you some breathing room and you can poke them down safely as long as you respect their effective engage range. However, any mistake can and will be punished here and the earlygame will be difficult. Lategame, though, most assassins have to hard commit to get kills, and your ultimate is an easy and effective punishment. Normal Lane Matchups: These are separated into two groups, Support and ADC, with each group being split into three: Tough Matchups, which are difficult but not impossible to win, Skill Matchups, which can go either way or are equally favored at different game stages, and Easy Matchups, which are heavily favored for you and require unusual circumstances or mistakes to swing in their favor. Tough Matchups (Support): Swain, Leblanc, Morgana, Lux, Vel'Koz, Bard, Brand, Zyra, Xerath These picks are not particularly vulnerable to your poke- in fact, you have to land your Q almost every time and dodge their abilities in return to outdamage them in early laning. Most of them also have some form of setup CC that is essentially a guaranteed kill if you get hit by it, so you absolutely have to dodge every single one of those. These supports also don't fall off particularly hard, put post-6 you at least have a tool to prevent them from oneshotting you or your chosen ally. These lanes will boil down to whether you and your ADC are capable of dodging their initiation and simply outscaling them. Skill Matchups (Support): Blitzrank, Leona, Pyke, Nautilus, Rakan, Thresh These picks are similar to the ones above, but less troublesome due to being generally melee and therefore easier to poke and easier to avoid. The same rules of avoiding early fights and outscaling them apply, as well as the matchups being determined entirely by you and your ADC's ability to dodge their initiation (Pyke Q, Leona E, Nautilus Q, etc.). You have no hard CC peel for your ADC, I've found that your best bet if they do land an engage is to use Q/E (and post-6 autoattacks) to try to zone the enemy ADC until the CC wears off on yours. Also be aware that your ultimate is likely on a longer cooldown than that of these guys', so in the extra downtime you need to play extra safe. Easy Matchups (Support): Soraka, Janna, Lulu, Braum, Nami, Taric, Sona, Alistar, Yuumi These lanes are easy due to the enemy supports having far less kill pressure. Their game plan is probably the same as yours- poke a bit and keep their ADC alive. The difference is that you outscale them on a ridiculous level and will be worth two, maybe three of them in the lategame. If they play the lane normally and you and your ADC respect their damage and range, you should simply get stronger and stronger than them. If they try to play extra aggressive and make mistakes, punish them, but even if they play perfectly and as aggressive as they safely can, there's not much they can do to stomp you earlygame (with the exception of some earlygame lane bully ADCs). Tough Matchups (ADC): Yasuo, Draven, Miss Fortune, Caitlyn, Lucian Each of these have high earlygame damage and kill pressure. Poking them is dangerous, especially if they have a good support to enable them, and they can follow up on the CC of most Tough Matchup and some Skill Matchup Supports in order to guarantee those kills. At the moment, Yasuo is my permaban, as his Wind Wall is an absolute nightmare to deal with in lategame fights and his earlygame mobility and powerspikes are unfun to deal with. This is probably more of a personal thing and may not be optimal, but the amount of enjoyment Yasuo sucks out of the game for me makes playing against him not worth it. Your best bet against these matchups is to play safe early and only fight with jungler there, as their raw early damage is difficult to stop, and then to oneshot them lategame. Skill Matchups (ADC): Jhin, Kog'Maw, Vayne, Kai'Sa, Ashe, Jinx, Corki, Twitch These are the ADCs without as much raw early kill pressure. They can still be nasty if their support lands good setup (what ADC isn't?), but without that setup you should be relatively safe from them while pre-6. These are skill matchups for one of two reasons: decently strong laning and kill pressure (not enough to hit Tough Matchups but still something to be feared), or enough lategame defensive options like invisibility or raw range to be able to survive and outplay you lategame. If the enemy Vayne or Kai'Sa is skilled, they can 1v1 you late- be wary and don't go for the Q-AA-E oneshot unless you know their invis/dash is on cooldown. For the long-range ADCs, you need to either respect their range and kill their frontliners / assassins first, or look for an opening to W in and kill them before they delete you. Easy Matchups (ADC): Kalista, Xayah, Sivir, Tristana, Ezreal All the marksmen in this tier are not threatening enough earlygame and/or vulnerable to being instantly deleted by you late. Several of them benefit from raw mobility keeping them safe, but outside of your Q none of your burst damage is dodgeable. In addition, Kalista in particular may have strong early laning but the slow on your Q and slows on your active items absolutely gimp her damage output due to the stupid interaction slows have with her attack speed. Your best bet in these lanes is to either bully with poke if they have a weak support, or to simply play safe, which is easier in these matchups and still allows you to step up for poke opportunities and stay relevant on gold. If you made it this far, thanks! I appreciate feedback of any kind, as I'm not purporting to be the ultimate authority on building Kayle and there may well be a more optimal list I'm missing!
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