submitted by Hi_Im_TwiX to VALORANT [link] [comments]
Valorant and the importance of crosshair placement.
Hey guys, I'm Twix, and I'm back with another informative post, this time concerning the aspect of crosshair placement. Through this post I will be discussing the importance of crosshair placement within the tac shooter genre, going over the most common mistakes I see people make in my experience as a coach, and offering structured routines to remedy the majority of these mistakes. If you haven't read through any of my posts before ( I wouldn't they're too long ) I am an FPS player which mainly played CS:GO competitively, with around 7k hours and multiple level 10 faceit accounts and LAN wins in the past 5 years, who transitioned towards the end of my CS:GO days into being an FPS coach, I mainly worked with people trying to gain a competitive edge in CS, but later moved to coaching Apex players, and following the closed beta release of Valorant, I have been coaching Valorant players for the past few months, with unanimously positive feedback. If you haven't read my first post which is a comprehensive general guide for players looking to improve in Valorant, I highly recommend you look at it here before continuing on to this post. In relation to other qualifications / achievements, I have hit top 30 as hitscan DPS in Overwatch, maintained top 500 ranking in Apex ( PC ) for a couple of seasons, and hold numerous 1% rankings on various Kovaak's FPS Aim Trainer maps. My main goal in creating these posts is to contribute to the Valorant community by sharing my knowledge gained over 10k collective hours of FPS experience ( mainly Tactical fps ) and hopefully help the people reading my posts improve and gain that competitive edge they need to progress into their desired ranking. For those of you interested in learning more about my coaching service, or looking for a community of Valorant players looking to improve, I will link my Discord server at the end of this post.
Why is crosshair placement important?
If I was asked about the importance of consistent crosshair placement in games such as PUBG, Apex, Overwatch, Fortnite, etc. I would probably answer by saying that while it's beneficial to maintain solid crosshair placement, it's by no means the most important aspect in relation to performing well in those games, in tactical shooters however, it's a whole different story. Tactical shooters are low TTK ( time to kill ) games, and for the most part, a single bullet to the head is enough to eliminate a player, this means that in contrast to AFPS games, or games like Overwatch or Apex, which have a much higher TTK, first shot accuracy is of extreme importance in Valorant, inevitably leading to the fact that crosshair placement is also extremely important. In a game with higher TTK, even if your first shot accuracy isn't perfect in an aim duel, you can win the fight if you land more shots on the opposing player over x amount of time that you trade with them, while in Valorant, whoever needs to make the least amount of adjustment to their crosshair when engaging in a 1v1 scenario wins the exchange. It doesn't matter if your raw aim is out of this world, even if you have the most precise flicks known to the FPS community, if your crosshair placement is sub-optimal, you will lose vs. someone with consistent crosshair placement, this is simply due to the fact that all they need to do, is click once your head moves into their crosshair, often without even needing to move their mouse. Crosshair placement may very well be the most important aspect in relation to gunplay and generally the mechanical aspect of tac shooters such as CS:GO or Valorant, as it's the deciding factor in the majority of aim duels.
A large amount of players tend to underestimate the importance of crosshair placement in Valorant, and especially the underlying complexity of maintaining consistency in that context. People think that all you need to do to maintain solid crosshair placement is aim high enough to hit headshots, meaning that the only factor that affects crosshair placement is vertical positioning, others still stick to making their main source of information on game improvement being players who make statements as un-informative and vague as "just click heads", my main goal is to break down and explain the multiple factors that go into proper crosshair placement. Lets start with the basics:
As mentioned above, one of the elements which ties into crosshair placement is vertical positioning. this is the set distance that you need to position your crosshair at in relation to the ground to be able to align your crosshair's horizontal axis with player model head-level. The good thing about vertical positioning, is that you can get accustomed to the head level that the player models have in Valorant quite rapidly, as the hitbox sizes in this game are identical, meaning you can always use the ground as a point of reference to determine where the enemy player's head would be.
In Valorant, the head level always remains a set distance from the ground
In order to train your general ability to place your crosshair at the correct height, try to make a habit out of constantly reminding yourself to place your crosshair at head level, regardless of where you are or what you're doing on the map. What I mean by this, is that even if there isn't any imminent threat of enemy players peeking you, try to keep constantly keep your crosshair at head level, the more time you spend doing this, the faster it will become a habit and become something you do subconsciously, without having to actively focus on the action. This habit allows you to build muscle-memory during otherwise useless down-time, another way to do this is to track your teammate's heads with your crosshair while rotating, leaving spawn etc.
While vertical positioning is something that people get used to relatively easily, I have come across a recurring issue among the VODs of people I coach, and that is that people generally struggle with adapting the vertical component of their crosshair's position to varying points of elevation. Here's an image to help you visualize a scenario where this could be an issue:
Peeking C Long, Positions marked: Cubby ( right ), Platform ( left ), back-site ( back )
In the image above I am peeking into C back-site from C long on the map 'Haven', I have highlighted three different positions / angles where an enemy could potentially peak from in an in-game reenactment of this scenario, Platform, Cubby, and back-site. What you'll notice is that these positions all have different points of elevation, meaning that while using the ground as reference will allow me to maintain my crosshair at head-level if someone peeks my position from ground level on C site, in order to clear cubby and platform, I would need to adjust my crosshair accordingly, using their lower levels as a reference for where the head-level position would be in those angles.
Unfortunately, if you are struggling with this due to the fact that you aren't familiar with the map layout yet, the only thing that will remedy your situation is more time spent playing the game, if however, your issue stems from a mechanical inability, meaning that your mouse control isn't good enough to allow you to make such adjustments comfortably, the routine provided later in the guide may help you get past that issue.
Just as with vertical positioning, horizontal positioning is pretty self-explanatory in terms of it's function. Knowing at what height to position your crosshair at in relation to the environment is far easier to do than knowing where to position it on a horizontal axis, the reasoning behind this is that with vertical placement you will always have the ground or lower level of the object the opponent is standing on as a point of reference which allows you to instantly know at what height head-level is. When focusing on the horizontal aspect of crosshair placement, there isn't a set point of reference at all times; Sometimes you need to hold wide angles, sometimes you need to move along with the object you're playing against, and sometimes you need to pre-aim to swing effectively, all this variability makes it much harder for a newer player to grasp crosshair placement and horizontal positioning is just as crucial as vertical positioning if not even more important.
A very common mistake which I see a lot of in the VODs I review as a coach, is newer players holding angles too tightly, meaning that they're playing in a position where they anticipate an enemy push and are waiting for the engagement, and their crosshair is a position where it's hugging the edge of the wall the enemy will peek from. Here is a visual representation of what I'm talking about:
Example of incorrect horizontal placement
In the image above, I'm holding an angle where if someone crosses moving parallel to the wall I'm looking at, I'll have under 50 ms to react, my crosshair is so close to the edge of the wall that I will need to click my LMB the milli-second I see the enemy. By holding this angle, chances are that by the time I click the enemy will have already crossed to the left of my crosshair resulting in a miss and most likely my death; It would take inhuman reaction times for anyone to hit a player while holding like this, especially if the enemy player is swinging. Instead, you should allow some distance from your crosshair to the edge of the angle you're holding, allowing yourself to spot the enemy's player model, and then time your click effectively. Here is a visual representation of correct crosshair placement while holding the same angle:
Example of correct horizontal placement
As you can see, in the image above I am allowing for some space between the wall and my crosshair, giving me a significantly longer time window to spot an enemy player and react. Holding an angle that's too "tight" would mean I need to make a larger adjustment to hit the enemy, and therefore I increase my margin of error due to vertical overshoot ( see below ). There are exceptions to the rule when it comes to the distance you need to hold at, if the angle you are holding only allows forward movement ( into your crosshair ) you can hold a narrow line of sight. If you are clearing an angle ( moving along it to check for enemies ) and you are the agressor, you can hold tight and move along with the wall / LOS to allow for a faster reaction if you spot an enemy during your movement. If you are the agressor and you want to swing into an angle that you believe / know an enemy is holding, it is sometimes optimal to pre-aim, meaning you position your crosshair in a way where without moving your mouse it will be aimed at the enemy's head once you swing out the angle.
The final common issue I would like to bring up which ties into both crosshair placement and horizontal click-timing, is something I call "vertical offset" or "vertical overshoot", this is a player's inability to move his crosshair horizontally while maintaining the same vertical placement. Vertical offset is a big issue when it comes to switching angles or flicking horizontally, I have seen many scenarios where a player is holding an angle properly with their crosshair at a pixel-perfect vertical position in relation to head level, only to make a 30 degree turn to check a different angle and end up shooting at an enemy's chest and losing the duel. Usually, the larger the movement, the more the player's crosshair deviates vertically. Here is a depiction of what vertical offset / overshooting looks like in-game:
Example of margin of error caused by vertical offset / overshooting
In the image above the green dot is where the crosshair should end up in an ideal scenario while flicking from it's current position to the target dummy, while the green lines represent a theoretical margin of error for overshooting. Fortunately for people that face this issue, I have come up with multiple Kovaak's maps and firing range excercises to help combat it and largely reduce your margin of error when moving your crosshair / flicking horizontally.
Settings: What sensitivity / crosshair should I use?
This part of the post discusses a topic which is highly subjective, both the sensitivity you use and the crosshair you use are something preference-based that you should decide upon on your own, the reason I'm adding this section into the post is for players which are newer to the tac-shooter genre; There are a few guidelines that will help them narrow down the settings that work the best for them.
First off, don't by any means copy your favorite pro's config, just because something works for a professional player that has probably spent well above 10,000 hours playing FPS games and decided upon their ideal sensitivity and crosshair within that massive period of time, doesn't mean that it's going to work for you, use whatever you're most comfortable with. Other than individual preference, and having gotten used to their sensitivity, the Pros you watch may be using gear which feels different at their sensitivity setting. A lighter mouse, faster mouse-pad, and faster feet can feel very different in terms of mouse movement, even if you're playing on the same sensitivity value on paper. In relation to grip-styles and what mice are ideal for each hand size, make sure to check out my first post in this sub before moving forward with this guide, as playing on hardware that caters to your individual preferences plays an important role in increasing your mechanical potential.
As I stated in the paragraph above, sensitivity is something quite subjective and while there's no general rule as to which single sens value is superior, Valorant and CS:GO professionals tend to stick to e-dpi or cm/360 much lower than professional players in other titles and FPS subgenres. Your e-dpi is your in-game sensitivity value multiplied by your mouse's DPI setting. The average e-dpi used by Valorant professionals is around 250 e-dpi, which would be a value of 0.625 in-game @ 400 DPI, or around 50 cm/360.
Pro player & Streamer sensitivity settings (e-dpi)
cm/360 is a universal format for sensitivity measurement, it's the amount of centimeters you need to move your mouse in order to perform a full rotation. This is the format adopted within aimer communities due to the simple fact that you asking someone "what sensitivity do you play on?" And them responding with "1.5 in CSGO" is pretty useless information as they could be playing at any DPI range, and you don't necessarily know what each CSGO sens corresponds to in relation to physical movement, or even movement in other games. "e-dpi" solves the issue of different DPI x Sens measurements within the same game, but the cm/360 format is easily transferable from title to title.
The reason professional players in the tac shooter genre use lower sens on average, is due to the fact that in contrast with other FPS games, tac shooters don't require larger or extended movements, instead they require you to hold or clear angles while maintaining stable crosshair placement, the least adjustments you need to make to your crosshair's position on your screen, the better your "aim" will be. The majority of players I have coached report that it has been significantly easier for them to maintain consistent crosshair placement at lower sensitivities. For newer players that still haven't found a "main" sensitivity that they feel comfortable on, I would recommend for them to stick to the range of 200-300 e-dpi, while for more experienced players coming from CS or other similar games, I would recommend a similar range with a higher cap, at 200-400 e-dpi ( very few professional players play above 300 e-dpi ).
This is something even more subjective and preference-based than sensitivity even, so what I will do in this section is simply post my own settings which I use for my in-game crosshair, and explain why I picked each value within the menu.
So, lets break my crosshair down setting by settings:
Crosshair Placement Improvement Routine:A large portion of improving your crosshair placement is based on simply playing the game more, crosshair placement is largely based on muscle memory, part of having good crosshair placement is simply based on having experience in-game allowing it to become a subconscious habit, and the rest is based on your ability to anticipate player model movement and learn to make horizontal movements without simultaneously your crosshair vertically. The routine I will provide is not only a great way to work on your crosshair placement, but also highly beneficial to the click-timing aspect of your aim, which is basically the only element of aiming required in Valorant, as good tracking is unecessary in such a low TTK game. If you are already training using a daily routine on Kovaak's ( as you should be ) you can just implement this into your daily scenarios.
( These are all maps which require you to make horizontal movements without overshooting vertically, thus good aim training for those struggling with crosshair placement, see my other posts for a larger variety of Kovaaks maps )
Link to my Discord server for further questions / coaching inquiries:
---------- https://discord.gg/6ZYVZ6xNew twitter : https://mobile.twitter.com/Twix_v2
TL;DR: Alright, nerds, I finally got around to playing a Kinesticist. I dorked around best I could to whip up a solid build and commentary for this guide. If you like doing disgusting amounts of damage and enjoy an obsessive level of attention to detail, this class is for you. This guide turned out to be much more exhaustive than I initially thought.submitted by JPDG to Pathfinder_Kingmaker [link] [comments]
***SPOILER WARNING: This post contains items spoilers***
"Listen up Hippo, you may be big, but you ain't bad. The Boulder's gonna win this... in a landslide!" - The Boulder.
Let's Get This Out of The Way
Kineticist is the class for players who love to micro-manage. You often adjust your powers and abilities each round to see what is optimal for the fight. Once you get your better AoE-and-or-DoT abilities (Wall, Deadly Earth, and Cloud Infusions), your maps become a friendly-fire minefield, forcing you to manage the minutia of your other party members, as well. In short, this class is a lot of work. If you're good with both of these, keep reading. If you're more a set-it-and-forget-it kind of player, make a ranged Slayer and call it a day.
Amiri doing her best to avoid the Deadly Earth (Magma, Pushing Infusion) on the battlefield.
So, you want to play a Kineticist, huh? It's not hard but there is a bit of a learning curve to this class. If you've never played one before, here are my thoughts...
The Basics: Attributes
For the base class (which we'll be using) and for Kinetic Knights (which I know very little about), you'll use DEX to attack and CON for everything else: Burn (see below), Wild Talent DC, blast damage, and ability duration. Since it's pretty dang easy to hit enemies with Kineticists, we'll dump all of our ability score increases into CON.
A perfect set-up for a tripping Wall Infusion. Our Elemental Overflow ability gives us a size bonus to CON and DEX, making our attacks more powerful. These are your primary attributes.
The Basics: Kinetic Blasts and Metakinesis
Kinetic Blasts is our primary ability. There are three types of Kinetic Blasts.
The Basics: Infusions and Wild Talents
Infusions alter your blasts to make them more powerful. There are two types: Form Infusions and Substance Infusions. You can have one of each on a blast. I did my best to cherry-pick the best of both types of Infusions for this build.
The Basics: Burn
What is Burn? Put simply, Burn temporarily reduces the character's hit points to buff their abilities. This HP reduction (please hear this) does not go away until you rest. Most of the time, you want to get to a certain level of Burn and stay at that level until you rest.
Examples: You can increase your attack modifier and your physical stats with Burn. You can Empower or Maximize blasts (all elements). You can Haste your party (Air) or heal allies (Water). All of these costs Burn.
Here's an analogy for you. Let's say you like spicy food. For you, food without spice is weak. Food with too much spice, however, is agonizing. There's a balance somewhere in the middle that is just right. Kineticist Burn works in a similar fashion: You want some, but not too much.
How Much Burn is Too Much? That will depend on your level. For example, at level 3, you only really want to carry one level of Burn (as it will give you +1 to attack with your KB from Elemental Overflow ability). By level 6, you want three levels of Burn because it will give you +2 to attack, along with +2 to two physical attributes of choice (we want DEX and CON of course).
This Maximized-Empowered Composite (Steam) Cloud Infusion rips through five owlbears, costing Miss Rose two points of burn.
The Basics: Gather Power
Kineticists can reduce Burn by using Gather Power (along with class Burn reduction that comes with leveling). You basically trade time (a move action, a full-round action, or both) to buff your abilities. The longer you use Gather Power, the less your ability will cost.
"The Boulder is confused" -The Boulder
We used Gather Power (Low, move action) to set up this Empowed Pushing (Bull Rush) Steam Wall (Water + Fire). The werewolf above is about ready to run back into the AoE for the second round of damage.
Which Subclass Should I Take?
To start out, we're going with the base class. A key reason we like the base class is because of Kinetic Diadems. Kinetic Diadems increase your blast damage and require a head slot. Considering Dark Elementalists and Psychokeneticists use INT and WIS respectably, it's just easier to wear a belt that gives a CON + DEX bonuses and save your head slot for the Kinetic Diadem. The lesser version is sold by Hassuf in the Capital.
Also, Psychokeneticists don't take on Burn, they instead take a massive hit to their Will saves and Wisdom-based skills (bye-bye Perception). Considering Kineticists have a low Will save already, it makes for a poor subclass.
If you are a more experienced Kineticist player, feel free to branch out. I'd say it's easier to go Dark Elementalist (INT-based). There are items that give INT and WIS bonuses that don't fill up your head slot, but they are less common. For Dark Elementalists, the Dark Robe of the Acolyte (+4 to INT and CHA) and Dark Robe of the Master (+8 to INT and CHA) can work well.
Race, Stats, Skills, and Elements
Race: I recommend playing a Human if this is your first Kineticist. Getting Point-Blank Shot and Precise Shot at level one is such a headstart to the build. The extra skill point is nice, too.
Starting Stats: DEX 16, CON 19 ( 24), adjust other stats as you wish. I like 12-14 INT for more skill points. I rank up Persuasion, Perception, Stealth, and Mobility.
Elements: Earth (Level 1), Fire (Level 7), Water (Level 15)
The Boulder Feels Conflicted (Human Kineticist 20, Earth > Fire > Water)
Final Feat Choices
Build Considerations: Why Not Fire First?
Simply put, the early Fire Infusions are pretty lame. A good rule of thumb is that you wan to avoid Infusions that will commonly require movement (Torrent, Fan of Flames, Spray), as you won't be able to use your Gather Power (Move) to make your blasts stronger.
Otherwise, Fire is an amazing element for a Kineticist. Targeting touch AC is powerful and there are few enemies in Chapter One who are immune or resistant to fire. Fire has great bonus feats, as well (Dazzling Display, Dreadful Carnage, Iron Will, and Improved Iron Will), some of which we'll be taking later in the build.
With the low-level Infusions being as disappointing as my dating life, it's best to pick up Fire as our Level 7 element, enjoy the benefits of later-but-better Infusions, and watch our Earth blasts turn into "liquid hot magma" (*pinky to mouth, evil laugh*).
Starting with Earth is best in the long run. Its defensive ability is the best of all four elements (damage resistance), especially compared to Fire (fire damage on hit). They also get access to the Bowling Infusion early on, allowing you to trip enemies with your blasts. Trip and Greater Trip as Wild Talents is amazing. Starting at level 5, you'll be able to trip enemies with fairly high CMD and it only gets better from there.
"The Boulder takes issue with that comment." - The Boulder
A sad Dweomercast realizing that his attacks are useless. With Earth as our primary element, we have a DR of 1 for every two Kineticist levels beyond level 2.
Build Considerations: Feats and Wild Talents
But What About...?
We were able to catch this War Wisp flat-footed with the help of Linzi's Dirge of Doom. We bypassed its spell immunity to our Fire KB by using a composite blast (Magma). Our Bowling Infusion (trip) provoked AoO from our melee toons, as well.
By the Levels
Level 1-4: You sling dirt at one enemy at a time and try not to die. You try to Bull Rush enemies with your Pushing Infusion, but most of the time it won't work because you're weak sauce. Do you even lift (earth), bro?
Levels 5-6: Here, you're a little more than useless, as your KB can trip enemies with the Bowling Infusion. You may be surprised how reliable it is, even on larger enemies. If you're smart, target enemies in melee combat to provoke attacks of opportunity from your allies.
Levels: 7-10: You can now target touch AC by flinging fire from your mind! Stephen King would be proud. At Level 9 you get access to two very powerful abilities: Shatter Defenses and Eruption (your first AoE attack). Exploit Linzi's Dirge of Doom and enemies will be flat-footed to your physical blasts. This will hold you over until Dreadful Carnage at level 10.
Level 11-16: You now have access to the Wall and Deadly Earth Infusions. There is no saving throw for the AoE damage and there is no roll to hit. Since you'll be fighting a lot of undead during these levels, experience the joy of maximizing fire Wall Infusions combined with their vulnerability to fire. You'll watch zombies protest the bane of their existence via self-immolation and cackle! Deadly Earth is a massive DoT AoE blast with a disgustingly long range.
Level 17-20: You are now able to toss up three AoE Infusions (Wall, Cloud, and Deadly Earth). Grappling Infusion works best on enemies with low Reflex saves (they won't last long in the AoE). Maximizing composite blasts now cost zero Burn at level 19 with Metakinetic Master (Maximize) and Gather Power (Low).
Undead Zombie Cyclops enjoying the warm glow of a Maximized-Empowered Eruption Infusion.
Let's take a look at an (almost) worst-case scenario. Below we have a Ferocious Devourer. They have a high spell resistance of 30 (so no Fire blast), high AC (so no Earth blast), immune to mind-effecting and fear (so we cannot get him flat-footed), and a high Reflex save (so no Eruption). What do we do? We bypass SR by making a Composite Blast (Magma, Fire + Earth), exploit his fire vulnerability, and use an attack that he cannot dodge (Wall). We'll do this each round until he dies, even though my boy, Jubi, will just kill him outright on his turn (which he did, btw). "You're my boy, Jub!"
\"Amiri.\" \"Yeah, Chief?\" \"Watch out.\"
Items of Note
I'd love some feedback from more experienced Kineticist players. Regardless of how much I tweaked this build (I lost count of how many respecs I did to get it as optimal as I could), there are always ways to improve the build. Any thoughts, strategies, or items that I missed?
Level 19 Empowered-Maximized Composite (Magma) Blast landing for 639 points of damage due to the help of a Greater Kinetic Diadem.
"The Boulder is over his conflicted feelings, and now he's ready to bury you in a rock-a-lanche!" -The Boulder.
Heyo folks! Want to get off the COVID-19 news cycle? Hop onto the Parachute express. Here’s your week at Parachute + partners (20 Mar - 26 Mar'20):submitted by abhijoysarkar to ParachuteToken [link] [comments]
Doc Vic hosted a CoD Mobile Battle Royale in the Parachute War Zone while Alejandro hosted a gun mode flash game followed by a free for all flash game. The PAR4PAR raffle continues too. Get on in the action to win some cool $PAR just for HODLing. Afful held a trivia in TTR for 1k $PAR in prizes per question. While Gamerboy’s history trivia in tiproom was a ton of fun, Charlotte’s math quiz bamboozled everyone. Foo held a blink-and-you-miss Parena this week. Gian’s Two-for-Tuesday was a welcome respite in these testing times with Parachuters invited to post music from their home countries. Sebastian, like always, was a Godsend for setting up a playlist of all the posts. For #wholesomewed, Parachuters looked for "the most ridiculous item for sale of Amazon". Haha!
The wackiest #wholesomewed entries from Streamr, Franklin and Christian (L-R)
Click here to watch this week’s aXpire update video. For the weekly token burn, 20k $AXPR was sent to the Ethereum Genesis Address. 2gether has observed a 236% rise in crypto purchases during the COVID-19 crisis period. Results of these findings were published on Cointelegraph as well as shared in a video by YouTuber Tiziano Tridico. Bounty0x Telegram community members were in for a treat this week. The project partnered with Unstoppable Domains to offer a free .crypto domain to everybody who followed the instructions here. Switch published their latest product update this week. Click here to read about Fantom’s views on regulations and expansion plans in Korea. The latest technical update was published as well. Following the project’s partnership with Band Protocol which was announced last week, the two teams got together for an AMA this week. Plus, congrats on reaching 1Bn staked $FTM! A brand new API was released so that it could keep up with the chain followed by the release of its chain explorer – Fantom Vision. Uptrennd founder Jeff Kirdeikis hosted a community AMA to take feedback on how to improve the platform. Jeff also wrote about the markets and how they have affected Uptrennd amidst the COVID-19 situation. And congrats on the merch shop. Get your Uptrennd gear, folks! Digibyte won the public vote which started last week to select a project for a free free review + marketing package from Uptrennd. The report will be published next week. Entries for the Article of the Month contest ended this week with a public vote to adjudge the best. CyberFM suspended all On-Air advertising this week to be replaced by public service announcements and free advertising for small local businesses.
That is a big jump indeed
Harmony’s #pow thread is a detailed summry of the individual-level work of all team members over the last week. The weekly video digest can be seen here. The crew also conducted a meetup over Zoom this week. Validators, delegators and stakers have their own chat room now as well. The winners of the $ONE trading competition on ViteX started few weeks back were announced this week. Privacy protocol Suterusu partnered with Harmony to add new privacy features to the $ONE blockchain. $ONE got listed on SimpleSwap. Mainnet swap was completed on HitBTC. Did you know it would less than a minute to recover your node after a network hard reset? Check out this video to see for yourself. Plus, a demo of how cheap a transaction can be showed you could do almost a thousand transactions with 1 $ONE. The project also joined hands with several other blockchain companies to contribute computing power for COVID-19 research through BOINC Network. Intellishare announced a deadline (24 Apr’20) with withdraw all funds from their website to prepare for an upgrade. GET Protocol CEO Maarten Bloemers wrote penned his thoughts on the present COVID-19 crisis and how the platform is coping with it. Despite the lockdown, the team’s “spirits” continue to remain high. Get it, get it? Haha. As the Q1 2020 burn report gets close, the community got together to guess the burn amount to win some cool $GET tokens. THE $COTI top management were invited by Cardano this week to talk about payment networks. Following the claim reward option released last week, the unstake option was also made available to stakers on the mainnet wallet starting this week. A new upgrade was made to the transaction distribution algorithm to ensure fair chance to all participating nodes in the network. For the latest project status report, click here. Plus, congratulations on the new funding round. $ETH HODLers, you might want to check your wallets. DoYourTip airdropped 20 $DYT tokens to each wallet that held some ParJar supported tokens this week.
New unstake option in the COTI mainnet wallet
This week’s District0x Dapp Digest had former professional basketball player and founder of DAOhub Auryn Macmillan as an interviewee. The District Weekly covers the last 7 days in the District0xverse. Hydrogen announced an integration with KYC provider Trulioo this week. The project was also mentioned in a Forbes article listing fintechs that were offering free technology in the COVID-19 crisis. Thinking of building a fintech app? The crew explained what it takes to make one in their latest blog post. Crypto chartist Stacking USD announced a partnership with Sentivate where he will be creating curated $SNTVT-focused content. Still haven’t seen Sentivate’s social site? Check out the FAQs to learn more. BitForex partnered with Mycro to have their latest campaign on the Mycro Hunter App. SelfKey joined Blockfolio Signal this week. This allows them to share project updates as notifications with Blockfolio users. How could COVID-19 affect your data security? Read all about it in SelfKey’s latest blog post. Plus, tips for WFH (Work From Home) during the lockdown. WhiteBIT was added to the exchange marketplace this week. The team also answered some FAQs on the $KEY token and tokenomics. Additionally, the team wrote about how China’s Social Credit System would mean for the digital identity ecosystem. KuCoin announced support for Constellation’s $DAG mainnet swap. CEO Ben Jorgensen also shared some updates on the swap and onboarding node operators. Owing to the COVID-19 lockdowns, Wibson crew attended this week’s Ethereum Buenos Aires meetup on Zoom.
And with that, it’s a close for this week at Parachute! See you again with another update. Bye for now!
Outliers Trading Post is an up-and-coming women’s boutique. Based online, sending you meticulously chosen pieces from rural Oklahoma. Based online, sending you meticulously chosen pieces from rural Oklahoma. Firstrade is a discount broker that provides self-directed investors with brokerage services, and does not make recommendations or offer investment, financial, legal or tax advice. Options trading involves risk and is not suitable for all investors. Options trading privileges are subject to Firstrade review and approval. THANK YOU TRADING POST!!! Reply. Glenn 8 days ago I have a 30x 12 camper frame for more info call (985)518-7574. Phone. 9855187574. Reply. J.G. 7 days ago Excellent Condition – 2012 16×80 Southern Energy, 2 bed 2 bath mobile home. The home has a brand new 40 gal. hot water heater, brand new outside 3 ton ac unit, and brand new shingle roof ... CM.com: a smart combination of messaging channels, voice solutions and innovative payment methods. Take the next step into conversational commerce. These days people are increasingly aware of how different trading markets work and are keen to take ownership of their investment decisions. Of course, trading for yourself comes with its own risks, and it might not be for everyone. Here are some pros and cons of trading for yourself as opposed to trading with a bank, mutual fund, or hedge fund.
[index]          
Ready to learn more Click here https://www.warriortrading.com/free-day-trading-class/ and take a free class 💻 ️ to start your journey to trading profitabl... Avec mobile e-trading, vous suivez au plus près l'actualité boursière, et ce où que vous vous trouviez. Accédez en tout temps à votre dépôt via smartphone et... Perfect World Mobile guide: Making Lots of Gold Coins & Benefits ! Size: 1.6 GB Download Android: https://play.google.com/store/apps/details?id=com.pwrd.pwm&... Perfect World Mobile guide: Trading & Making Lots of Coins/Ingots! Size: 1.6 GB Download Android: https://play.google.com/store/apps/details?id=com.pwrd.pwm&... Check Mark's Premium Course: https://price-action-trading.teachable.com/ 📞 Join Mark's TradersMastermind: https://www.tradersmastermind.com/mastermind Pl...