How Accurate is your GPS Watch? | TrainingPeaks

which gps watch is most accurate

which gps watch is most accurate - win

MVIS: Shiny Laser Go Pew ⚡ No But Seriously They Are Gonna Take Over The LiDAR Industry

MVIS: Shiny Laser Go Pew ⚡ No But Seriously They Are Gonna Take Over The LiDAR Industry
So, the day has come, and MicroVision's market cap is finally big enough so that you won't get banned for mentioning it on WSB. But what is it? Why have they seen an 800%+ increase in three months? Where are they headed? Allow me to explain.
About Them
MicroVision, Inc. (MVIS) makes futuristic-as-fuck laser technology that's used in self driving cars and augmented reality headsets. This already sets them apart from a major competitors like Velodyne (VLDR), which focuses solely on LiDAR for self driving cars.
Sumit Sharma, the CEO, was head of operations at Google's Project GLASS and has worked to map hardware development at Motorola, also worked at Jawbone. Source
Why have they been increasing 800% in three months while similar companies in the same sector see a fraction of that gain?
Because their tech is much more advanced than the competition, and they were (are) criminally undervalued.
The reason they're so undervalued is because the first thing hedge funds see when they research a potential investment is the balance sheet, and on paper MVIS looks like shit. (Low assets, high liabilities) Even I saw the movement back in December, did some research, and was like "Wtf is this? I need to get puts" But once you do research into their product, who their customers are, and the future of the industry that they are involved in, you see that MicroVision is a turnaround story similar to that of Plug Power; both are 90's futuristic companies that people got way too excited about in 2000, have struggled to make it to 2020, but now are about to finally have their heyday. And they got a $13 million equity facility (loan) in December that greatly improved their balance sheet, making them appeal to institutions, and bringing Vanguard and Blackrock to invest in MVIS days later. I actually had a hedge fund manager tell me that MVIS was doomed to run out of cash in Q1 2020, but if they secured funds then they would have a lot of potential. I go over that in the comments.
MVIS (left) vs PLUG (right) 1990's until present
Anyways, what is this "much more advanced" technology? I'll just let this chart do the talking:
The MicroVision Consumer LIDAR being compared here isn't even their model designed for self-driving cars, that will be coming in April.
The resolution it can take as input/second, the points per second, is key when it comes to how clearly the LiDAR sensor can see, how accurately it can identify what it is seeing, and how quickly it can react.
That chart is from 2 years ago and still the best resolution Velodyne can provide today is only 4,800,000 pps in their most advanced model, the "Alpha Prime"
3D Lidar Data Points Generated 2- Single Return Mode: ~ 2,400,000 points per second- Dual Return Mode: ~ 4,800,000 points per second.
VLDR has not publicly announced a price for their Alpha Prime yet, but historically their top of the line devices cost $75,000. I have seen unsourced numbers of the Alpha Prime costing $100,000. That was last year, will probably be brought down to be more reasonable for automakers to purchase. They did announce a $500 model called the Velarray H800 in November, but the only thing they said about its pps resolution is that its "outstanding"... lol.
As for Luminar (LAZR), they will launch the new model "Iris" in 2022, which will cost about $1,000: (the same price as MicroVision's device to be revealed in April). It will also only operate at 10Hz. This is similar to playing a racing game at 10FPS. If you know anything about video games, you know that this is unplayable.
Iris will cost less than $1,000 per unit for production vehicles seeking serious autonomy, and for $500 you can get a more limited version for more limited purposes like driver assistance, or ADAS. Luminar says Iris is 'slated to launch commercially on production vehicles beginning in 2022,' but that doesn't mean necessarily that it's shipping to customers right now. The company is negotiating more than a billion dollars in contracts at present, a representative told me, and 2022 would be the earliest that vehicles with Iris could be made available.
A lengthy post has been make comparing Luminar's resolutions with MicroVision's, which was not easy to calculate because Luminar said their resolution was "300dpi/spdeg", a statistic that is incomprehensible for shareholders because its not the common specification of millions (3D) points per second. Here's the math, I sum it all up at the bottom:
Luminar's Hydra claims resolution of "up to 200 points per square degree" and a FOV of 120° x 30° (degrees). (and 300 points for Iris, the one coming in 2022.)
However, the vertical FOV can be configured from 1° to 30° , which likely explains the use of "up to" in the resolution numbers. Generally, as FOV expands, resolution shrinks, assuming a constant pixel stream. This is why Alex Kipman made such a big deal about MSFT maintaining resolution in Hololens 2(YT links aren't allowed apparently) while expanding FOV because it required more pixels to do so.
Specifically, regarding Luminar, is 200 points per square degree available when FOV is at the maximum 120° x 30°? Or is it available only at a lesser FOV such as, for example, 120° x 5°? The use of "up to" suggests the latter.
Even assuming 200 points per square degree at 120° x 30° is available, which is not conceded given the stated "up to", that would yield a total resolution of 720,000 points. MVIS claims capacity in excess of 20M points per second. At a resolution of 720,000 points, Luminar would require a frame rate of 27.7 Hz to equal 20M points per second. Luminar's specs do not suggest that its technology is capable of such a high frame rate at this resolution. This is not surprising given it does not use MEMS micromirrors but something more "mechanical" including, as per a recent patent, spindles and a drive belt
(1) At video time 19:56, Luminar compares the specs of its Iris product to industry requirements. The graphic reveals that Luminar's 2022 production lidar, Iris, will support resolution of 300 points per square degree at 10 Hz. Assuming that resolution applies to the entire FOV of 120 x 30 degrees and not just a portion of the FOV, that would imply a points per second value of 120 x 30 x 300 x 10 Hz = 10.8M points per second. If the 300 points/ sq. deg applies only to a smaller FOV, the points per second figure would be proportionally smaller. Microvision claims 20M points per second for its current MEMS lidar. The company also advises that its technology is capable of more than 20M points/sec.
TLDR: The best case scenario for Luminar is that their 2022 model will have 10.8 million pps, but in reality its probably much lower than that because of FOV configurations, careful wording by press releases, and Hz limitations. Additional Interesting insight on Luminar and their tech lagging behind is in the comments, this post is long enough already.
Again the MicroVision Consumer LIDAR (specifications) being used for comparison here isn't even their model designed for self-driving cars. Their device specialized for cars, the "1st gen Long Range LiDAR (LRL) Sensor", will be coming in April.
We expect our 1st generation LRL Sensor to have range of at least 250 meters and the highest resolution at range of any lidar with 340 vertical lines up to 250 meters, 568 vertical lines up to 120 meters and 944 vertical lines up to 60 meters. This equates to 520 points per square degree.
(For those who read the math on LAZR, notice he doesn't say up to)
It testing is successful, the 1st Generation LRL Sensor will be able to calculate velocity of objects relative to itself, and be able to be used in Level 3 and Level 4 self-driving applications
Our LRL Sensor will also output velocity of moving objects relative to an ego vehicle across our dynamic field of view in real-time 30 Hz sensor output. This sensor would accelerate development of Level 3 (L3) autonomous safety and Level 4 (L4) autonomous driving features that are important to potential customers and interested parties.
What is Level 3 and Level 4 autonomous driving?
https://preview.redd.it/n4c8831l9dh61.png?width=848&format=png&auto=webp&s=0652984c72da3159b53a4fc4058c9d9e33cc6b05
Level 1 is feet off, level 2 is hands off, level 3 is eyes off, level 4 is mind off, and level 5 is full passenger (you can sit in the back). So basically, they have that 2045 technology today, while everyone else is trying to play catch-up. How is it so advanced? It all lies in the high resolution of the laser sensors.
I've seen MVIS's LiDAR in action at a shareholder meeting. It can recognize people. This has been described on MicroVision's conference calls, and has been described with significant additional safety and convenience features.
This could identify individual people
Can distinguish between pets and people (or YOUR pet and the neighbors pet)
Can distinguish between normal behaviors and strange things that could be of concern
Could save face-scans of intruders and allow intruders to be identified later Source
If their devices can really recognize people, objects, and pets, it could integrate security verticals in MicroVision's business model. (Video surveillance is expected to reach a 144.5 B market size by 2027) Why not just use cameras? Cameras are worse at long distances,
LiDAR is the only sensor that gives you resolution at range: the ability to get very fine and very accurate detection of objects in space.
that's why Teslas use radar systems in addition to their cameras, still not good enough to prevent fatalities on the road using Tesla's "full self-driving" software. Also, cameras struggle with light glare, weather, and 3D imaging, while LiDAR fixes all those issues. The main advantage of cameras are their resolution, and MicroVision is bridging the gap.
So, will testing be successful?
We expect the capability of our LRL Sensor to meet or exceed OEM requirements, based on technology we have scaled multiple times over the last decade, as being a very strong strategic advantage. (Same source)
This product has been getting fine tuned for years and I am personally confident that they will be able to outperform in their testing.
Demonstration(YT links aren't allowed apparently) of their consumer LiDAR product from 2018 (make sure your quality is all the way up).

Growing Industry
The self-driving cars market is expected to reach 220.44 billion dollars by 2025. This includes taxi, civil, public transport, heavy duty trucks, ride shares, and ride hail (UBER - 72 B mkt cap) applications.
Traffic Accidents in the US alone Cost 871 Billion A Year, even just yesterday there was an insane pileup on the I-35W highway in Texas that killed 6, injured 36, and damaged 133 vehicles.
Not only self-driven cars need LiDAR. In a few years, as soon as MicroVision's 1st Gen LRL is available, LiDAR systems will certainly become mandatory for (still) human-controlled cars to avoid collisions. This tech could become as revolutionary and successful as airbags. Airbags are a 37.3 billion dollar industry.
If only 10% of the cars produced annually contain four Microvision LRL systems, this will result in a volume of 364 million units in ten years. (9.1 million cars * 4 modules * 10 years) And this is a conservative calculation, both a higher market share, more cars produced, and more modules per car are conceivable.
At least 4 LRL devices will be necessary to establish a \"circle of safety.\"

Augmented Reality
The Hololens 2 is an example of a Virtual Reality Device (VRD) manufactured by Microsoft that uses MicroVision MEMS Laser Scanning display modules inside.
NASA & Lockeed Martin using Hololens (Video)(YT links aren't allowed apparently)
'When a technician puts on the Hololens, they instantly see the work instruction, instead of having to go through stacks of rectangular data, whether its paper or another form of a screen'...
'We see a reduction in cost, increases in quality'...
'What we've found is we can take an 8 hour activity and reduce it down to 45 minutes'...
'We haven't had a single error that's been documented'...
From 2002-2006, MVIS commercialized versions of a monochrome (red) VRD for industry and the military. It was called Nomad.
Microvision also developed a full color version for the military, the Spectrum SD2500.
The military alone currently intends to spend almost $3B on IVAS, augmented reality devices that use MicroVision tech, in the next several years. (Video at 1:12 - "based on Microsoft's Hololens" - amazing, must watch - "lets you see around corners.. see through smoke") (There is a money trail to confirm too: financial report)
One of the many capabilities of the IVAS heasets.
MicroVision revolutionizing the way people use GPS systems, to launch in July. (GPS industry will be 146.4 B by 2025)
This new GPS system comes equipped with an augmented reality heads-up-display (HUD) that attaches directly to your sun visor. This laser-projected GPS micro-display, developed in collaboration with MicroVision, makes it appear that your route directions show directly on top of the road, letting you keep your eyes on the road at the same time.
There's a reason that Apple CEO Tim Cook said a few weeks ago that Augmented Reality is the "Next Big Thing."
Cook was asked about what he expects to be the biggest tech developments in the next five to 10 years. Cook’s response made it clear that he sees augmented reality as the future, calling it the “next big thing.”
Imperial College Healthcare using Hololens 2 to fight the coronavirus.
While attending a trauma call in the early stages of the pandemic, Mr Kinross noticed that 29 people were working in close proximity. He realized the established way of working would have to change dramatically.
Mercedes-Benz using Microsoft HoloLens 2 for faster, safer vehicle service.
Mercedes-Benz Virtual Remote Support
The technician is then linked with a Mercedes-Benz specialist working remotely who can see what the tech sees and communicate in real-time -- manipulating the holographic information with annotations, highlighting areas of focus, pointing at things in the real world and presenting documents and service manuals.
In the next few years, business verticals will be possible in the markets for smart glasses (Video)(YT links aren't allowed apparently) and projections with touchless input(YT links aren't allowed apparently) and gesture control. For example, an eyewear company could develop the smallest and lightest smart glasses device on the market using the chip in that smart glasses video.
In the MicroVision Augmented Reality video, for example, we share a potential module design using our existing MEMS technology platform that could offer the lightest, smallest in volume, low power module with up to 40 degrees field of view packaged into eye wear that resembles frames currently accepted in the market. I believe one could see how our module in the design example would be compelling for a mass-market product. Source

Patents
MicroVision has 484 patents granted and pending. This was enough to get them on the Ocean Tomo 300 Patent Value Index. What is that you ask?
The Ocean Tomo 300® Patent Value Index includes the top value companies of the broad- market Ocean Tomo 300® Patent Index, as determined by the price-to-book ratio, and is diversified across market capitalization. It is the industry’s first value index based on the value of intellectual property and represents a portfolio of 60 companies with the highest innovation ratio (i.e., patent maintenance value relative to book value). Source
This index also outperforms the Russel 1000 and the S&P 500.
Their intellectual property includes in-house developed custom MEMS, custom optics, proprietary digital and analog silicon chips, embedded real-time firmware and software, manufacturing processes, custom automation and strategic partnerships that allow them to operate in a sleek model.
MicroVision patents and products therefore serve many future markets:
Whoever has the MicroVision technology may be able to eliminate the competition or demand license fees from them. Or the other way around: Whoever does not buy the technology can be excluded from markets. Therefore, bidding competition may arise to gain access to the market. Whoever has the best LiDAR system for cars will also be able to supply other components and software to car manufacturers. The car manufacturer who has the best LiDAR system has a big advantage over the competition.

All Notable Competition: Velodyne LiDAR, Luminar, Sense Photonics, Robosense, Valeo, SureStar
MicroVision: founded in 1993
Velodyne Lidar VLDR: founded in 1983, but as a subwoofer company 😂 and only got into LiDAR in 2005
LAZR: founded in 2012
Non-Public:
Valeo: Founded in 1998
Robosense: Founded in 2014
SureStar: Founded in 2005
Basically, MVIS is all these other companies' daddy. They have been working on LiDAR for almost 30 years and it shows, just imagine what they will be able to develop in a few years with more funding.
https://preview.redd.it/eh5csdcz9dh61.png?width=1600&format=png&auto=webp&s=068fe6f5508e693ace5c6c56d4d2a5d9294836fb
Insider Activity
MicroVision is very transparent with its inner workings of the company, you can easily reach out to them on their website under "Investors." One of many conferences held with Vice President David Westgor, investor relations manager Dave Allen, and investors of MVIS revealed:
As to the employee incentive plan, Steve Holt made the point that in his 7 years of experience (I think it was) with MVIS, NO EMPLOYEE had actually ever cashed out in the money options.
Case in point, on December 1s, 2020, the day after she joined the team, Judith Curran was paid with 3 million dollars worth of $3 calls expiring in 2022, and she has not cashed out.
On Yahoo it reports that the last insider sale was in 2014.

Institutional Investments
For reasons stated earlier, institutions have been late to the game on this one, but now are starting to get on the rocket ship before it takes off. MVIS is now the largest holding in the S&P Kensho Moonshots Index, (KMOONP), which is literally an ETF of stocks that are going go the moon 🌙 . Blackrock purchased 2.44 million shares on December 31, 2020. Vanguard purchased 6.61 million shares on the same day.

Recent Events
MVIS's stagnation really started to break on December 1st 2020, with MVIS when former Ford Executive Judith Curran was added to MVIS's board of directors.
Curran is an accomplished senior automotive executive with over 30 years of experience in vehicle program, engineering and technology leadership. Curran has a strong record of leading innovation at Ford Motor Company where she served in a number of executive positions including Director of Technology Strategy, where she developed the cross-vehicle global strategy for key new technologies including assisted driving, infotainment, new electrical architectures, and connectivity.
Doesn't take a genius to figure out they were about to ride the EV wave, and were appointing the right people to be poised to do so.
Eight days later on December 8th 2020, the US Congress approved approximately $700M for the roll-out of IVAS in 2021.
7 days after that on December 15th, MVIS broke $4 for the first time in nine years.
December 29, 2020: MicroVision Announces $13 Million At-the-Market Equity Facility (this is huge for improving balance sheet and attracting hedge funds/institutional ownership)
So far, our team remains on track to complete our Long Range Lidar sensor sample in April 2021. We believe this financing will further solidify our balance sheet as we remain committed to pursuing strategic alternatives and establishing value for our shareholders,” said Sumit Sharma, MicroVision Chief Executive Officer. “We expect a stronger balance sheet will provide the Company with runway through 2021 and into the first quarter of 2022 to enable us to continue development of our lidar sensor while pursuing strategic alternatives,” said Steve Holt, MicroVision Chief Financial Officer.
December 31: Vanguard adds 6.6 million shares, Blackrock adds adds 2.4.
January 20, 2021: Apple CEO Tim Cook says Augmented Reality is the "Next Big Thing."
Feb 2, 2021 YooToob stock analyst Deadnsyde covers(YT links aren't allowed apparently) MVIS, causing the beginning of a large breakout past $8.
Feb 4: MicroVision granted patent (WSB bot is blocking source from being posted- thinks it contains a ticker), essentially lidar on a chip, this patent in particular is huge. (solid state lidar)
Feb 10: Cramer mentions MVIS, says LIDAR is one of three battlegrounds for EV competition.
Feb 10 after hours: MVIS announces Progress on Automotive Long Range LiDAR, saying
“We expect MicroVision’s Long Range Lidar Sensor, (LRL Sensor) which has been in development for over two years, to meet or exceed requirements established by OEMs for autonomous safety and autonomous driving features,” said Sumit Sharma, Chief Executive Officer of MicroVision.
Feb 11: Volkswagen and Microsoft team up on automated driving (potential for MVIS to get involved).

Talent at MicroVision
Sumit Sharma became the CEO in February of 2020, he is a mechanical engineer that has been with MVIS for five years after having been the head of operations at Google Project Glass, and working for Motorola and Jawbone.
Dr. Mark Spitzer is on the board of directors having previously worked at Google X, Darpa, Kopin and having founded Myvu and Photonic Glass.
Judy Curran joined the board this year after spending 30 years at Ford, where she was the Director of Technical Strategy. She is also the Head of Global Automotive Strategy for Ansys, a simulation software company that works with ADAS systems.

Technical analysis
Resistance at 46.75, 123. 39, and 204. 23, could turn to supports.
Moving Average Analysis:
On February 28, 2020, Market Cap of PLUG was 1.32B, on this date the 120 day MA touches the 8y moving average. 11 months later, PLUG has a market cap of 33.79B, an increase of 2459%.
On September 3, 2020, Market Cap of MVIS was 0.21B, on this date 120 day MA touches the 8y moving average. 5 months later, MVIS has a market cap of 2.77B an increase of 1219%.
6 months forward price target: $34.348B

Conclusion/Valuation/TLDR
LAZR is currently valued at 12.22B
VLDR at 3.92B
MVIS at 2.77B
MicroVision offers a quantitatively much higher performance product than both of its competitor companies. Because of their lack of focus on augmented reality technologies, competitors are not likely to have a future in the markets of smart glasses, healthcare, engineering, military equipment, GPS safety, entertainment, and interactive projectors. They are involved in an industry that is currently at an inflection point, due to grow massively in the near future. Their high number of extremely advanced patents will bring in significant revenue for the company in the coming years. I have never seen a company with such low insider selling, that the last case of a sale was in 2014. Institutional investors are piling in as MicroVision's balance sheet improves and they near the April LRL sensor test date, which has a high likelihood of being a success. I think this stock should currently be valued at 20 Billion dollars, taking all of this into account, and expect it to rise drastically over the next few years.
This is not financial advice, I am not a financial advisor, do your own research before believing some retard on the internet. Positions: 300 shares, $19 call 5/21, $20 call 3/19, $31 call 2/19(FD), $28 call 2/19, $24 call 2/19.
submitted by BigBlackWifey to wallstreetbets [link] [comments]

Basic Guide on how to configure your: interface, gameplay & graphics settings, ability bars and combat fundamentals.

INTRODUCTION

Hello There! Today i want to share with you a guide i’ve been making for the last couple months. The purpose of this guide is helping out new, returning and even veteran players navigate the user interface menu, the gameplay and graphics settings, along helping out new players configure their very own ability bars; wether they're in F2P or Member worlds and, help them undertand some of the fundamentals behind them, all that information who sometimes can get a little overwhelming due the sheer amount of it.
"This is the default" new player interface" (image credits: The RS Wiki)".
With that being said, this guide contains a couple of “Cheatsheets” along the way, carefully designed to contain as much information and visual examples as possible in order to enrich and make each section of this guide easier to understand. Now, without further ado, let’s get right into it.

USER INTERFACE

Undoubtedly, one of the most important things of any game; regardless of its genre, is the user interface, as this is where all your controls, buttons and vital information is found. As a new RuneScape player, you’re welcomed with a rather confusing interface where Everything seems to be all over the place (as seen on the image above) without clear indication of what it does.
The majority of the time, when you arrive as a fresh player, the first hour or so is spent on “figuring out” what everything does by trial and error and, by the end of it, you end up even more confused, and with plenty of time invested.
Now, if you take a look at the First Cheatsheet below, you’ll notice there’s a lot of windows and information scattered all over the place, but don’t be afraid as i’ll guide you through them in the next couple of paragraphs.
"This is a general overview of your user interface and its many windows".

To get things started, you’ll need to focus your attention to the “Main Chatbox window” (that adorable yellow window on the corner of the cheatsheet), here you’ll be Reading all the information displayed in game, be it a Goblin Examine text, your friends flexing their Chickens Killcount, an in-game annoucnement, a rare drop, a skill level up or a message telling you about how you burnt those shrimps (again). This is where all of the wordplay comes alive, but don’t fret about receiving lots of spam because you can filter those messages by clicking on the first button of this handy header bar; for more information about these icons, refer to the mini-cheatsheet below
"Here's the magic behind the Chat Message filters".
Returning to the Yellow Window, there you can also drag and drop your friend’s, group or clan chat windows, the cool thing about it is that you can configure it to your heart’s content and see what works best for your playstyle; wether if you want to have only your friends chat window, or if you prefer to talk to your clan, the choice is yours.

Moving on, we have the Green and Purple windows, where you can see your Main Action Bar (who might be minimized, so click on the top right yellow icon to maximize it) alongside your Auxiliary action bars (more on that later, I promise), to not delve too much into what these action bars do, they allow you to cast your combat abilities, use items directly from them (if they have an associated keybind) use prayers/ancient curses to help you in combat and even use teleports to different locations. Sounds amazing right? That’s why it’s recommended to have these windows on the center of your screen and in your line of sight.

The Blue window contains your inventory, which also contains your items; such as food, potions, Weapon Switches, Logs, Raw fish and all those burnt shrimps you made earlier (yum!), this window should also be within your line of sight in order to keep track of all the items you’re carrying.

The Red window is equally important as it serves as an expansion for both your inventory; if you’re using a "beast of burden" familiar, or your ability spellbooks; if you’re not using a familiar. As you make your way through the game, you’ll unlock a wide array of useful familiars (through the Summoning Skill) which can help you with your skilling (by offering invisible boosts), with combat (by offering Passive abilities and Powerful special attacks) and, some of them are sworn to carry your burdens (namely the Terrorbirds, War Tortoise, Pack Yak and Pack Mammoths, known as Beasts of Burden), the latter can help you bring extra food to your Bossing trips, or even help you stay longer at certain skilling spots, so you can stay there a bit longer without needing to visit your bank as often.
You can customize your familiar options by right clicking on the Summoning Medallion (That Blue Icon with a Wolf Head). When you’re not using a familiar, switch to the other tabs, as these will help you use abilities you couldn’t include in your main action bars. If you’re not doing any of the above, then drag and drop the Music tab here, that way you can enjoy some amazing tracks while you play (and i can’t stress this enough, give the RuneScape OST a try, is really, really, really worth a listen, after all it contains Sea Shanty 2, what else could you ask for!?).

The small Mint Green window is your ribbon bar, here you can unlock your interface (by clicking on the little lock icon) and this will let you re-arrange the interface windows to your liking, on the cheatsheet you can see a standard “Bottom right corner” style, which isn’t too terrible and a good foundation to change and improve progressively throughout your playthrough.

The Orange window contains your Skills levels, Prayers/Ancient curses (useful when you’re in combat) and your Drop log/RuneMetrics stats, which helps you keep track of your items or damage/XP. During cerain Minigames or Treasure trails, the interface also goes here, so it helps you out by keeping track of those interfaces in a comfortable spot.

The Light blue window just above the orange one is your equipment window, here you can see a mini-you version of your character alongside the items you have currently equipped.

Finally, the Golden window on the upper right corner displays the minimap, here you can see where you stand in the current area. And it helps you change skyboxes, filters, open the world hop interface (if you want to switch to a more active/quiet world) and Teleport to the various Lodestones you have unlocked. Once again, make sure you right click every single icon here, you’ll find plenty of useful and cool options to try out.

Now, leaving all these interface windows to the side, there’s a useful tool known as the “Developer console”, which can be accessed by pressing the Keys [Alt] + [¬] (the key on the left of the number 1 key and below the ESC key) or the keys [Option] + [< >] if you’re using a MAC computer.
The purpose of the Developer console is to display some performance information of your game, like the amount of FPS you’re getting, how much memory is the game consuming, how much of the Game Disk Cache has been downloaded; and if the game’s still downloading the cache files, and Finally, it shows your ping.
In order for the Developer console to display all that information, you’ll need to type one of the following commands, keep in mind these are typed without spaces or caps:
Command Action
commands Lists available commands.
help Lists available commands.
cls Clears the developer console screen.
displayfps Toggles the frames per second (FPS) counter and alll information above-mentioned.
displayfpsfull Toggles the same data of the previous command, but adds expandable graphs.
displayfpssmall Only toggles you FPS counter without any extra information
renderer Shows information about your graphic card renderer and its capabilities
getcamerapos Showls the location and the direction of the game camera; mostly used in bug reports.
deletejs5caches Deletes the ENTIRE game cache, you will need to redownload all of it once again if you delete it.
enablesnow Enables the snow particle effect in the developer console.
disablesnow Disables the snow effect.
If you type the command a second time, the information window will be hidden and, in order to close the developer console, just click the same combination of keys used to open it.

LAYOUT WINDOWS

All of those windows shown on the bottom half of the Cheatsheet above, represent a different interface that will appear in the game at some point; like your bank interface, dialogue windows, xp counters, achievements, level up progress icons, loot interface, and many more. The arrangement showcased in the cheatsheet is just an example aimed to make each of these windows easier to find.
You can resize some of these windows and re-locate them to an specific spot that suits your playstyle. Once you are done make sure to click [SAVE AND EXIT] and then on the [SAVE LAYOUT] option select the Custom interface of your choosing; called [MY CUSTOM 1/2/3/ETC], this way you can have multiple layouts for different activities.
In order to access the layout windows editor, you just need to click the ESC key and click on the [EDIT LAYOUT MODE] option, from there, click the [ADVANCED OPTIONS] button, and check the various windows you want to display, overall it’s just a matter of resizing and rearranging them to your heart’s content.

GRAPHICS SETTINGS

You may have seen a couple of amazing screenshots on the subreddit or the Steam community page, yes, those screenshots that are “wallpaper worthy” and take your breath away. In order to make your PC run in such a beautiful fashion, you will need to understand what each setting does and how it impacts the game performance; because as you’d might expect, higher graphics can take a heavy toll on your PC, and in some old laptops, they can even match your frying pan’s temperature (ideal for some shrimp cooking/burning).
By default, and once you run the game for the first time, it will run an “Auto Setup” to determine which option works best for your PC, however, you may still want to customize a couple of settings here and there, as some of these options may only provide minimal improvements at the expense of a smoother performance. On the following Cheatsheet, i’ll explain all of these options in detail alongside some visual examples.
The Current available screen resolutions are: [950 x 540], [1920 x 1080] and [2560 x 1440], the [Fullscreen mode] will use the entire area of the screen and, [Windowed] mode, will let you resize the game window to your liking.
"Here's where you can configure your graphics to look as good as they can, or optimize the performance of your PC by lowering them".
  • DRAW DISTANCE
One of the most impactful settings on the game is the [DRAW DISTANCE]; which can be helpful on some Bossing arenas (like Solak, Nex: Angel of Death, Raids, Araxxor, Elite Dungeons and The Wilderness; to see potential attackers on the horizon), paired with a camera set on [FREEDOM - CLASSIC] mode, will let you see your target’s a lot more clearly. Overall, i’d recommend something like Medium or High depending on your PC specs. But, If you have a bottlenecked PC or laptop, choose the lower setting.
  • Vsync
[Vsync] or Vertical Synchronization, will help you prevent screen tearing in your game by matching the frame rate of the game and your monitor refresh rate, for this feature keep in mind the following: if you set your game at 120 FPS but only have a 60 Hz monitor, you won’t be able to see any extra FPS, but, if you were to play on a 144Hz monitor, you will be able to see those 120 FPS. [Here's a quick video about this topic].
  • ANTIALIASING & ANTIALIASING MODE
On the other hand, [Antialiasing quality], will help you produce a smoother image quality, but, for the most part, this feature won’t be really noticeable unless you zoom your camera very close, and given how impactful this setting is, it’s adviced to turn it off if you’re having performance issues.
The [Antialiasing mode] included in the game are the high performance option [FXAA] which is slightly less taxing than the [MSAA] option; which consumes a bit more of resources, and the combination of [FXAA+MSAA] which makes certain objects in the game blurry.
  • LIGHTING DETAIL & BLOOM
The next couple of settings are [Lighting detail] and [Bloom], in the most essential sense of the word, these settings will only help you produce a more realistic image, by simulating accurate light bounces on a specific areas and objects and “Enhancing light sources" (like suns, moons, fires and lava), keep in mind tho, the latter can be pretty aggresive to the eyes, so use moderately.
  • ANISOTROPIC FILTERING
[Anisotropic Filtering], what this setting does is add a little more of detail to far away objects by making them sharper the higher this filter goes, for instance, if set to [OFF], far off textures will look slightly blurry, whereas in a high setting [16x] these far off textures will look sharper and nicer. In a similar fashion to Draw distance, if the game performance starts to dwindle down, it’s recommended to set this setting to OFF.
  • FOREGROUND AND BACKGROUND FPS
Your [Foreground FPS], will define the amount of FPS your game will output and, like mentioned in the [Vsync] setting paragraph, one must take the Monitor refresh rate (Hz) into consideration when setting the amount of FPS desired. Similarly, the [Background FPS] should be set to a low number, because this is the amount of FPS you game will run at when you’re not actively playing the game (or in other words, when the game is running in the background while you "AFK").
  • INTERFACE SCALING
The [Interface Scaling Setting] is mainly used for bigger monitors where your interface may look small, the higher this setting, the bigger your interface will be displayed at.
  • SHADOWS & SHADOWS QUALITY
The game [Shadows] setting is pretty self explanatory, as it will display the environment shadows of a particular area. Disabling this setting will make the game look “flat” and slightly similar to the Oldschool RuneScape graphics. it is also suggested to disable this setting if you’re experiencing performance issues.
The [Shadow Quality] on the other hand, will only work if you have enabled the in game shadows and this setting will help define their “sharpness”, with [ULTRA] being the better looking one, or [LOW] which makes them slightly “blurrier”. The shadows setting can be somewhat taxing to your PC or Laptop, so disable this setting if you’re experiencing a poor performance.
  • LOADING SCREENS
Depending on your personal preference, you can either enable the game [Loading Screens] or just disable them entirely.
  • TERRAIN BLENDING
[Terrain Blending] is, in simple terms, a setting that allows the different floor textures to “blend together” in order to make them more fluid, if this setting is turned OFF, Textures will automatically get disabled aswell.
  • SMOOTH CAMERA FADE
The [Smooth Camera Fade] is a setting only visible when certain objects get “cut” by your camera zoom; like walls, trees, rocks, buildings, etc.], the purpose of this setting is to “smoothen” the look of these cut objects, but other than that, it doesn’t really change anything important.
  • MOUSE OVER ENTITY HIGHLIGHTS
[Mouse over entity highlights] this setting consists of an “outline” that appears around anything “clickable” when hovering the cursor over it. Depending on the object (item/npc/players/etc.), it will appear as a different colour, e.g: for the majority of NPC’s, it will appear as a Yellow outline, for interactable objects like Fishing Spots, Trees, Archaeology Hotspots, etc, the outline colour will be Cyan, on the other hand attackable NPC’s will glow with a Red outline when clicked.
  • REMOVE ROOFS
[Remove roofs] is a setting that will remove the roofing and first floors from the buildings in the game, you can either set it to [ALL] to remove it from all buildings, or [SELECTIVELY] to remove them only after entering these buildings.
  • WATER DETAIL
[Water detail] in short, the [LOW] setting makes the water look like a flat surface, without reflections or depth and it gets progressively "realistic" by adding more reflectivity: [MEDIUIM] to [ULTRA], keep in mind this setting is also taxing, so adjust according to your preference.
  • AMBIENT OCCLUSION
[Ambient occlusion] simply put, this setting determines how much lighting should a space have depending on its features in order to make it more realistic. [SSAO] (Screen Space) is the least demanding, while [HBAO] (Horizon Based) has a higher performance hit. [OFF] would be the best option if you don’t mind losing this little feature in order to maximize the performance.
  • TEXTURES
[Textures] this setting only has two options available, with those being [OFF] and [Compressed], disabling textures in the game will make everything look like a mesh of polygons without depth or detail, therefore, this can also greatly improve the performance of your game.
  • VOLUMETRIC LIGHT
[Volumetric Light], this setting adds more realism to light emitting sources on certain skyboxes (like the suns or moons); similar to the Bloom setting, this feature depends, mostly, on personal preference and only if the brighter effects are desired.
  • GAME RENDERING SCALING
[Game rendering Scaling] the higher this setting goes, the higher the overall image quality will look, however, this can be somewhat taxing for your computer. On the other hand, a lower setting will make the overall image quality look blurred out, but will increase the performance. Therefore, it’s recommended to leave this setting at 100% and adjust based on your performance and preference.
  • CUSTOM CURSORS
[Custom Cursors] to keep it simple, these custom cursors are the iconic RuneScape icons displayed when hovering your mouse over literally anything in the game, like the attack icons, the food icons, the “use item” icon, among others.
  • GROUND DECORATION
[Ground decoration], the purpose of this setting is to add more elements to certain areas of the game to make it more “rich looking”, things like Grass, Pebbles, Flowers, etc, are added to the ground.
  • DEPTH OF FIELD
[Depth of field], this setting is often seen in photography, and what it does in RuneScape is blur far off objects in order to make them look less “Sharp” on the horizon and, provide a more pleasant effect. Keep in mind tho, this setting is only available if you have your draw distance setting on [ULTRA] or [HIGH].
  • TREE CANOPY FADE
In short terms [Tree canopy fade] will fade out any and all Tree canopies around the character, in order to prevent the canopies from obstructing the visibility of the character.
  • Futher information about the graphics settings
If you'd like to learn more about these settings, check out the following RS Wiki Link.
"All videos linked on this section belong to their respective authors, if you liked their content, consider subscribing to their channels, I do not take any credit on the content displayed and, my only goal is to provide useful information to new, returning and veteran player audiences".

WEAPONS, ABILITIES & FUNDAMENTALS

Finally, now that your user interface is stablished and, you understand what each of the graphical settings does in your game, let's move on to the Combat abilities and their fundamentals.
Keep in mind though, the ability bars shown on the cheatsheet require some levelling up and questing in order to fully unlock their potential and, as a new player, you'll have access to their "lesser variants" but, as you level up, these lesser variants will be replaced by the actual abilities.
Anyways, i highly recommend one of your early goals in the game becomes unlocking as many combat abilities as you can by levelling up and doing your quests, as these ability bars will allow you to get into bossing later on.
Quest Lists Description
[Quests currently available] There are a total of 229 quests with 40 free and 189 members-only quests
[Quest skill requirements] Breakdown by skills
[Quest Completion Order] This is a guide including the best order to complete your quests according to your levels
[Quest series] Includes all series and plotlines
[Items & misc. rewards] Useful and convenient items
[Experience Rewards] Good to achieve those extra levels
[Quest walkthrough YT playlist] [Created by: ImSikovit]
There's a couple of abilities you can unlock naturally while levelling up (as shown on the cheatsheet) and some of these are exclusive to a certain combat style and weapons (namely Two-Handed and Dual Wield Weapons), some of these abilities are unlocked by doing quests, and some of these are bought at the Grand Exchange or from other players, but some may be more expensive than others, [so always do your research on the current market prices], ALWAYS, DO, YOUR, RESEARCH before buying or selling items, because some prices shown in the Grand Exchange or Trade Offer price window may not be 100% accurate, specially for new or low volume items.
"Getting to know your abilities, and your ability bars".
You may notice these bars are “Revolution bars”, but what is Revolution Mode? Well, in the most basic sense of the word, Revo will automatically trigger your combat abilities as soon as they become available, going from left to right, and after the Global Cooldown has lapsed.
However, there's 3 ways of using the Revolution combat mode, you can customize if you want Revo to activate your Basic, Threshold or Ultimate abilities in the combat settings menu (more on that later):
  1. The first one is used if you want to cast your Threshold abilities manually (making combat slightly more engaging), this means, Revolution will only activate your basic abilities (inside the yellow outline), any Threshold ability included inside this yellow outline won’t get activated as you will need to activate it yourself.
  2. The second one, is allowing Revolution to use Threshold and Basic Abilities, This method is preferred in order to let the game do its own thing while you just manage your HP Points, Prayer Points, Prayers or curses and manually activate your Ultimate Abilities.
  3. The final method is letting Revolution activate all kind of abilities automatically without any kind of manual input, however, sticking to this combat mode of Revolution can make it harder for you to progress further into “Full Manual” later on.
On that note, Revolution Mode exclusively for basics is quite good and a perfect middle ground as its learning curve should prove engaging and exciting, while also making room for improvement in the long run and transitioning into full manual.
With enough practice you'll reach a point where you may want to actively use all your basics abilities and jump naturally into full manual or, you could keep using revolution for basics whilst you activate some of the basics and threshold abilities yourself. Invariably, it really depends on your playstyle but keep this in mind:
“There is no correct way of playing RuneScape, there's just efficient methods, but even these keep changing and evolving over time, that's the true beauty of the game. It's an ever evolving game that you can play any way you want.”
[Alrighty then, with that being said, feel free to try out all of your abilities and build some ability bars, step by step, little by little].
On a similar topic, you have the Global Cooldown, which is divided in 3 sections (as shown in the Cheatsheet GCD Diagram), and the Ability Queueing.
With [ABILITY QUEUEING] enabled (in your Combat Settings), you can hit any Ability anywhere within the #1 and #2 Global Cooldown sectors; shown above, and it will fire once the GCD is done (you’ll know it’s done once all of your abilities “blink”).
If you were to cast your abilities once the GCD is at the beginning of Sector #3, and you had [ABILITY QUEUEING] enabled, your abilities will fire automatically without being queued.
Without [ABILITY QUEUEING], in order to fire your abilities you’ll need to cast them once the GCD timer is at the end of Sector #2 (or 2/3 of the way), as this will make your abilities fire once the GCD ends.

WEAPONS AREA OF EFFECT

Dual Wield Weapons are worn with both hands, Main Hand and Off-Hand, also, all shields and defenders are always worn in the Off-Hand Slot.

  • For melee the difference is quite simple:
2H swords help with AOE (Area of effect abilities) with Halberds being the absolute best 2h weapons to kill various mobs of monsters.
"Quick diagram about weapons area of effect damage and Bakriminel Bolts".

  • For ranged, the difference lies in the type of ammunition each weapon can use:
2H Bows & Longbows use arrows and some special bows (dubbed chargebows) generate their own ammunition, so you don't have to worry about it.
There's also "Shieldbows", who allow the usage of defensive abilities aswell as offensive abilities.
On the other hand, 2H Crossbows use bolts instead of arrows and this opens up a lot of cool bolts called Bakriminel bolts, which can be enchanted in order to activate some amazing and useful effects.
These bolts are what make 2H Crossbows a better pick than 2H Bows, as there's no special arrows for these Weapons; besides the "Blackstone Arrows", that applies a defense debuff to the target for 12 minutes or until it gets defeated.
On a similar note to DW Melee, Defenders (called reprisers for their ranged variant) help a lot with weapon switching, but also it benefits from a weapon called mechanized chinchompa, which makes each ability an AOE ability.

  • For the Magic weapons:
Mage follows the same rules but the 2H weapons are called Staves, on Mage's case, there's no big difference on the AOE damage abilities as both 2H and DW share the same ones (with a difference in certain thresholds abilities), and both weapons use the same spellbook abilities, so it boils down to each weapon effect and if you want to use a versatile playstyle by using a Wand + Defender (called rebounder in Mage's case), or a Shield. Sadly there's no chinchompas for magic but you there's a wide array of disruptive spells than can aid you in battle.
Each set of weapons enable the usage of specific Abilities and each weapon comes with their own subset of special effects, some weapons don't have them though.
For instance: 2H Swords are good for AOE Damage and when facing multiple foes at once, you can benefit from the Abilities: Hurricane, Quake and Meteor Strike to deal damage around you, but if you want to maximize the amount of targets you'll hit, you may want to use a Halberd Weapon.
If you're interested into more in-depth information about quests, game progression, tips, tricks & guides, feel free to visit the links below, to read more about these topics:
Video topic Author
[Keybinds for PVM] The RSGuy
[The Global Cooldown] Pixel Green
[Tutorial about unlocking important abilities] Sage Vanburo
[Tutorial about unlocking Shattered Worlds Abilities] Protoxx
[Bakriminel Bolts basics] Teh Proez
[Bakriminel Bolts Comprehensive Analysis] Teh Proez
"All videos linked on this section belong to their respective authors, if you liked their content, consider subscribing to their channels, I do not take any credit on the content displayed and, my only goal is to provide useful information to new, returning and veteran player audiences".

GAMEPLAY SETTINGS

The Settings menu is divided into 5 different groups: [GAMEPLAY], [GRAPHICS], [CONTROLS], [AUDIO] and the [RIBBON]. On the following cheatsheets i'll showcase each option found on the [GAMEPLAY] tab and their function. Some of them will be images (as they're self explanatory and explain what they do) and others will be brief explanations on what each setting does, in order to make all these options easier to read and follow.
Under the [GAMEPLAY] Tab you'll find 8 Different subgroups (7 in the NXT client and 8 on the Steam Client), in the following table i'll explain in detail what each subgroup does:

"The various settings tabs".
Subgroup Description
Interfaces Fundamentally, this setting allows you to customize the look of your interface windows, filter which interfaces and warning screens should appear in game, how certain items will behave when using them (like keeping vials after decanting potions or emptying buckets when using the farming skill), you can choose which buff bar icons show up and if you want to display the Game Clock or not.
Combat & Action Bar Here you can change your combat modes (like Revolution and Full Manual, or the Legacy Combat Mode similar to the Old Fashioned combat mode), you can change your action bars visibility and ability queueing, alongside your action bar binding (which automatically changes your main action bar depending on the style of weapon you’re wielding), you can also change what kind of XP you get from combat, the way you attack other npc’s and your targeting settings along the colors your hitsplats (for aesthetic purposes).
Camera Another essential feature you will find here is the camera mode, here you can choose the camera zoom modes which are extremely beneficial when fighting large Monsters (so you can see them better) alongside the sensitivity of your camera.
Skills & Experience A lot of skills come with their own set of mechanics; from finding specicif parts of a mattock, to the amount of bosses you’ll be assigned for your reaper task and if they’re solo bosses or group bosses, all of these settings help you customize the way you interact with these skills.
Messages & Social On this setting you can customize what kind of messages you’ll receive on login, during your game sesión, from your friends, clan, private and groups chat. You can also customize the colors of each message, the broadcasts from your friends, clan chat, or anyone in the same world, and also, you can customize the events that will be tracked by your “Runemetrics” profile.
Item Drops This setting allows you to customize your Loot System interface (along various filtering options), you can also customize your lootbeams (pillars of light that let you know when you got an expensive item; defined manually, or a rare/unique drop), on the other hand, you can also customize if you want to receive Clue Scrolls or not, i’d highly recomment checking all of the checkboxes, as “Treasure Trails” are an amazing activity (and very profitable too) you can also enable lootbeams so you don’t miss out any of them.
Legacy This option lets you customize your interface colors, minimap icons, skillcape models, and combat mode, to make it reminiscent of the old version of the game (the one you may remember from 2011).
Third Party This is an exclusive option for the Steam Client, what it does is show the world you’re currently playing on (for instance World #2 or World #84) in your friend’s list status.

GAMEPLAY SETTINGS CHEATSHEETS

"The first part of the settings menu windows".

"The second part of the settings menu windows".
For more information on the topic feel free to visit the Wiki Link.

CLOSING THOUGHTS

RuneScape is a game built around “freedom”, and all of these interfaces, ability bars and settings reflect that, while there’s no absolute best configuration, keybinds or interface, it’s always a good practice to try everything out and learn through testing, in order to find out the best results for our needs.
Whether you’re a new player strolling around the Free to Play towns, or you just bought your membership and are stretching your legs around the member’s only locations, everything you learned from this guide will help you.
One of the commonly asked questions i’ve seen posted on the subreddit and the discussion forums are: how to make as much GP/Hr? What kind of gear to buy, and in which order? What kind of bosses to fight for a given set of Levels? and, while the answers are changing constantly (as prices shift all the time and the Metagame evolves), invariably it comes to the same conclusion, which is:
“What you can do and how consistently.“
On the following links you can find complimentary information like Gear & Bosses Progression and a plethora of useful links, tips & tricks:

However, before trying out these methods and finding out how consistently you can do them, one must start from the very basics of the game, understand how the game works and how to make it as reliable as possible whilst also looking as best as it can, and that’s the purpose of this guide, to teach you, the player, what every setting does, how does it impact your game experience and, showing you the fundamentals of the ability bars. The other half will come from your own experiences and how you expand on these foundations.
With that being said, Thank you for passing by, i wish you the best of luck and i hope you found this guide useful, see you all around and take care!
submitted by Concordia_chaos to runescape [link] [comments]

Updated 1/18/2021: My Take on the 2021 NFL QB Class

Before the season, I posted "My Take on the 2021 NFL QB Class". With the exception of D'Eriq King and Purdy, my class is fairly similar to what it was earlier in the season. Obviously, Zach Wilson was the big mover. COVID did impact this QB class as it did for everything in sports. Here is my updated list:
QB1 :
Trevor Lawrence – Top QB in the draft. Once in a generation prospect even if his QB skills aren’t exactly there with Andrew Luck, he’s better at the spread than Luck as a pro-style QB.
Status – Very Polished, could use more polish as a pro-style QB
Style of QB – Balanced QB
System – Spread (Elite) The greatest spread QB prospect of all time.
Floor: Very good NFL QB who’s a top 12-15 QB especially if used in the spread, could be higher.
Ceiling: The best player in the NFL
Player Comparison – John Elway
Impact Comparison – Not sure we have seen someone as good as Trevor as a spread QB who is going to a spread system like Urban Meyer. Obviously, Kyler and Kliff Kingsbury was a great marriage but T. Law is several tiers better at the spread than Murray. Some will say Herbert but Trevor is a much better spread QB than Herbert. Trevor makes others around him better. Herbert needs to have a strong supporting cast. Trevor has some Deshaun Watson in him.
Tier – All-Pro Prospect
I am about going to breakdown any of these prospects to a T. I felt a lot of guys have done that already and have pretty good lists of their strengths and weaknesses. While Trevor has a similar floor to Fields, his potential is astronomical. He and Lance have the highest ceiling in this draft. If this were another sport like Basketball, I would compare Trevor to Luka Doncic.
Favorite High-End Play from Trevor: https://www.youtube.com/watch?v=WiGP_wd8Z5c
QB2:
Trey Lance– Most talented and gifted QB in this draft. Elite athleticism, elite strength for the position, very good arm, elite work ethic, elite Football IQ, and Football instincts, with pre-snap abilities as an RS Freshman. It helps he’s also a pro-style QB which matters in the NFL.
Status – Needs polish, Boom or Bust prospect
Style of QB – Running QB
System – West Coast QB
Floor: Below Average QB who could be solid (top 20-25 QB) if the personnel around him is very good.
Ceiling: All-Pro QB who is an elite football player while being a very good QB
Player Comparison – Steve McNair
Impact Comparison – Josh Allen
Tier – Pro Bowl Prospect
He has a lot of McNair qualities and throws and moves a lot like McNair. Faster than McNair plays like a 4.5 guy. What is special about Lance is he is an elite all-around athlete. He is not just a great athlete out of the pocket, he is a great athlete in the pocket. He also showcases a very good mental processing speed. They make things simple for Lance with mirrors but considering he was an RS Freshman in all the tape I watched, I really don’t have as much of a problem with it.
I liked his accuracy overall. I really did not have much of an issue with it as I rewatched the tape. Experience is probably the biggest thing I want to see him add more of. He's a freak athlete, extremely talented QB, what if he is what Pat Mahomes is to Brett Favre for him/McNair. His impact comparison is Allen because he's one of the most naturally gifted and talented physically strong players I've seen as I have been doing this.
QB3a:
Justin Fields– Elite Mobile QB prospect and the best mobile QB I have ever seen. Excellent athleticism, elite strength for the position, very good arm, excellent accuracy, elite work ethic, scheme versatile, and knows when to run or pass effortlessly. PFF rated him an elite QB every season he has played.
Status – The most polished QB in the draft.
Style of QB – Mobile QB
System – Pro-Style QB, scheme versatile, can also play pro-style at a high level.
Floor: Good QB, top 20 QB day 1.
Ceiling: Multiple time Pro Bowler who can win you a lot of games with a good team surrounding him.
Player Comparison – Donovan McNabb
Impact Comparison – Matt Ryan
Tier – Very good Prospect
Reminds me of Matt Ryan a lot. Meaning that they are extremely polished as prospects and ready on day 1 but they have a good number of flaws that are not as workable as their fans want you to believe and I wonder if their ceiling really is that high. I felt Ryan’s was not and was proven correct. I feel the same about Fields, but I could be proven wrong.
Ryan as a prospect was an elite game manager prospect which is like Fields who is an elite mobile QB prospect. His playing style reminds me a lot of McNabb. I hate the Watson comparison; Watson is a gamer who is a freakish playmaker. Fields usually take what the defense gives him. He is a lot more like McNabb.
Mobile QB always have a much higher risk of injuries due to their style of play but their style of play leads to winning with less and winning big with more but they don’t have the same longevity as balanced and non-mobile QBs.
QB3b:
Zach Wilson– Similar to Joe Burrow, he had a freakishly elite year before he entered the NFL while previous years were decent but nothing to write about for an NFL QB Prospect. What I love about Wilson is many of the things I loved about Burrow. Elite accuracy. Can throw off-platform. Throws off many different arm angles. Mobile. Good football IQ. The issue where I differ between him and Burrow who I felt was a legit All-Pro prospect with a very high floor is decision making. I do like his arm strength more than Burrow. I really was not a fan of Wilson’s decision making and I feel, he needs a lot of development at it if it can be fixed at all. PFF rated him a 95.4 which is insanely high considering his personnel.
Status – Very polished
Style of QB – Balanced QB
System – Spread QB
Floor: Decent QB, should be top 20-25 QB as a rookie and better depending on the personnel.
Ceiling: Multiple time Pro Bowler who can win you a lot of games with a good team surrounding him. Players will really be able to put up excellent stats with him at QB when he reaches his comfort zone.
Player Comparison – Joe Burrow
Impact Comparison – Tony Romo
Tier – Very good Prospect
Reminds me of Tony Romo. Talented. Accurate. Questionable decision making. Thinks he is more athletic than he is. Will likely have a lot of injuries due to his decision making. Overall, he’s a great fit for the modern game with the WR’s, TE’s, and schemes we have in today’s NFL.
QB5:
Mac Jones – Had one of the best seasons in college football history. Tremendous pocket QB ability. Elite ball placement on short to intermediate throws. Gives his WRs a shot to make the play. Throws all his players in stride when it is not a deep ball. He likes to sling the rock and knows how to mix run and pass. His athletic ability is not awful, he reminds me of Nick Mullens athletically. Best Football IQ in this draft for a QB, he is a very good decision-maker. Tremendous foot speed within the pocket. The best in the class and easily the best I have seen in a while for a QB prospect.
His arm strength is a major issue and considering the timing of today’s pocket, he needs to be more athletic too. Also, his weapons are better than the players he will likely play with at the next level. He is clearly the best game managing QB I have seen in a while but most of these guys if not all of them have been bad or bust recently. Jared Goff is the last elite game managing prospect, and he is hurting his team more than helping them these days. Mac is a very good game manager prospect.
Status – Very polished
Style of QB – Game Manager
System – West Coast QB
Floor: Below average QB, should be back up tier QB as a rookie.
Ceiling: Could be a decent QB long term. Depending on the system, coaching, and personnel, could be the biggest breakout in this class.
Player Comparison – Jake Fromm
Impact Comparison – Phillip Rivers
Tier – Good Prospect
Clearly a 1st round QB to me. Best pocket passer in the draft. Will be a game manager for a while and hopes that he can develop into a good QB. He reminds me of a lot of Fromm but he is superior in many key areas. The hope is that he eventually develops into a Phillip Rivers reliable Pro Bowl type of QB considering his arm strength questions. His most impressive trait for me is his foot speed within the pocket. He will remind some people of Tom Brady. Watching early Brady, I can see the comparisons but man, Brady needed A LOT to go right for him to be an elite QB. Coaching, system, scheme, personnel, how you are used. You can go to the wrong team and he is a rich man’s Nate Peterman being a career backup. In today’s NFL, getting everything to go right usually does not happen so do not expect it to happen. If there is a Pat Mahomes or Lamar Jackson in this class (2nd or 3rd round grade QB who became a superstar), Mac Jones is it for me.
QB6:
Kyle Trask – A Pocket Passer. We do not get many of these a lot these days. Kyle is excellent at the line. The pre-snap grade is very good. He knows how to get the ball to his playmakers. He has an excellent feel for the game. He has very good size. He is a very good Pocket Passer QB prospect. Guys like him do well in the NFL because running an offense and being productive is VERY hard to find and his arm is strong enough.
Status – Very polished
Style of QB – Pocket Passer
System – Spread QB
Floor: Average QB, should be a top tier backup QB as a rookie. Top 30-35 QB
Ceiling: Should be a decent QB long term with the potential to be a long-term starter
Player Comparison – Dwayne Haskins
Impact Comparison – Matt Hasselbeck
Tier – Good Prospect
While he is not a 1st rounder to me. He is a lot less risky than Jones or Lance. Why? He going to run the offense the way the coaches draw it up to be run like. He has the size. He has the arm. It would not surprise me if he appealed to teams who want to be run first and defensive-minded. His potential is not high, but it is not bad either. Do not be surprised if Trask has more success than Wilson long term. It is hard to see him have more success than Fields or T-Law. Do not be shocked if he had more short-term success than Lance.
QB7:
Jamie Newman – An mobile QB prospect who is a deep ball threat. Newman reminds me of Daunte Culpepper as a prospect. I wish we would have seen him this year but the Monken system was not really a fit for Newman’s style of play.
Status – Needs polish
Style of QB – Mobile QB
System – Pro-Style QB
Floor: Below average QB, backup at best.
Ceiling: A top 20 QB with a chance a major success with the right personnel.
Player Comparison – Daunte Culpepper
Impact Comparison – Daunte Culpepper
Tier – Good Prospect
While he is not a 1st rounder to me. He has one of the higher ceilings in the draft. If there is a QB you want to bet on the long term and you have the right system, Newman makes a lot of sense. Should appeal to teams like Pitt who want big plays and the running game to win games.
The rest are not worth me grading. Mond is a 4th to 5th rounder for me. He is a poor man’s Kaepernick. Ellinger is even worse. Ian Book, Dustin Crum, and Davis Mills are interesting, and I will be tracking them at the combine and further.
  1. Trevor - https://www.youtube.com/watch?v=WiGP_wd8Z5c
  2. Trey - https://youtu.be/4oP3O1C3PUc
  3. Justin and Zach - https://youtu.be/afu8ul3RoQ0 and https://youtu.be/T36Gk6czPio
  4. Mac - https://www.youtube.com/watch?v=8W9a_Z9hkvY
  5. Kyle - https://www.youtube.com/watch?v=6tcDrgjZ_h4
  6. Newman - https://youtu.be/zZhi_bLhGa0
  7. Mond - https://www.youtube.com/watch?v=rkdKxCELcQU
  8. Crum - https://www.youtube.com/watch?v=7nByCGzbjJQ
  9. Book - https://www.youtube.com/watch?v=9sP5w-R3mN8
Original Thread:
https://www.reddit.com/NFL_Draft/comments/izkhe5/my_take_on_the_2021_nfl_qb_class/
submitted by nbasuperstar40 to NFL_Draft [link] [comments]

Kibbles' Crafting: Tinkering! Turn "junk" into "stuff"! Sometimes even useful stuff! Everything from tools to new limbs to magic gadgets and ammunition!

It has been awhile since I've posted a branch of crafting here, but I'm back with a new one: Tinkering!
This is part of a huge overall project for crafting that's currently in an exciting phase - if you want to know more that just click my profile and it should become obvious :)
Onto the crafting!

Tinkering

Tinkering is applying creativity to junk to make new things. Sometimes even useful new things. Ranging from the humble crafts to complex contraptions, tinkering is a broad category that any adventuring party can benefit from.
Oft the purview of peddlers and wanderers, they have a broad skill set and tend to excel at working with limited resources and their wit rather than expensive shopping lists of materials, though many will say they have a bad habit of collecting too much junk with the idea that things can be handy when you would least expect it...

Quick Reference

While each step will go into more depth, the quick reference allows you to at a glance follow the steps to tinker up an item in its most basic form:

Related Tool & Ability Score

Tinkering works using **Tinkering Tools*. Attempting to tinker item without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency in them to any Tinkering crafting roll.
Most of the time tinkers need only the minimal heat of a basic fire and their tools to work, though any craft that requires an ingot may require a forge at the discretion of the DM.

Materials: Junk and Scrap

Tinkering uses metal scraps, miscellaneous junk (simply referred to as "junk"), and, in cases of making more magically functional things, essences to imbue them with their power. The term "junk" is used affectionately to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Junk can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.
In addition, metal scraps are collections of salvaged material that generally fall into the category of things "too small to track" which can than be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.
Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.
Named Components
In almost all cases, named components (such as a "wooden stock" for a crossbow) can be simply abstracted out in the a minor cost, but, as always, the level of abstraction is up to the DM.

Crafting Roll

Putting that together that means that when you would like to smith an item, your crafting roll is as follows:
Tinkering Modifier = your Tinkering Tools proficiency bonus + your Intelligence modifier
Success and Failure
For Tinkering, after you make the crafting roll and succeed, mark your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Tinkering do not need to be immediately consecutive. Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage.
If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.
Purchasing Components & Materials
Like with many materials, one popular method of acquisition is to simply spend gold. The following table presents common prices for some matierals used in tinkering.
Rarity Essence Price
Metal Scraps 1 sp
Wooden Stock 5 sp
Junk 2 gp
Fancy Junk 10 gp
Esoteric Junk 100 gp
Salvaging Junk
The other main way to acquire junk is to salvage it. This can be determined by your DM what can be salvaged, but in general common items provide junk, uncommon or expensive items may provide fancy junk, and esoteric junk is found only from esoteric sources at your DMs discretion. Tools, vehicles, and complex items generally return 1d4 metal scraps and 1d4 junk for a small or smaller item, 2d6 metal scraps for medium sized item, and 3d8 metal scraps for large sized item. and more for larger items, though may return less of rare types of junk.
Adventuring Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Lantern (Bullseye) 3 metal scraps , 3 junk , 1 glass flask 4 hours 2 DC 12 Common 10 gp
Lantern (Hooded) 3 metal scraps , 1 junk , 1 glass flask 4 hours 2 DC 10 Common 5 gp
Lamp 2 metal scraps 4 hours 2 DC 10 Common 5 sp
Lock 2 metal scraps , 3 junk 8 hours 4 DC 17 Common 10 gp
Grappling Hook 1 rope , 2 metal scraps , 1 junk 2 hours 1 DC 14 Common 4 gp
Climber's Kit 10 pitons , 50 feet rope , 3 junk , 2 fancy junk 2 hours 1 DC 12 Common 25 gp
Merchant's Scale 1 metal scraps , 2 junk 2 hours 1 DC 14 Common 5 gp
Tinderbox 1 metal scraps , 1 junk 2 hours 1 DC 10 Common 2 gp
Spyglass 2 metal scraps , 2 fancy junk , 5 esoteric junk 12 hours (1.5 days) 6 DC 18 Common 1,000 gp
Wind Up Timer 2 metal scraps , 2 junk 2 hours 1 DC 12 Common 5 gp
Clockwork Toy 2 metal scraps , 3 junk 2 hours 1 DC 12 Common 10 gp
Pocket Watch 1 metal scraps , 3 junk , 2 fancy junk , 1 esoteric junk 12 hours (1.5 days) 6 DC 17 Common 150 gp
Underwater Breathing , Apparatus 4 metal scraps , 2 common primal essence , 2 fancy junk 8 hours 4 DC 17 Uncommon 120 gp
Drill 2 metal scraps , 2 junk 2 hours 1 DC 13 Common 5 gp
Miscellaneous
Name Materials Crafting Time Checks Difficulty Rarity Value
Miscellaneous Junk 5 metal scraps 4 hours 2 DC 12 Common 2 gp
Autoloader 2 metal scraps , 2 junk , 5 fancy junk 8 hours 4 DC 18 Uncommon 80 gp
Traps
Name Materials Crafting Time Checks Difficulty Rarity Value
Noise Trap 2 metal scraps , 2 junk 2 hours 1 DC 12 Common 5 gp
Hunting Trap 4 metal scraps , 2 junk 2 hours 1 DC 13 Common 5 gp
Trip Wire 2 metal scraps , 1 junk 2 hours 1 DC 12 Commong 3 gp
Tools & Instruments
Name Materials Crafting Time Checks Difficulty Rarity Value
Alchemy Supplies 4 metal scraps , 4 fancy junk 8 hours 4 DC 14 Common 50 gp
Brewery Supplies 4 metal scraps , 2 fancy junk 6 hours 3 DC 13 Common 20 gp
Cartography Tools 2 metal scraps , 1 junk , 1 fancy junk 6 hours 3 DC 13 Common 15 gp
Cobbling Tools 3 metal scraps , 1 junk 4 hours 2 DC 12 Common 5 gp
Cooking Utensils 5 metal scraps 4 hours 2 DC 12 Common 1 gp
Glassblowing Tools 3 metal scraps , 2 fancy junk 8 hours 4 DC 13 Common 30 gp
Jewelry Tools 2 metal scraps , 2 fancy junk 6 hours 3 DC 13 Commong 25 gp
Leatherworking Tools 4 metal scraps , 1 junk 4 hours 2 DC 12 Common 5 gp
Masonry Tools 5 metal scraps , 1 junk 6 hours 3 DC 13 10 gp
Tinkering Tools 4 metal scraps , 4 fancy junk 8 hours 4 DC 14 Common 50 gp
Weaving Tools 4 metal scraps 4 hours 2 DC 12 Common 1 gp
Woodcarvers Tools 4 metal scraps 4 hours 2 DC 12 Common 1 gp
Navigator's Tools 3 metal scraps , 2 fancy junk 6 hours 3 DC 14 Common 25 gp
Thieves Tools 4 metal scraps , 2 junk , 1 fancy junk 6 hours 3 DC 14 Common 25 gp
Herbalism Kit 4 metal scraps , 1 junk 4 hours 2 DC 12 Commong 5 gp
Bagpipes 1 large piece of leather , 2 metal scraps , 1 fancy junk 6 hours 3 DC 15 Common 30 gp
Horn 4 metal scraps , 1 junk 4 hours 2 DC 14 Common 4 gp
Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
Light Crossbow 1 wooden stock , 4 metal scraps , 6 junk 4 hours 2 DC 14 Common 25 gp
Hand Crossbow 1 wooden stock , 4 metal scraps , 2 junk , 4 fancy junk 8 hours 4 DC 16 Common 75 gp
Heavy Crossbow 1 wooden stock , 8 metal scraps , 8 junk , 2 fancy junk 6 hours 3 DC 15 Common 50 gp
Advanced Ammunition
Name Materials Crafting Time Checks Difficulty Rarity Value
Whistling Shot 1 piece of ammunition , 2 junk 2 hours 1 DC 10 Common 3 gp
Bola Shot 1 piece of ammunition , 1 net 2 junk 2 hours 1 DC 15 Common 6 gp
Payload Shot 1 piece of ammunition , 1 item weighing less than 1 lb , 1 junk 2 hours 1 DC 17 Common 3 gp
10 x Propelled Shot 10 pieces of ammunition , 1 Packet of Blasting Powder , 5 junk 2 hours 1 DC 15 Common 70 gp
Spell Shot 1 piece of ammunition , 1 fancy junk , (a) 1 scroll of fog cloud or (b) 1 scroll , of entangle or (c) 1 scroll of multishot 2 hours 1 DC 16 Uncommon 80 gp
Trick Shot 1 piece of ammunition , 1 fancy junk 2 hours 1 DC 17 Common 15 gp
Mechanical Prosthetics
Name Materials Crafting Time Checks Difficulty Rarity Value
Basic Leg Prosthetics 8 metal scraps , 2 junk 4 hours 2 DC 12 Common 5 gp
Mechanical Arm 6 metal scraps , 4 junk , 2 fancy junk , 1 common arcane essence 8 hours 4 DC 14 Common 80 gp
Mechanical Leg 8 metal scraps , 4 junk , 2 fancy junk , 1 common arcane essence 8 hours 4 DC 14 Common 80 gp
Specialized Mechanical , Arm 1 tool of your choice , 6 metal scraps , 4 fancy junk , 1 esoteric junk , 1 common arcane essence 8 hours 4 DC 16 Common 180 gp
Weaponized Arm 1 one handed melee weapon , 8 metal scraps , 4 junk , 2 two fancy junk , 1 esoteric junk 8 hours 4 DC 15 Common 130 gp
Spring Loaded Leg 8 metal scraps , 4 junk , 2 esoteric junk , 1 common arcane essence 12 hours (1.5 days) 6 DC 15 Common 250 gp
Vehicles
Name Materials Crafting Time Checks Difficulty Rarity Value
Folding Boat 1 boat , 10 junk , 3 esoteric junk , 2 uncommon primal essence , 1 rare arcane essence 16 hours (2 days) 8 DC 17 Rare 1,500 gp
Folding Cart 1 cart , 10 junk , 3 esoteric junk , 2 uncommon arcane essence , 1 rare arcane essence 16 hours (2 days) 8 DC 17 Rare 1,500 gp
Autoloader
Item, Common
An attachment to crossbows. When equipped, the crossbow no longer has the loading property, though gains a "reload 5" feature, and must be reloaded as an action or a bonus action after firing 5 times.
Basic Leg Prosthetic
Item, Common
A functional replacement leg. While using this in replacement for one of your legs, your movement speed is reduced by 10 feet and you have disadvantage on Dexterity saving throws and Dexterity (Acrobatics) skill checks.
Clockwork Toy
Item, Common
This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, Dragon, or Soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes Noises as appropriate to the creature it represents.
Bola Shot
Item, Ammunition, Common
This special piece of ammunition entangles a target it hits. On hit, the target must make a DC 12 Dexterity saving throw, or become restrained, as if by a net.
Drill
Item, Common
Can make holes in things. Can destroy a lock with a DC of 14 or lower to pick or break with 10 minutes of work.
Mechanical Arm
Wondrous Item, Common
A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces.
Mechanical Leg
Wondrous Item, Common
A functional mechanical leg that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces.
Propelled Shot
Item, Ammunition, Common
This is a special shot that contains a dangerous rocket like propellant accelerating to greater speed and distance. This shot can be fired at a weapons long range without disadvantage, and does an additional weapon die of damage on hit. However, targets gain twice the bonus to AC from cover against this shot as they are difficult to arc.
Watch
Item, Common
A small time piece that accurately tracks time. Must be wound up every day or it will cease to track time.
Spring Loaded Leg
Wondrous Item, Common, Attunement
A functional mechanical leg that can replace a missing one. While attuned it in this way, it functions the same as the limb it replaces. Additionally, it can absorb a great deal of impact when falling and spring to new heights. You can reduce all falling damage by 20 feet, and your jumping distance is doubled. After falling, your jumping distance is further increased by a quarter of the distance fell.
Specialized Mechanical Arm
Wondrous Item, Common
A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces. Additionally, this arm can house a tool of your choice.
Underwater Breathing Apparatus
Wondrous Item, Common
The wearer can breath underwater for up to 1 hour. You cannot (intelligibly) speak or perform verbal spell components while wearing this device.
Weaponized Arm
Wondrous Item, Common
A functional mechanical arm that can replace a missing one. This works for either a biological creature or a construct. This item follows the rules for attunement, but does not require an attunement slot once attuned. While attuned it in this way, it functions the same as the limb it replaces. Additionally, this arm can house a one-handed melee weapon of your choice. This weapon can be swapped out as part of a short or long rest.
Windup Timer
Item, Common
A small timer that can be set to accurate count down time, up to 4 hours, making a clanging noise at the end of the time.
Advanced Timers
If players wish to make a timer that does something other than make a noise at the completion, they likely can, but the DM can determine if additional challenge is involved (such as a timer that lights a fuse upon completion).
If you want all of this in PDF form, you here is in [PDF form](PDF. If you want a whole crafting system, you can find the other pieces I've posted to this subreddit or more information flipping through my profile.
submitted by KibblesTasty to DnDBehindTheScreen [link] [comments]

Effective weather change detection with an ABC watch while hiking

I recently got my first ABC watch and started looking into the most efficient ways of using it to detect weather changes while hiking. I specifically decided not to go for a smartwatch (and I don't regret that decision) but I'm still finding out that the best way to make use of the barometer is by combining it with my phone's GPS which I carry along anyway. I should also say that my watch doesn't have a high-resolution barometric trend graph as it's quite compact.
In essence, "the problem" is that barometric pressure changes with altitude, temperature, and weather. While gaining or losing altitude we thus need to factor out the other two variables in order to be able to compare readings for weather changes. A much better description is available on this link: https://www.watchuseek.com/threads/altitude-barometric-pressure-and-abc-watches-explained.266991.
I plan to create a mobile application to alleviate the process below but this is what I currently intend to do:
I realize that temperature readings are affected by body heat but this might not be a problem as we are only interested in the relative comparison between different points on a trend graph (i.e. we don't have to compare the resulting values with e.g. a weather station). I plan to do some experiments to see how much temperature affects the final values. This process shouldn't take more than a few seconds with an app and the readings only have to be taken at e.g. a 2-hour interval so that doesn't seem like too much of a hassle.
Another simpler approach is to calibrate the altimeter on the watch and then compare the altitude readings to GPS-based altitude at some interval. E.g. if the watch-based altimeter is showing higher altitude than GPS, the pressure probably dropped due to weather and vice versa. This seems a bit easier but most likely not as accurate.
In any case, I'm very much interested in knowing how everyone else is using their ABC watch while on a hike and hope to get some additional ideas for a better approach. Cheers!
submitted by inejc to Ultralight [link] [comments]

The Ultimate Horizon Zero Dawn Guide containing everything from Story tips to specific combat tactics that somebody should've made a long time ago

The Ultimate Horizon Zero Dawn Guide containing everything from Story tips to specific combat tactics that somebody should've made a long time ago
[Last updated on 03.02.2021]
All spoilers should be covered, please correct me if you find any that I missed!
I've broken this guide up into major segments and I might add more with future updates to it. Feel free to make update requests and please redirect any players to it with your own additions, if you see fit. Currently, it consists of "SKILLS", "STORY", "GENERAL GAMEPLAY TIPS", "EQUIPMENT", "TACTICAL COMBAT" and "SITUATION-SPECIFIC TIPS". If this guide is overwhelming, read only the part of if that interests you.
I'm open to edit suggestions from anyone.
This comes from someone who has completed HZD on UH on their first playtrough, so I have little to no experience with other difficulties, but you can find difficulty comparisons online and adjust things for yourself.

SKILLS

https://preview.redd.it/rtbn3l0ws5d61.png?width=1785&format=png&auto=webp&s=4b667fd512b09a84f4849cf015730dc55d44d8ad
I've attached a tier list of skills above, but I would like to make some notes:
  1. Strike from above is obviously only useful on hilly or jagged terrain, and the bigger the machine, the harder it is to use against it.
  2. Silent strike doesn't do anything against huge machines, but it's still an essential skill.
  3. Strong Strike (+) does NOT affect Crtitical Hit!
  4. I DID unlock Hunter Reflexes early on, while I was still near the Nora lands. I quickly deemed it too OP and reverted to an previous game save. That skill honestly turned me into a COD rage kid that got mad every time his slide tactics didn't work 1 in 1000 times, that's how much I started relying on it.
  5. Concentration + is only ever useful with Fast Reload, since you can get the aim benefit by using Concentration briefly and only right before shooting, having it never run out anyway if you're skilled enough.
  6. When downing a machine, don't assume that you need to Critical Hit it in order to do the most damage do it. When fighting dangerous / bigger machines you will more often than not be able to get in a few shots before depleting the timer almost completely. TL;DR: only use Critical Hit when the down timer is about to run out.
  7. I've done over 1000 damage with a fully charged Banuk Hunter Bow with triple hardpoint arrows fully upgraded with very rare damage mods. (In case you're wondering what kind of potential the white marked mods have. I'd say the DPS that comes from this setup is around 1000 damage every 5-15 seconds, greatly depending on where you hit and how fast you can set up a shot)
  8. Even tho I marked Knockdown as OP on most difficulties, even on these difficulties you will have big trouble knocking down huge enemies, so don't count on it in that instance.
  9. Combat Override (+) can be useful if you encounter 1 big machine that you can override, that you really don't want to fight right then and could get in the way of you doing other things, like that one Ravager near the double Rockbreaker corrupted zone, north of Medidian.
  10. I deemed all repair skills useless since you, in my opinion, should never need them, because there's not a good way of bringing for example a Sawtooth around the map with you to fight other things, once he clears his immediate vicinity, he is 100% useless to you, so there's no point in repairing him after a fight (trust me, you can't do it during a fight)
  11. You should only get Hoarder after you've maxed out your resource carry capacity.

STORY

You can easily get caught up in doing the quests in HZD, but I have some tips for you that might help you enjoy the story a lot more.
  1. If anyone has questions regarding the story I will happily answer them, there doesn't seem to be a consistent yet easily understandable documentation on the story, and especially the lore of the HZD world and Aloy and Elisabet.
  2. During a quest, you should know that you can talk to people, like, A LOT OF PEOPLE, I just started a new game+ knowing this and apparently I've missed so much dialogue during the Sacred Lands phase because I simply didn't realise I could talk to anyone unless a quest marker specifically tells me to. For example (this example is taken from The Proving, if you've played it, you can probably read this): Aloy runs in The Proving mainly in order to talk to Theresa to find out more about her mother, which she gets the chance to do right after The Blessing, in the same area, but you are never prompted to talk to her, so I simply walked away and only found any useful information about Aloy's mother much later, after the Proving.
  3. Contrary to what some others might say, I think you should not complete the area you are currently in fully. You might enjoy to come back later on and do side quests / camps / corrupted zones / collect collectibles etc in areas that you are familiar with, for nostalgia's sake.
  4. I advise you to only start the "Looming Shadow" quest after you have done everything you were interested in in the game that is quest and story related, since this quest is the last quest of the main story and changes everything so dramaticaly that the game needs to be reset to before doing "The Looming Shadow" after you complete it, in order to keep the gameplay part of the game connected to the story.
  5. The Cut is extremely harsh in comparison to the vanilla game, leave it at the end (still, it should be explored before playing thru "The Looming Shadow" quest) or play it earlier on to make fights in the Carja territory much easier.
  6. Sometimes, when in crouded places, not everyone will show up on your focus, leaving the people you can actually talk to show up exclusively, this can be useful if you want to find out everything that you can. This seems to be...inconsistent, though, sometimes everyone gets highlighted by your focus.
  7. Many characters that set you out on quests are still up for talk even after sending you to God knows where to do God knows what. You can learn many things by going back to talk to them, especially Theresa.
  8. You should probably read any datapoints you encounter on the spot because many of them refer to the place where they were found, and reading them without spacial context was often confusing to me. Also, you can rescan datapoints to reveal their name and be able to play them again without opening the notebook and trying to find out which one of them you were just looking at.
  9. The main and side quests do not take you to all places on the map, but some very interesting encounters / quests reside in these places. You should explore the map, especially settlements and anything that looks like an empty nook next to a cliff (some of them are empty tho).
  10. Some seemingly random places end up telling you something about the story and lore of the game, I will not give examples as I don't want to spoil anything.
  11. Quest order can matter to some extent, as dialogue about certain things is possible if Aloy has been trough a specific quest sometimes. I think this is most prelavent with Nakoa's quest line as you can sometimes talk / ask about her.
  12. You shouldn't try to do everything as fast as possible, I think, so it would be a good idea to use as little fast travel as possible, and perhaps only fast travel to settlements. I say this because there are a LOT of random encounters scattered throughout the map that are not marked in any way, which are really fun to come across.

GENERAL GAMEPLAY TIPS

  1. Lenses are traded for Carja (blue) outfits while hearts are traded for Shadow (purple) weapons and outfits (same as braidings). DO NOT, under any circumstance sell these items before you've bought every single respective piece of equipment that you could need them, you will regret it unless you really enjoy hunting certain machines. You would rather upgrade your pouch, trust me. Furthermore, some items like Ancient Debris are much more valuable and more plentiful than machine parts.
  2. You should only trade resources for shards when you need to free up inventory space, but again, consider upgrading your pouches first before selling these. Although I don't use these weapons, some weapons require enourmous amounts of resources to be used. For example, I could use up 500 blaze in only around 30 minutes using the blast sling.
  3. Rich and bony meat seem to be way less useful than fatty meat, consider selling your exccess of those.
  4. The Cut is extremely harsh in comparison to the vanilla game, leave it at the end (still, it should be explored before playing thru "The Looming Shadow" quest) or play it earlier on to make fights in the Carja territory much easier.
  5. Keep all stealth mods you find, they seem to be EXTREMELY rare. I think I might have gotten under 15 of them (including green ones) during my 101 hours of playtime. Furthermore, stealth is extremely useful, you should invest into it even if you don't plan on using it to fight. It can come in extremely handy, for example, while hunting wildlife, or in any other situation in which you don't want machines to notice you. You can avoid entire fights if you are skilled enough to get right thru unnoticed. Also, the bigger the enemy, the easier they spot you: for example, a Rockbreaker can instantly spot me (red icon) in a 57% stealth outfit from more than 100 meters away.
  6. You will need a wide array of equipment to take down machines, don't assume the best Blast Sling in the game can destroy every single enemy in the game (not on UH at least). You will need at least 3-4 different weapons to be combat effective in any situation, same as outfits. We will talk about outfits and weapons more in the EQUIPMENT segment.
  7. If you shoot from far enough away, you can remain hidden even if you hit enemies, seems to work best while hitting ONLY weakspots or instakilling enemies.
  8. Only watchers will actively alert all nearby machines, from my experience.
  9. Tearing off a component seems to do nearly no damage to the machine in some cases (correct me if I'm wrong, but I can barely tell on UH since I don't have health bars). This can work for us in some cases, like when we want to tear off a cannon then override the source machine for aid, but can also work against us when we want to straight kill that machine. If you want to do maximum damage to a machine, I recommend leaving some components on there that you can shoot off with simple damage (like arrows or hardpoint arrows) to increase your damage efficiency.
  10. Sometimes, weakspots can be covered by a protective casing which doesn't allow you to, for example, set off a blaze canister using fire. (This made me assume that I just couldn't make these explode even tho the game was telling me so for so long...up until I found my first grazers). These pieces of armor or casings can be tricky to remove with the Tearblaster, because you often end up removing the component itself. I recommend using simple damage to remove the layer of protection instead of tear-based weapons, the best option being the hardpoint arrows, from my experience.
  11. The Banuk bows get increased elemental severity if you charge them up all the way, not just damage!
  12. If you've been playing games on the regular, choose Ultra Hard, it's seriously not that hard in the end if you don't play with a controller.
  13. I think you should disable the dynamic map markers for both quests and waypoints, they usually act like a horrible GPS system. I also recomment turning off "mount follows road" because most of the time it will end out with you going into a river if you rely on it, just follow the road yourself. By the way, if you do follow this advice, it is much smoother to steer with the mouse than with WASD, but you need to turn your camera a lot (like 20 degrees) to get the character turning at all, you'll get used to it.
  14. Handling has a 200% cap when modding (as in putting a total of 4 handling mods with +50% each maxes out handling, a 5th one would make no difference) Any other weapon stat has a 150% cap. This is only relevant with Adept weapons only available in NG+. Check out this post to find out more about weapon caps and the required elemental severity per machine class for triggering the status effect.
  15. When searching for anything that can be found within a certain area, like Metal Flowers. for example, the elevation of the Metal Flower icon is at the exact elevation of the actual Metal Flower that you're looking for. You can get the icon to appear by placing a marker on it.
  16. If you need shards, shell walkers seem to be a good target along with bandit camps, more often than not you can make upwards of 500 shards from a single bandit camp. Ruin exploration can also be lucrative, along with finding Banuk Figures and ancient artifacts, metal flowers are good too but you need to find at least 10...apex machines can also yield a lot of stuff which you can trade in (Thunderjaws, Behemoths, Stormbirds etc) but they are tougher to bring down.
  17. You can go underwater by holding CRTL. Not sure how it helps yet, I've just discovered it myeself.

EQUIPMENT

A LOT of information online about the stats of weapons is simply OUTDATED, listing things like 50% base stealth for the Nora Silent Hunter Heavy (which in fact has 30% base). The stats's representations have been modified in the meantime, meaning that the previous 50% stealth is equal to the actual 30% stealth, for example.
I will not refer to the Adept (New Game+) gear as new players will not get to play with these right away anyway.
Some equipment in this game is, in my opinion, completely useless, and some other things are absolutely necessary, I will be going over which ones are what, and how to use each one of them effectively.
Also, OBVIOUSLY you don't have to follow my advice religiously, especially when it comes to my choice of mods.
I also attached my current weapon loadout that I frequently use right now.
Banuk weapons can be charged for around double the time it normally takes to fully charge a bow to do around 2.5x more damage than when using a shadow bow, however, not charging them FULLY will result in you dealing only around 60% damage of a normal shadow bow. I think you can also increase your DPS by a significant amount by charging shots completely and using double / triple shot. The stats below were captured with simple hunter arrows shot in the main chassis of Tramplers.

Undercharged Banuk Hunter Shadow Hunter Bow Fully Charged Banuk Hunter
7 damage 11 damage 28 damage
In the pictures below, the stat values are listed for the fully charged shot (aka ~2x the charge time of normal weapons) for the Banuk weapons, so if you're looking for the Shadow version stats, just divide everything except handling by around 2.5. Although if you're looking for accurate Shadow stats you should consult the wiki.
https://preview.redd.it/uwttqmnzs5d61.png?width=702&format=png&auto=webp&s=96430ba26c6c5605f800f5727e50a1171a80b303
I will be listing the trading requirements for the SHADOW variants, you can probably find the others in game.
Weapons
https://preview.redd.it/8g774f81t5d61.png?width=326&format=png&auto=webp&s=fa55d256def9fdc7c769c6619d2e75ab498fb576
The Hunter Bow also requires 2 Watcher hearts. It's the first weapon you will ever touch and also the best (that being the Shadow OR Banuk variant if you own Frozen Wilds). I think you should aim to have 2 of them, actually. One of them should be damage oriented with a little bit of handling as a secondary stat, and the other should be fire oriented (but you should put some damage on it too, because fire damage scales with the damage stat, not with the fire stat), again, with handling as the secondary stat. The fire one's use is obvious, I think it's the best way to deal fire damage. The damage one is quite possibly the #1 best damage dealer in the whole game if you can be arsed to target weakspots. The hardpoint arrows of the shadow variant (and Banuk) seem amazing to me, topping even the damage of the Lodge Blast Sling with the Banuk version, all while not eating thru a mountain of resources in the meantime. Just target any components with it, but if none are available, shooting the main chassis is also good. The hardpoint arrows can also easily one shot headshot human enemies, quite possibly without any damage upgrades even.
https://preview.redd.it/zw4ntm42t5d61.png?width=311&format=png&auto=webp&s=061a81dcbb910baf2d9bf449cc34691f8272450c
The Sharpshot Bow also requires 2 Sawtooth hearts. It's good up until you find the Tearblaster in my opinion, because it is your only good source of Tear which can blast off components, armor and even guns. I suggest upgrading it with tear and / or handling. The simple precision arrows are good at taking out humans with one headshot early game when you don't have hardpoint arrows for your hunter bow yet. The DPS of this bow is good as long as you don't yet have the Shadow Hunter Bow with hardpoint arrows, use it with double / triple shot to maximize your efficiency with it. You will probably have a hard time ever managing to draw the bowstring all the way back for maximum precision tho, as you will probably get attacked and have to dodge. The harvest arrows aren't useful in the slightest in my opinion, they can knock off components but they seem to do nearly zero damage...so...why tf would I want to use them? it's not like the machine will just leave and let me pick up whatever it dropped...Also, harvest arrows don't seem to be effective against enemy armor or guns. Wether you chose to do simple damage with the Hunter Bow or the Sharpshot Bow is up to you, their DPS is nearly the same comparing the simple Hunter Bow arrows and the Precision arrows.
https://preview.redd.it/kqxyg813t5d61.png?width=247&format=png&auto=webp&s=c915fa345b74f1eedfa2b0014d48b55f91ada9f0
The Sling also requires 2 crystal braiding. It's good if you don't have the double and triple arrow notch skills. It's a good way to deal elemental severity but if I were you, I would switch to the War Bow and get the double and triple arrow skill ASAP, it's much better in my opinion.
https://preview.redd.it/0dc4s6x3t5d61.png?width=273&format=png&auto=webp&s=c99666c46447c83258b228818b54a4de8093eb73
The Rattler also requires 2 boar, rabbit and fox skins. It's good mess-around fun but it's range is like...10 meters, it's actually sad. Might be useful against human enemies, but I never liked it even for that. It doesn't even come close to the Sling or War Bow when it comes to elemental severity.
Some people sayd that it is effective and so I went ahead and tried it against a bunch of enemies, and it is definitely more effective than I first concluded. Still, I don't think it stands up too well against the Sling and the War Bow because you need constant fire to be effective with it, which is hard to achieve when you're fighting a serious fight because you will need to dodge, reload and craft a lot of ammo in the meantime, because it eats thru ammo SO fast. Also, the Rattler uses more chillwater to operate because it does significantly less elemental severity per ammo pack. So it's not as bad as I first thought, it's usable, but just barely, and you will struggle with it in some fights for sure.
https://preview.redd.it/l09c1js4t5d61.png?width=307&format=png&auto=webp&s=976f866354fb2b08a8c805f6c48b45a9d3915823
The Tripcaster also requires 2 Scrapper hearts. It can be used to REAAAALLLYY cheese the game (mostly referring to the Carja variant). You can simply spam a bagillion tripwires in one spot and kill a giant machine with it in an instant, just by luring it to you...it's overpowered as f*ck. If you're looking to not cheese your way thru the game with it, I have a few tips for you, even tho I barely ever used it. You can shoot trips (I'll call the stuff it shoots "trips" I guess) as close to an enemy as you'd like without ever getting spotted, meaning you could set up a big course which you could simply run thru, with the machines behind you, in order to kill them all. It can also be used as a backup last resort by making an area with multiple shock traps for example, that would shock any enemy that comes close. You should only upgrade it with 1 single damage type in mind (simple damage, fire, shock etc) to max out your efficiency. Haven't used this thing since I finished that one Nora hunting trial just outside of the Sacred Lands that requires it.
https://preview.redd.it/zhmw25p5t5d61.png?width=315&format=png&auto=webp&s=8173c2575542a7e1b73c90c18e128bf105872e08
The Blast Sling also requires 2 Lancehorn hearts. It uses a f*ckton of resources but can also deal a f*ckton of damage, especially early game, having more than 2x the DPS of the Hunter Bow if we don't count the Tear, which usually accounts to nothing anyway. Upgrade it with a mix of damage and handling, the more damage you put on it, the less blaze you will use. Hitting components with hardpoint arrows is still much better, from my experience.
https://preview.redd.it/ov55zpc9t5d61.png?width=235&format=png&auto=webp&s=beca975b969660aa131a1b821975b66e3de0d35e
The Tearblaster also requires 2 Thunderjaw hearts. It's going to cover all of your Tear needs but is closer-range than the tearblast arrows. I think you can get it from a quest but I've no idea which one, but I don't think you should buy it, just find it.
https://preview.redd.it/8padyg7at5d61.png?width=295&format=png&auto=webp&s=79b4fc797081d47022186e22ea4fef12b66e6fe7
The War Bow also requires 2 Trampler hearts. It's awesome. I will dedicate a section to it in the TACTICAL COMBAT section to talk about how I've been using it. I wouldn't reeaaaally bother with the green version but the shadow version is amazing, even more so the Banuk one, I'm going to say that you should upgrade it focusing on one single damage type + handling.
https://preview.redd.it/6nowclzat5d61.png?width=324&format=png&auto=webp&s=bc02e73e870d9502e84ec3791899e9bba501aad2
The Ropecaster also requires 2 Snapmaw hearts and is arguably the most underpriced shadow weapon. It's probably the best utility weapon in the entire game, even the green version is amazing and worth buying. Upgrade it with full handling as it can't do any damage. This one gets a dedicated section in TACTICAL COMBAT as well.
Outfits
Short Version: Elemental protection outfits are okay. Someone mentioned them in a comment saying they are not too bad so use them if you really feel like it, but I would strongly recommend avoiding them until you have shards just laying around.
Long Version: I tried the freeze protection armor paired with freeze protection potions against glinthawks which almost completely negated their freeze attacks, so yes, the armor is hecking effective, but I let myself get hit by one of their claw attacks and I took a LOT of damage, it nearly killed me (should've been 360 damage but I think I got hit twice by the same attack which happens very often from my experience, especially with melee attacks, which is also a big reason why I recommend melee protection above all else), whereas taking a hit from one of their freeze attacks with no protection potion would've dealt around 120 damage only, and I think only 30 with a potion. Pair all of this with some more annoying small machines roaming around like striders or watchers and you've got yourself an ass-whoopin' if you're wearing elemental protection. The thing with elemental protection is that it is extremely specific all of the time, and elemental attacks are more often than not weaker or rarer than melee and ranged ones.
It was also mentioned in the comments that we can always switch outfits mid-fight, which is true...but let's be honest, that's borderline an exploit. Imagine switching your outfit every time before being hit, we would be nearly invincible against every single attack machines could throw at us. Feel free to buy whatever outfits you want and switch them around like that but I will neither do it myself nor endorse it.
The stalwart armor is only ever useful against watchers...yay...(correct me if I'm wrong)
The Silks armor is...meh...I don't understand it.
Also requires 2 Shell-walker hearts
The melee protection outfits are great in my opinion, and you should have one with you to equip right before fighting machines. I think you should get these ones over the ranged protection outfits because in a gameplay scenario, the moment you will be the most vulnerable will be when you are within melee range, not when far away. Upgrade it with further melee protection.
Also requires 2 crystal braidings
The ranged protection outfits are best against human enemies since they seem to mostly attack you with arrows. Upgrade it with further ranged protection.
Also requires 2 Bellowback hearts
The stealth outfits are by far the most useful as long as you pair them with an upgraded silent strike and you fight in areas where there is enough cover. They can also be useful to completely avoid fights, especially when hunting for meat, or picking plants, or scavenging thru ruins. Ignore every other stat and boost stealth with mods. Be warned that not every fight you will need to get thru will allow stealth as a viable option, especially cauldrons. They get a dedicated section in the TACTICAL COMBAT segment.
Shield weaver is an outfit you can find in the game. It protects against all types of damage but often needs to recharge between hits and can be obliterated by chip damage (like the shots from a ravager cannon). The game rewards you with enough power cells to get it by finding them in main quest locations. I highly recommend this outfit, it seems balanced in comparison to other top-tier armor but looks awesome and features some nice interactions with certain things, especially in The Cut.
In the end I highly suggest getting a stealth outfit and a melee protection one (or shield weaver), picking the one that you see fit before every fight, although you could probably get thru most of the game with just stealth.

TACTICAL COMBAT

I will talk about specific combat strategies in this segment.
Stealth
Early game, stealth is extremely useful if you simply sneak around and silent strike enemies. All small enemies die in one hit from this attack, medium and large ones will take more, and I think huge ones can't even be effectively attacked with silent strike.
Mid game, stealth gets interesting. First of all I recommend getting as much stealth as possible and Strong Strike +. What you'll need to do is:
  1. get close
  2. silent strike the enemy
  3. run away and break LOS until they lose awareness of you and their icon turns yellow
  4. insert an override of another machine if you can
  5. repeat
This is amazingly shown in this video by Violin-T Games. (It works very well on UH too, don't worry) You can combine this with placing down some blast trips every now and again to create some absolute chaos among enemy machines.
I also fully and highly recommend stealth when dealing with bandit camps, I've done every single bandit camp in the game using stealth. Also, don't panic if they see you, just get out of sight and find another attack angle.
Late game, you will use stealth to avoid fights you are no longer interested in so it is still very much worth having, it's even useful for some quests that allow you to bypass enemies completely.
Also, if you ever have two targets in the same spot, you don't need to break stealth to take them down. All you need to do is get as close as you can, headshot one of them and immediately silent strike the other, works every time as long as you crouch before you silent strike.
On that note, it seems that sometimes you can't silent strike if you're standing, same with critical hits, but I found that if you try to do them while sliding or crouching, it almost always works.
NOTE: In order for enemies to lose awareness of the player, the player not only needs to break LOS but also get at least ~10 meters away from the enemy, but this distance varies greatly proportional with enemy size! u/Crasp27 said that we don't need to be farther than ~10m so I will do some more testing, but so far, that seems to be the case to me, I might try to upload some video as well.
The mighty ropecaster
So usually, you shoot machines with it until they are down completely, which is cool and all BUT, you can attach only one rope to them and it will STILL limit their movement to the distance from which you shot.
Here's an example: you're fighting a scrapper and you shoot a rope into it from 5 meters away. Now, the scrapper's range of motion is limited to 5 meters away from where you shot it from! So even tho he's not down, if he wants to move farther away, he will have to stop attacking and dodging in order to get rid of your rope, giving you PLENTY of chance to shoot at it's components and anihilate it, with ONE single rope! So, the best strategy is to shoot from as close as possible then run to force them to take time to break the rope while you shoot them, then repeat!
Furthermore, if you shoot enough ropes into it to bring it down completely, you can override it too! (Assuming you have the override for it unlocked)
Also, while they are downed, don't rush to critical hit them, because critical hits instantly take them out of the downed state. Do damage by other means until the down timer nearly runs out, then, when it's nearly out, critical hit them. THEN, after they break the ropes, you can actually critical hit them a second time right before they get up, dealing an absolute TON of damage by the end of this process, by using nearly no resources.
The Ropecaster can also be used to take machines out of combat so you can focus on one single machine at a time.
The Ropecaster has a tear stat, too, and it works in more specific ways than usual, which is beautifully detailed in this post by u/EruditeAF. The jist of it is that ropes do tear against components every 10 seconds and when they break, they do another round of tear. If the rope does enough tear to a component that it falls off completely, the rope disconnects too. I'm pretty sure this is the same against armor not just components. Honestly? I would recommend leaving tear as low as possible on it, so the ropes stay in for the longest amount of time possible, limiting the movement of machines.
The Ropecaster has no effect on Rockbreakers, for some reason, but is most useful against flying machines. The Stormbird's heart that I took down not long ago is trembling in my pocket while hearing this!
The War Bow
You will need the Tinker skill to make your War Bow as versatile as possible, but even without it, it can be a great weapon.
Before entering combat, know your enemy, and I'll give you an example:
You're about to fight Tramplers, which have a body weak to Freeze and Power Cells on their backs (no, these are NOT the power cells you need for shield weaver, by the way).
Since they have power cells on their backs, upgrading shock would be suboptimal.
If there are smaller machines around them, which you can corrupt with triple notched corruption arrows, you should max corruption on your War Bow (note at the end of this section) to corrupt these machines so they can help you.
If there aren't smaller, easily corruptable machines around, use freeze + handling mods to maximize freeze severity which will enable you to do enormous damage.
NOTE: corrupted machines will often attack the player if they shoot at the machine more than once, that's why I recommend using triple shot.
If you do not have Tinker unlocked, I recommend using mods that upgrade freeze and handling. Also, if you have a Banuk War Bow, holding it down all the way not only doubles whatever insignificant damage it does, it also doubles elemental severity.

SITUATION-SPECIFIC TIPS

  1. Setting Glinthawks on fire causes them to crash to the ground (They don't get stunned tho). But I still prefer tying them down with the Ropecaster.
  2. This one requires an example: let's say we're fighting Fire Bellowbacks which have a chassis strong against fire. They also have blaze canisters tucked away behind some armor plating in their undercarriage. You might think setting these on fire is useless since they are strong against fire, but the damage from these can still mean a lot in a fight. This can apply to a LOT of machines.
  3. If you destroy a Trampler's processing core, the fire status effect that it creates will NOT run out, meaning that the machine dies after some time no matter what.
  4. Even after you down a machine, you can still use it's components to create AOE effects of freeze, fire and shock, although I haven't been able to take guns off of downed machines during my tests.

EXTRAS

Also, thank you in advance for any suggestions, upvotes, comments or even awards, I appreciate y'all!
I removed the edit markers to keep the structure of the post.
All of the following have added something to this guide, either in a comment or a sepparate post: Violen-T Games (YT video), u/A_Dragon, u/Crasp27, u/vegan_cookies5, u/EruditeAF, u/unnecessaryrioting, u/fishling.
Honestly, turns out there's more info about the game out there than I first thought, but I swear to God I couldn't find it without the people mentioned above.

And that's it! As I said, I will probably add more to this, but for now, here's your HZD best bae:

Those manly hands tho
submitted by EndR60 to gaming [link] [comments]

which gps watch is most accurate video

most accurate gps-navigator - YouTube This Fake Rolex Is The Most Accurate Yet  Watchfinder ... [Fitness Tracker & Smartwatch Shootout!] Which is the most ... Review: The Most Accurate Watch Ever Made?  Citizen Eco ... The BEST GPS Running Watches  Feat. Garmin, Polar, Apple ... HOW ACCURATE IS YOUR GPS WATCH? *EXPERIMENT* - YouTube Centimeter-Accurate GPS Demo - YouTube Which fitness tracker is the most accurate? - YouTube Garmin Forerunner 945  Most Accurate Garmin GPS Watch ... Why does my GPS watch measure distance wrong? - YouTube

As you'd expect from a Garmin device, GPS positioning is accurate and reliable, and the Instinct Solar offers several great features that make it a wise choice for off-road expeditions, including... Your GPS watch hits 42.2 km and you expectantly look for the finish line, only to realize that it is still another 500 meters down the road. Is the racecourse too long or is your GPS watch not accurate? While completing my Ph.D. at the University of Cape Town, I completed a study testing the accuracy of GPS watches in measuring distance. Polar V800 is the most accurate recorder of distance – it’s official (ish) A new GPS accuracy study of sports watches from the Swiss Federal Institute of Sport (Magglingen) finds an ageing Polar V800 to be the most accurate recorder of distance. Without calibration the Footpod is more accurate than any watch currently on the market with the exception of the 310XT/910XT with a Footpod backing up the GPS. The Polar M400 , Garmin Fenix 2 , and Garmin 10 are noticeably poorer than the other devices. Seiko claims that the Astron SSH011J1 is the most advanced ever. It is indeed an ultimate gps running watch with maps out there to track every motion. 5. Garmin Forerunner 235 Running Watch review: The Garmin Forerunner 235 Running Watch is the final product in this review list. Let’s see the in depth garmin forerunner 235 review. It is a GPS watch with heart rate technology (Wrist-based). That is features a modern and larger display which is sunlight visible. It is no surprise that the most expensive watch, namely the Garmin Forerunner 945 is the most accurate. It was usually dead on or less than 1% off base, and we experienced similar performance from the Suunto Baro. The Coros Apex was always within 1-2% of the above watch and the Garmin 45s under 3% off, beating out the Apple Watch. Polar is synonymous with accurate heart rate monitoring, and the wristwear staple’s new Ignite watch provides nothing short of exceptional health results for just about any activity—but it is

which gps watch is most accurate top

[index] [1641] [136] [9309] [1570] [946] [2153] [2102] [6751] [2643] [4165]

most accurate gps-navigator - YouTube

Ever wondered which fitness tracker and smartwatch is the most accurate? We strap them all onto Alex, and make him run around a track. You'll NEVER guess whi... Many people have Garmin and apple watch series 4 for running. I was curious to see about how accurate a watch is on a track. Just an experiment.SUPPORT: http... We review the Garmin Forerunner 945 with focus on GPS watch accuracy for distance, pace and heart rate, and compare the Garmin 945 to the Garmin Fenix 5 Plus... Why does my GPS watch—a Garmin Forerunner 220—measure a 13.11-mile half marathon as 13.41 miles? It's caused by the limitation of civilian GPS accuracy.Follo... In the world of running watches there are SO many to choose from - so which watch is the one for you? We’ve teamed up with online review site Wareable.com an... In this installment of "A Week On The Wrist", HODINKEE Editor-In-Chief Jack Forster goes in-depth with the Citizen Eco-Drive Caliber 0100 - the most accurate... A new study is questioning the accuracy of some popular wearable fitness trackers. The Cleveland Clinic research found heart rate readings could be off by be... Watchfinder, the pre-owned watch specialist, is now available in France, Germany, Switzerland, USA and Hong Kong. Shop now at https://www.watchfinder.comWatc... most accurate gps-navigator [View an updated video at: https://www.youtube.com/watch?v=X-YQfdUIM1E. Same video with improved, and more representative, standard GPS positioning.] Using s...

which gps watch is most accurate

Copyright © 2024 hot.bestrealmoneygame.xyz