Friday, May 26, 2017




This was recorded before the rework on herald and the new items, so you can solo Herald very easily by yourself so take advantage of her. Also, with the new rework on Abyssal and the new Gargoyle, you can add them to your arsenal towards the late game since GA isn’t so great for him. Locket and redemption is still a must items to hold to provide protection for your team.

Ridiculous Slip While Shoveling Snow - https://www.youtube.com/watch?v=hE5oh...
These free? - https://www.youtube.com/watch?v=ccAii...
Thats my opinion!!! Okay? - https://www.youtube.com/watch?v=bZV9E...
aphomoo is chicken? - https://www.youtube.com/watch?v=OP9YC...

Tuesday, May 16, 2017

Overwatch - GM Zarya Graviton Guide by CANAS1AN

Watch live at https://twitch.tv/CANAS1AN. Vod Reviews are 1pm EST M,W,F
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Zarya Basics Guide: https://www.youtube.com/watch?v=s7Sop...
Zarya Advanced Guide: https://www.youtube.com/watch?v=b5qco...
The Leap Frog Technique: https://www.youtube.com/watch?v=VDcFD...
The Shotgun Technique: https://www.youtube.com/watch?v=nD-SE...
Platinum Zarya Vod Review: https://www.youtube.com/watch?v=xl9gs...

Friday, May 12, 2017

League of Legends - Bot Lane Wave Management Seminar by Meltingcloth

Live Seminar on Twitch where I went over bot lane wave management! Leave any criticism or requests for next seminar!

Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/meltingcloth

Wednesday, May 10, 2017

Destiny - Massive Breakdown of Range, Accuracy, Aim Assist, and Stability, and How They Interconnect by Mercules904

Long story short, I've spent a lot of time testing and reading about the various stats in Destiny, and at certain points in time I've posted breakdowns on them. What I'd like to do now is offer a simple refresher on what we know about four of those stats: Range, accuracy, aim assist, and stability. Now, somewhat surprisingly, all of these stats are actually interrelated, and they work together to give us the feel of the weapons we love so much in Destiny. I'm going to breakdown each on individually, then discuss how exactly it is that they relate.

When you use a perk that directly affects range (like Rifled Barrel or Hammer Forged) there are three things that change
  1. Damage fall off distance - the distance and rate at which the gun longer does its maximum damage. Increasing range pushes this out farther.
  2. Aim assist fall off distance - the distance and rate at which the aim assist loses effectiveness. Increasing range pushes this out farther.
  3. Accuracy cone (error angle) - the physical size of the crosshairs when ADS (invisible in normal Destiny, but can be seen in the Last Rites mission). Determines the maximum angle a shot could deflect from center when leaving the barrel of the weapon. Increasing range narrows the crosshairs, thus decreasing the diameter of the accuracy cone and providing a lower possible error angle.

Perks like Persistence, Eye of the Storm, and Hot Swap affect this.
  1. Accuracy cone (error angle) - Exactly what we discussed before. The physical size of the accuracy cone grows as you maintain fire, which we refer to as bloom, and this means shots have a higher error angle, and thus are less accurate.
  2. Projectile accuracy - Likelihood of shot going dead center or receiving maximum aim assist deflection (I think). This one has been the hardest to test in game, but based on things Bungie has said in past updates we know it exists, and this is my hypothesis of what it does. I believe that weapons have a higher initial projectile accuracy and it decreases as you maintain fire or jump in the air, in conjunction with the accuracy cone (error angle) changes. So a weapon with high initial projectile accuracy and a wide initial accuracy cone (high error angle) like a hand cannon could have a fairly accurate first shot, but the likelihood of each following shot being accurate would decrease as both bloom increases, and projectile accuracy decreases. Alternatively, a weapon with a low projectile accuracy but relatively narrow accuracy cone (like auto rifles) tends to be be inaccurate on single shots, but the bloom is clamped, which keeps the bullets confined within a relatively tight diameter, perfect for close range battles where the opponent fills the diameter of the crosshairs.

Aim Assist:
Hidden Hand, and some scopes, sights, and barrels change aim assist.
  1. Reticle slow down - How much your reticle slows down when it nears a target.
  2. Reticle stickiness - Once your aim is on a target, how much the reticle wants to stick to or follow the target when it moves.
  3. Bullet magnetism - The amount that a bullet will alter its path out the end of the barrel to hit a target, even if the reticle or aim is slightly off target. The maximum deflection a bullet can take is given by the circular part of the reticle (not the crosshairs) that can be seen when ADS on Last Rites. The circle increases in diameter as the Aim Assist stat gets larger, due either to sights (SureShot), barrels (Smooth Ballistics), or perks that increase AA (Hidden Hand). Weapons with higher base AA will have larger circles than those with smaller base AA. As you fire the circle shrinks in size, so your maximum aim assist deflection degrades with sustained fire. Increasing the stability stat slows down this process and speeds up the reset to maximum deflection. Think of it like the opposite of bloom. This has a maximum distance where it is effective. Meaning at a certain distance, your bullets will no longer have their paths altered, and will instead be directed solely by the accuracy principles. Functionally, magnetism works the same way as a larger hitbox, in that it provides an area around a target that counts as a hit, even if technically the shot should miss. However, instead of the bullet passing through the empty space and registering as a hit, the bullet paths out of the barrel to the target, and can still be blocked by cover. Examples of this behavior can be seen when bullets impact a phalanx's shield, even though the player is clearly aiming at the exposed hand. Deflection can also be seen with any weapon that has a bullet trail, like Touch of Malice or Thorn.

Perks like Perfect Balance, Braced Frame, etc. affect stability.
  1. Barrel jump - How much the barrel and your aim moves with each shot fired. Recoil can be vertical, horizontal, or both. Increasing stability decreases the physical distance moved. Stability does not necessarily reset between shots, so your gun can actually come to rest in a different position if you do not correct for it. Stability and accuracy work together, but are separate mechanics. A gun with high accuracy but low stability will still be inaccurate, as, even with the bullets going straight out of the barrel, the barrel itself will move radically after each shot, thus spreading the bullets out even without individual deflections. Likewise, a gun with high stability and low accuracy will also be inaccurate because, even though the barrel doesn't jump around much, the high error angle will continue to make the bullets spread out from the barrel.
  2. Aim assist degradation - How much and how fast the circular reticle which defines maximum aim assist deflection degrades is dependent on stability. The higher the stability, the longer the circle will last before it shrinks too much and disappears, and the faster it will reset during the time between shots.


  1. Range affects damage drop off, aim assist fall off, and the crosshair size (aka the accuracy cone or error angle).
  2. Accuracy affects the crosshair size (accuracy cone or error angle) and projectile accuracy (how likely the shots are to go straight or receive maximum aim assist deflection).
  3. Aim Assist affects reticle slow down (speed decrease when near a target), reticle stickiness (how much the reticle wants to stick with a target it is already on), and bullet magnetism (how far the shot will deflect from the barrel to pull towards a target).
  4. Stability affects barrel and reticle movement while firing, and the degradation of the diameter around the reticle that bullet magnetism is effective in. Higher stability means slower degradation.

Friday, May 5, 2017

League of Legends - How to Solo Carry a Ranked Game | The Tactic from the God himself - imaqtpie by NexGenNexGen

Pressuring, you are not pressuring enough. I was master last season and the biggest difference from diamond is that people don't know when to play aggressively and bait for ganks.
For ex. if you're playing Lucian/Thresh against Kog' Maw/Lulu and your teamcomp sucks, most diamond players are just like - w.e I'll just farm it out like usually. NO you need to win this lane or you just lose.
Those are the 2 things that you are missing 100%

Proof that this is it:
A lot of people don't understand why is the ONE and ONLY Michael "imaqtpie" Santana getting so many accounts into challenger so easily when he is feeding his ass off every day. The answer is that he is THE GOD of pressuring and playing aggressively. He has so much experience at the game and that's why he's so good at this. Watch his stream and pay attention to these things:
  • he always trades no matter what is the matchup
  • he is always low hp (but his enemies are too)
  • being low hp makes the fights happen around BOT and NOT ANY OTHER LANE. So he makes people come to him, so that he can control the outcome because he, as the ADC, is one of the biggest factors in bottom skirmishes
  • then he just outplays them and repeats this and that's how he carries games
  • you hear him say a lot "Yea that was worth, I'll take it", IT IS WORTH even though sometimes he dies and looks like it isn't, IT IS because he is drawing pressure bot and then putting things into his hands and relying on HIMSELF (not his team) to play good

By "just outplays them" I don't mean get a triple or a penta 2v5 (although it does happen sometimes when really ahead). What i mean by that is - firstly, ENEMY JUNGLER DOESN'T GANK OTHER LANES, and then something to go EVEN with enemies like SUMS FOR SUMS or get a wave in a really good position or something like that. He trades his life for these things a lot as well.

Also about win condition
  • try to watch a game of him when he plays against a matchup that outscales him hard, HE WILL PLAY AGGRESSIVLY LIKE A MONKEY and sometimes it looks bad because he's dying, but they would've lost anyways if he just let them scale so better to try SOMETHING