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Kill Order Mode (BO6) Will Be Coming Next Season Short explanation regarding this mode: -Eliminate the enemy High Value Target (HVT) while keeping your HVT alive. -HVT eliminations earn bonus scores for your team. -Kill Order is a 6v6 respawn mode that pits two teams against each other, each...

52,378 Aufrufe • vor 5 Tagen •via X (Twitter)

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The second edition of the Swordplay #SuperCoach Classic & Draft season guide is coming! Pre-order your copy today at the link below! The Swordplay 2026 #SuperCoach Preseason Guide is available for pre-order until Saturday February 21st 2026, when the guide will be released! If you pre-order, we will be providing the entire team by team preview to you with early access, from February 15th 2026, after which you will get access to the full guide on release date. For just $20, this 300 page+ season guide looks into each AFL team in detail, supplemented with discussions on popular players, as well as predictions for the top scorers on each line. Strategy wise, the Swordplay team along with an all star cast of content creators delves into how to pick the best starting team, ramifications of the new rules, tips for picking the best Captain weekly, breakout candidates and mid-price mayhem and a fixture analysis. At the end of this season guide, you will find a list of SuperCoach lingo which we as content creators use weekly, suitable for all levels of SuperCoach experience, new or seasoned. We also tap into the knowledge of 2024 SuperCoach winner Akashi (Joven May), the SCodFather (The SCodfather) as well as other creators you are most likely to be familiar with from Fantasy Take TV📺, The Coaches Panel, The Centre Bounce, Pig Mentality, Footy Mailbag, SuperCoach Edge, Steven Smith - SDS SuperCoach, Swiz26 and more! Developed by SuperCoach experts, this guide is suited for each level of SuperCoach player, whether this is your first season, a returning player looking for a personal best rank, or an experienced player looking for a top 1k finish. Here is a video outlining the guide, including a special offer for anyone wanting to advertise a business/venture within our Season Guide! You don't want to miss out! Use our promo code “SWORDPLAY” for 10% off your pre-order copy! Janath Fernando Rossco SuperCoach with DR Spillsy

Third Man Up

12,452 Aufrufe • vor 7 Monaten

Aircraft Carriers: Very Much Alive, But in a Different Role We all thought aircraft carriers were obsolete, after all, because of their size, it's not hard to hit them with anti-ship missiles. And I would say there are missiles designed for this type of target with ranges up to 8,000 km, putting any large warship at risk. It is precisely in this context that aircraft carriers are reborn as extremely useful assets, because any long-range anti-carrier missile must carry out the initial target acquisition phase supported by its "kill web", which consists of reconnaissance satellites, over-the-horizon (OTH) radars, maritime patrol aircraft, and surveillance drones. Far from the coast, this primary acquisition is performed or enhanced by drones. Missiles such as the DF-21D, DF-26, and DF-27, for example, in addition to the initial guidance phase, rely heavily on external updates (satellites + drones) for mid-course corrections, even flight time being short, the target can displace dozens of kilometers. Once close, they will use their own onboard sensors, such as active radar, IR, optical sensors, and INS. But up to that point, they remain dependent on mid-course guidance. It is in this context that aircraft carriers play a fundamental role in fleet protection, sustaining dozens of HALE and MALE drones patrolling hundreds of kilometers and preventing enemy drones from conducting surveillance and target acquisition. These drones are also essential for interfering with enemy satellites through electronic warfare (EW), helping to keep the squadron safe by degrading or blocking orbital communications and tracking. Other measures will be complemented by the squadron's own EW capabilities, but keeping drones in the air to disrupt the enemy's kill web remains fundamental. Without aircraft carriers, there is no autonomy for these drones to cover the necessary area. Therefore, each aircraft carrier should operate with dedicated drone squadrons on a full-time basis. Very much alive, yes. Only now their game is denying the enemy the ability to find and target us, rather than going out to strike distant bases like in the old days. * Obviously, I support the decentralization m- also of C2-, of fleets and greater investment in smaller units, but large ships will continue to exist and must always be protected in safer areas. To move these the fleet in open sea, will be necessary drone cover, with ACs.

Patricia Marins

44,983 Aufrufe • vor 8 Monaten

Nick Saban has always asked this question about Leadership... "How many guys on the team need to be led?" Coach Saban believed in the power of Collective Leadership with his teams. 1. Are most players on your team bought in? 2. Do most players on your team set a good example? These players do not need someone to impact or influence them if they are already making these choices and leading by example. This is the power of collective leadership. Collective leadership is vital to successful teams. I believe there are 7 types of Collective Leaders that all teams need: 1. The GAMER - When the game is on the line. Who does the team look to? Who wants the ball in their hand? It is the Game Leader. They don't "have" to lead in other ways, but it would be best if they did. This player is often the ultimate competitor on the team. 2. The WORKER - Winning Teams have Practice Leaders. They bring energy and focus to each practice. They ensure competitive and strong practices. They Lead by Example. You practice much more than you play. 3. The GATEKEEPER - This leader ensures the Team Culture is Maintained. They put out the fires. They keep the team accountable. Especially when the coach is not there. They are essential in WINNING Teams. 4. The COMMUNICATOR - It is a long season. There will be difficult days. Teams need the Communicator to get through these tough days. They often provide humor and can lighten the mood. They have high Emotional Intelligence. This is an Underappreciated Leader. 5. The CONNECTOR - These players are often your “glue” players. They keep the team connected on the court or field as well as in the locker room and in social settings. 6. The ENERGY GIVER - The Energy Giver brings Positive Energy Every Day! Their Energy is Contagious! This leader knows that nothing great can be accomplished without Enthusiasm. The Energy Leader brings positive energy each day. They feed the team! 7. The SERVER - Finally, the Server embodies Servant Leadership. They are all about the TEAM. They bring a WE-first mentality to all they do. Their focus on the TEAM creates a contagious WE>ME mentality throughout the team. Collective Leadership WINS. _____ Follow me for more actionable ideas on coaching, leadership, and personal growth. Subscribe to my newsletter, 🏆 Great Teams Better Leaders 123. Find it for free in my profile above.

Greg Berge

196,799 Aufrufe • vor 2 Jahren

S10 Preseason Leeks 💖 The most exciting preseason for Origins is right around the corner. If everything goes well, Origins will go into maintenance for the preseason update on August 7 at 11:30 AM PHT / August 6 at 11:30 PM EST. Lets dive into the latest developments as we get ready for the S10 Preseason Launch 👇 🪜 Collectible Leaderboard As we bring much needed gameplay utility to Collectible Axies with Meta Morph, Collectible Leaderboard will serve as the true battleground for the most precious axies in Lunacia. 🔹 Prizepool of Collectible Leaderboard has been increased from 4,000 AXS to 6,000 AXS. 🔹 Collectible Leaderboard will be live for 3 weeks from Aug 7, 11:30 AM PHT to Aug 28, 11:00 AM PHT. 🔹 Era based testing will be carried out with 1 week dedicated to each era. 🔹 Preseason Cup will not be hosted during this preseason. The focus will be on Collectible Leaderboard for balance patch testing. ✨ Meta Morph After getting important feedback regarding Meta Morph from the community and further internal review, we've decided to implement the following changes: 🔹 Body parts of the morphed cards will be visually changed once battle begins. This is necessary to make it easier for players to be able to check quickly what team the opponent is playing. An example of Meta Morph visuals can be seen in the attached video below. 🔹 The bonus HP of Collectible Axies will be removed. As Collectible Axies will now be much more versatile and able to play all types of teams, the bonus HP is no longer deemed necessary. Therefore, it will be removed when the S10 Preseason launches. 🔹 Clarification around morphing: To morph into a card, player needs to have at least one NFT axie with that card in their inventory. For example: If I want to morph the back card of my collectible axie into a Cupid then I need to have at least one NFT axie with Cupid in my inventory. 🔹 Adjusted various values for the Morph process for different collectibles. Check out the full details here: 🐻 Roguelike Mode v1.0 The groundwork for Origins PvE will be laid with v1.0 of Roguelike Mode. This will be the first version as we work with the community to test how a PvE game mode will function in Origins. 🔹 Roguelike Mode v1.0 will be live during the S10 preseason and last for 3 weeks, from August 7 to August 28. After this, we will gather feedback from the community and work towards the next update for Roguelike Mode to improve it even further. 🔹 Roguelike Mode will launch with 3 exciting contests for the community to participate in. Details for the contests will be shared on August 7th when preseason launches. 🔹 Check out the previously shared details for Roguelike Mode v1.0 here: 🗒️ S10 Balance Patch The S10 balance patch info will be shared on Sunday, Aug 4, 9 PM PHT / 9 AM EST As always, keep that valuable feedback coming as we head towards the most exciting period for Axie Origins. See you in the arena! 🔥

Jaatster.ron | जाटस्टर 🇮🇳

44,740 Aufrufe • vor 2 Jahren

Counter Strike hacking is one of my guilty pleasures. This is a video of an AI tool built into one of the most popular HvH cheats on the market. HvH (Hack vs. Hack) is a game mode where everyone in the lobby is cheating. “If everyone is cheating, then how is it fun?” The game becomes something entirely different in this mode. Instead of focusing on physical reaction time, aim, and movement skills, players must concentrate on the quality of their cheats compared to those used by their opponents. The game essentially turns into a sandbox for software optimization, where cheaters compete against each other to see who has the better-written code and configuration. Players must use every tool available to keep up with everyone else in the scene. My favorite cheat, Anti-Aim (AA), is used to help protect players from getting shot by cleverly exploiting the game mechanics to fake the angle of their hitbox. It works by choking abs yaw packets to exploit a coding error in the game, causing your model’s position to appear bugged to other players. The server processes each command sent by the client in the order it receives them, then it updates animations for each command. After this, the server takes the latest information it has and sends it to other players. If you choke packets, you will essentially send all of your choked commands at the same time. Again, the server will look at what’s latest and send that to other players. Now, you should see the issue clearly: the client is missing loads of information and will start updating animations with incorrect information. This will lead to numerous inaccuracies in their animation state, most importantly their abs yaw (m_flGoalFeetyaw), which indicates where their feet are pointing. The creation of Anti-aim techniques significantly disrupted gameplay, giving users an extra unfair advantage. This compelled players to devise a solution— Resolvers are used to counter anti-aim by determining where the player’s hitbox actually is. One commonly used type of resolver is the old angle resolver. Old angle resolvers work by storing the previous angles from when the player wasn’t faking their position and later shooting at them. —forcing both sides—Anti-Aim developers and Resolver developers—to continuously improve their code and technique. HvH is an ever-evolving arms race where staying ahead is as much about innovation as it is about execution. Code rules all, and hitting p is the only goal. That’s what keeps me coming back. (Video: @peter2b2t, YouTube)

nv🐎

285,581 Aufrufe • vor 2 Jahren

Pi Day GCV speech by Woody Lightyear Woody Lightyear 𝛑 Pi Day GCV speech by Woody Lightyear. I want to apologize for any clarification you must have missed regarding the Global Consensus Value (GCV). The GCV (314159) is the result of an organic evolution of the community's quest to define an interpretable value for Pi, for sustainable barter purposes. Some critics say the GCV (314159) is supported only by greedy fools who are alienated from economic reality, who have no knowledge about how crypto works, and who would obviously pick the highest value proposition. But only fools speak ignorantly. The GCV (314159) was not the highest value proposition. There were factions promoting $628,000, and even $1m. From $1 - $1m, different values became a popular consensus at one time, but they all failed to be a GCV (314159). Even the highest was not the chosen one. The chosen was the GCV (314159). This chosen one (GCV) went on to create more real value barter transactions than any other consensus value. It is the most occuring. It birthed the phenomenal #PiPayment campaign. It made pioneers value their Pi more, including the critics. It unified pioneers for a community-originated purpose globally. While small-minded people were busy with low-level criticisms, or obsessions, saying 314159 is unrealistic, 314159 is illogical, 314159 is unachievable, great pioneers were creating a cultural binding in Pi Network. The GCV (314159) is no longer just a price number. It is a cultural revolution, and a social value that embodies Pi Network culture. All wealth is based on cognition. The longest distance in the world is cognitive difference! Improve your cognition, improve your consensus. Happy Pi Day Woody Lightyear. 3/14/23 Lagos, Nigeria. Please share the link To your community! #WhatIDoForPi #PiDay2023 #PiDayGCV

Doris Yin 东方紫莲🪷

26,654 Aufrufe • vor 3 Jahren

Meetings suck. AI makes them suck more. But not for the reasons you think. Nate B Jones talks about how you are destroying company value with meetings. Everybody is looking at AI as a way to cut team sizes, but this is also wrong: - Look back at your week, you probably spent 1/3 of your time in meetings. - Team sizes max at 5, every person after that has a cost in productivity (both personal and in communication co-ordination). - Up till now, we've been willing to pay the price of each additional person in a meeting (and each meeting) because we needed to get large orgs to co-ordinate or it's chaos. - The cost of lost productivity was worth it, because each person generates maybe 200-300k in company value. - But in the age of AI, each person using AI can be maybe 5-10x more productive. This means the cost of each person in a meeting is taking away not 200k in value, but 1M per person. - Every person you add to a meeting above 5 (and I would argue per meeting), is costing you 1 - 2 million dollars. It's not worth it, not by a little, by an order of magnitude. - The naive approach is to think this means you need less people and should fire everyone. This is the wrong framing. - The correct pattern is smaller team sizes, optimal at 5, where adding an additional person does not cost you 1-2M dollars. And then doing MORE with everyone else, also in smaller strike teams of 5. - You now have excess capacity, a fleet of aircraft carriers instead of fishing boats. - Your org need to reach for MORE, instead of trying to do the same job for less. You can reach more markets, higher complexity projects and generate more revenue. Think BIGGER, not "same company, less people." He's right, and game teams should think the same way.

Grummz

16,117 Aufrufe • vor 5 Monaten

🏆 𝐋𝐒𝟑 𝐌𝐎𝐁𝐈𝐋𝐄 𝐋𝐄𝐆𝐄𝐍𝐃𝐒 𝐅𝐔𝐍𝐃𝐑𝐀𝐈𝐒𝐈𝐍𝐆 𝐓𝐎𝐔𝐑𝐍𝐀𝐌𝐄𝐍𝐓: 𝑴𝑬𝑬𝑻 𝑻𝑯𝑬 𝑻𝑬𝑨𝑴𝑺 Introducing the official lineup of teams set to battle in the Land of Dawn for #LS3MLTournament! Who do you think will take home the special prizes or rise above the rest to claim the championship? Each of the 13 teams’ name and logo will be posted separately in the replies under this thread. Show your support for your favorite team by participating in the following: 🗳️ 𝗕𝗘𝗦𝗧 𝗧𝗘𝗔𝗠 𝗟𝗢𝗚𝗢 𝗩𝗢𝗧𝗜𝗡𝗚 — 𝘋𝘶𝘳𝘢𝘵𝘪𝘰𝘯: 𝘛𝘩𝘳𝘰𝘶𝘨𝘩𝘰𝘶𝘵 𝘵𝘩𝘦 𝘦𝘯𝘵𝘪𝘳𝘦 𝘵𝘰𝘶𝘳𝘯𝘢𝘮𝘦𝘯𝘵 ▫️ Engage with the post of the team you want to support under this thread. ▫️ Every reply, repost, like, and quote = 1 vote each ▫️ The team post with the highest combined engagement will be awarded special prizes. 👾 𝗦𝗣𝗢𝗡𝗦𝗢𝗥 𝗜𝗠𝗠𝗨𝗡𝗜𝗧𝗬 — 𝘋𝘶𝘳𝘢𝘵𝘪𝘰𝘯: 𝘜𝘯𝘵𝘪𝘭 𝘵𝘩𝘦 𝘚𝘦𝘮𝘪-𝘍𝘪𝘯𝘢𝘭𝘴 ▫️ Donors may contribute to #LS3Alkansya and indicate in the notes that their donation is supporting a specific MLBB team. ▫️ The team that receives the highest total donations under its name by the end of the Semi-Finals will earn the Sponsor Immunity boost. ▫️ Before the Grand Finals, the team with Sponsor Immunity, regardless of their previous placement, will automatically face the Rank 2 Team from the Semi-Finals in a Gatekeeper Match to determine who will challenge the Rank 1 Team in the Grand Finals. 💰 Donation Form: — 𝘈𝘥𝘥 𝘵𝘩𝘦 𝘯𝘢𝘮𝘦 𝘰𝘧 𝘵𝘩𝘦 𝘵𝘦𝘢𝘮 𝘺𝘰𝘶 𝘢𝘳𝘦 𝘥𝘰𝘯𝘢𝘵𝘪𝘯𝘨 𝘧𝘰𝘳 𝘪𝘯 𝘵𝘩𝘦 𝘕𝘰𝘵𝘦𝘴 𝘴𝘦𝘤𝘵𝘪𝘰𝘯 The tournament will be live-streamed via Team Lisa PH accounts. Stay tuned for further announcements. Best of luck to all participating teams! #LISA #LALISA #MobileLegendsBangBang #MobileLegends #MLBB

TEAM LISA PH

54,747 Aufrufe • vor 1 Monat

ChainBot Airdrop Campaign Is Here - Starting Monday 19th May We are rewarding our real users, the traders who’ve powered ChainSwap from day one! For the next 12 weeks, we’re running a massive airdrop campaign, with 100% of our buybacks going straight into the hands of our utility users! Here’s how it works: 1. Airdrop Pool Funding • Cswap tokens worth approximately $300,000, have already been purchased by our buy back wallet ready for the airdrop rewards! •Weeks 1–4 (May 19–June 15): All buyback capital from ChainSwap revenue will go toward additional airdrop token purchases. •Weeks 11–12 (July 28–August 10): 25% of the revenue usually reserved for revenue share will instead be allocated for a post-airdrop buyback, scheduled for the week after the campaign ends to support price and reward continued participation. 2. Airdrop Earning Period •Start Date: Monday, May 19th, 2025 •Duration: 12 weeks total •Eligibility: Anyone using the bot during this period •The more you trade, the more you earn. 3. How Points Are Earned •$100 trading volume = 10 points •Points are based on cumulative trading volume using the bot Points multipliers apply for regular usage: • Active for 50 days: 1.25x • Active for 60 days: 1.5x • Active for 80 days: 2x “Active” = any day with at least one trade using the bot. 4. Leaderboard & Rewards •After 12 weeks, users will be ranked on the leaderboard by their final point totals •Airdrop distribution will be based on your rank and share of total points •Top performers will earn the largest share of the airdrop pool No signup needed. No forms. Just trade. Everything is tracked automatically via your telegram account ID to ensure all wallets attached to your bot are tracked. just keep using the bot and to secure your points to win those prizes! Let the trading commence!

ChainHub

13,687 Aufrufe • vor 1 Jahr

6 months ago, building an app required: - 6 months of development - $300K budget - Team of 5 developers - Constant manual debugging Today, I'm helping a 17-year-old build one in a week. Workflow: ChatGPT -> Lovable -> Supabase -> Cursor Step-by-step how: 1/ Write your PRD first. This is non-negotiable. Clear requirements on paper = 10x faster execution with AI. We spent 30 minutes documenting exactly what PostPal needed to do. Then gave it to ChatGPT: "Create a Lovable prompt from this PRD." Copy. Paste. Done. 2/ Your first prompt sets everything. That initial Lovable prompt? It's your foundation. Give it the full high-level vision. Every feature. Every flow. Lovable uses this context for everything that follows. Get this wrong and you'll rebuild from scratch. 3/ Database first, frontend second. Biggest mistake I see: Building the entire UI, then trying to connect data. Set up Supabase immediately. Create your tables. Configure role-level security. Build backend and frontend together, not separately. 4/ Go feature by feature. Don't attack all screens at once. Pick one core feature. Build it completely. Connect it to your database. Test it. Then move to the next. Each feature should be fully functional before moving on. 5/ Chat mode is your debugging superpower. When something breaks (it will): → Use chat mode to diagnose → Let it explain the issue → Switch to agent mode to fix Chat mode for understanding. Agent mode for implementing. This combo saved us hours. 6/ Security isn't optional. Before deploying: → Enable row-level security → Secure your edge functions → Check your API endpoints → Run Lovable's security check Takes 5 minutes. Saves you from disasters. The result? A fully functional app. Not a prototype. Not a demo. A real product with authentication, database, and payments. The game has completely changed. While others debate if AI will replace developers... We're shipping products before lunch. The tools are here. The playbook is proven. The only question is: what will you build? Time to ship.

Jacob Klug

40,338 Aufrufe • vor 1 Jahr