quasarprintf

u/quasarprintf


I have 8 years of experience, 7 of which were at the same ~$1 billion regional non-tech company. We hosted all of our servers on-premises as VM's with Hyper-V, so I don't have any experience with AWS/Azure/etc cloud providers. I'm applying for jobs now, and all the postings emphasize cloud experience, and their application forms frequently have a specific question of how many years of experience do I have with cloud (or sometimes specifically with AWS or Azure, whichever one they use themselves). Then I select 0 years and predictably receive an email 3 weeks later saying they've moved on with another candidate.

I don't understand what's so special about cloud. Maybe this is just my naive in

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r/starcraft•

Since it's all the rage nowadays, I've made my own set of changes to propose for the much-maligned disruptor.

Goals: maintain discrete outcomes for each shot, while improving consistency and reducing ability to end the game in one shot. Allow the disruptor to serve as a more reliable source of splash damage instead of purely a zoning unit. Should be a buff at the top level but nerf or neutral at low level.

Changes: Purification Nova cooldown - 30 -> 25 (-17%) Purification Nova Speed - 4.25 -> 5.5675 (+31%) Purification Nova Duration - 3 -> 2.29 (-31%) Purification Nova Radius - 1.375 -> 0.8 (-42% radius, -66% area)

Exact numbers open to change, this is just a rough draft. Here are some gi

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r/BattleAces•

Brainstorming fast-paced drafting

:uncapped: Official Uncapped Games Response

The typical counter-argument I've seen against drafting is that it slows down the pace of laddering. Fair enough. So I was thinking, what if the draft is automated so it happens instantly?

For example, what if you could specify a complete decision tree of how to play the draft. If opponent picks units A-E, then I choose unit Z, if opponent picks F-N then I pick Y, etc. The decision trees could be very simple, or could get very complex. Designing a good UI for this would be difficult, and it could be a lot of work to build your decision tree, though I think a lot of players might enjoy that process.

So let's try simplifying the process. Instead for each slot, you select a counter-pick that

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r/BattleAces•

Post-Beta feedback

Feedback & Suggestions

Context: I played for 50 hours and ended at rank 30 on the leaderboard. I played almost exclusively a heavy turret deck, initially turtling on 2 bases into valkyries when they had 12 range and were an instant-win vs most decks, then with recall + advanced recall defensive macro into katbus. I got 10k with this right before the beta ended, then played for a couple hours with scorpion + king crab + raider and won almost every game, shooting up 300 mmr

My expectations before playing: Based on marketing and gameplay footage, I expected this game to be fast-paced and focused on multitasking and micro. I expected a lot of fighting for map control, skirmishing, and harassing. I expected to enjoy

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r/starcraft•

I'm looking for volunteer players of all ranks to do some science! If this initial experiment goes well, I plan to do more, with some more interesting handicaps, but I figure maphacks is a good one to start with because it's something everyone is familiar with.

The way this works is I take 2 players of different ranks and give either the higher ranked player a handicap or the lower ranked player an advantage (maphacks in this case) using a custom mod. These players will play a bo3 and we'll compare the outcome to their prediction. After repeating this with a few sets of players, hopefully I can determine with some rough accuracy how much impact the given handicap has in terms of mmr.

Can a

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