Chủ Nhật, 3 tháng 6, 2018

Auto news on Youtube Jun 3 2018

Hello, Rambo here with a Room of Judgement Guide for Dead Ops Arcade 2.

I can assure you that this will be the most complete guide that you will see anywhere

on the Internet.

So, what will you learn from this video?

I will be telling you how to get any Upgrade you want on either Solo or Co-op, and will

explain all the perks you gain with each of the four Upgrades.

Time stamps for each Upgrade and other parts of this video will be in the description down

below, and there are also accurate closed-captions in English for the hard of hearing.

Now before we begin, there are a couple of key concepts that I think we should briefly

review, which a lot of players are not too familiar with.

So let's talk about the Skull Upgrade system in this game.

By collecting skulls, you of course make your weapon stronger and also make it shoot faster.

You could level it up to either a Red Skull or Purple Skull meter.

Now, a lot of players probably don't know that these skulls also make the player slightly

faster.

Admittedly, it's difficult to quantify just how much faster it makes you since none of

this information is public knowledge, but based on some tests that I ran, it seems as

if having a Red Skull meter gives you a 5% increase in speed, while having a Purple Skull

meter gives you a 10% increase in speed.

Again, these numbers may be a bit off, but there is a noticeable difference in speed

when you have skull power.

This speed increase that the skulls grant you is a key component of a couple of the

Upgrades that I'll be speaking about in this video, so keep this information in mind.

And one more disclaimer, on your screen right now, the column on the right side displays

the names of the Upgrades that I'll be speaking about in this video, and these names over

here in the middle column are the names of the Fates that I will mention in passing.

I also made a DOA 2 Room of Fate guide which shows you how to get any Fate that you want,

the link for that video will be in the description.

So, the DOA 1 Fate names in this left column will not used in this video.

So if say Fortune, I'm talking about the DOA 2 fate, if I say Fortitude, I'm talking about

the DOA 2 Upgrade.

This could be a little confusing since one of the DOA 1 Fates is both of these names

put together.

But like I said, we'll be disregarding anything DOA 1 related in this video, and focusing

primarily on the Upgrades.

So before you get to the Room of Judgement, you first need to beat the "Eight Before Fate"

challenge on round 37.

After this, you will enter a boss fight of sorts with the Stone Guardian called the "Test

of Ennoblement."

On Solo, you will always be awarded an Upgrade for your Fate, no matter which stone you choose.

Fortune becomes Fortitude.

Power of Destruction becomes Fury.

Eternal Companionship becomes Favor.

And Swift Like the Wind becomes Force.

On Co-op, only one player can upgrade in this first Room of Judgement.

The Upgrade will be awarded to whoever inflicts the most damage to the Stone Guardian boss.

There's supposedly a second component to it as well that you might have heard about, called

Karma Points, that's when you stand over a teammate and revive them.

Now, from many tests conducted by players throughout the years, it has been concluded

that the weight given to Karma Points in determining the Upgrade is, perhaps unintentionally, negligible.

So I wouldn't even be concerned about Karma Points.

Just focus on doing the most damage to the Stone Guardian, and you should get the Upgrade

on Co-op without issue.

So if you're playing with friends, make sure you all agreed upon whose going to get the

Upgrade, and allow that player to shoot the Stone Guardian until it has about half of

its health bar left, and then the player's teammates could shift their attention from

shooting the Zombies on the map, to now helping shoot the Stone Guardian and defeat it.

If you have the Eternal Companionship or Power of Destruction fates, you will do a lot more

damage to the Stone Guardian since those are fates with powerful primary weapons, whereas

if you the Swift Like the Wind or Fortune fates, it's probably going to take a while

for you to inflict a lot of damage to the Stone Guardian, so I recommend using nukes

and, if you're lucky, try carrying a Purple Skull weapon into the boss battle.

When you finally enter the Room of Judgement, the player who did the most damage should

pick their stone last, so that the other players on the team are allowed to pick stones of

their own, which will award them Trinkets, which will give the player stuff like skulls,

gems, and a free life.

Now, you might be wondering, is it possible for other players to eventually upgrade as

well.

The answer is "yes," but the catch is you need to make it to the second and final Room

of Judgment after round 101.

This second Room of Judgement allows all remaining players in the game to receive an Upgrade,

regardless of how much damage they did to the Stone Guardian.

If you already have an Upgrade, or if you're playing Solo, you will not be able to double-upgrade

on this round, the game will only give you trinkets since you already have an Upgrade.

So enough about that, let's now examine all of the abilities that each Upgrade offers

you.

We'll start with the Fortitude.

The biggest thing that the Fortitude Upgrade does is it makes it to where weapons, Skull

power meter, and most item-pickups last 1.75x longer than the normal duration.

For example, the normal duration for the RAPS vehicle is 40 seconds, but with the Fortitude,

it'll last 70 seconds.

This is very helpful, though it doesn't apply to every item in the game.

A couple of the item-pickups like the the Vortex and Umbrella will not last any longer

than usual with this Upgrade.

Another key attribute of this Upgrade is that it allows you to earn a maximum of 10 lives,

10 nukes, 10 speed boosts, and a 10x score multiplier, rather than being capped off at

9.

The Upgrade also gives you a temporary Magnet at the start of every round.

Now, the rest of the abilities that the Upgrade gives you are things carried over from the

Fortune fate: such as starting at a 2x score multiplier every time you take a death, and

also having a 50 second revive timer, rather than the normal 60 second timer.

It's also worth noting that you run at normal speed with this Upgrade, which makes the slowest

of all the Upgrades.

So, in summary: Most item-pickups last 1.75x longer than normal, you can earn up to 10

of each HUD item, you have a temporary Magnet at the start of every round, and like the

Fortune fate, you start at a 2x score multiplier when you die, and also have a 50 second revive

timer.

Now onto the Fury.

You actually have a chance of getting an early glimpse of this Upgrade when defeating the

Redins Rally Silverback Challenge after round 11, though for some reason it's called the

Night Fury here, which may or not be a reference to "How to Train Your Dragon."

Anyways, the Fury grants you a powerful death machine which literally obliterates the Zombies

if you have your graphic content option enabled, though having all this gore pop up after each

kill gets old real quick.

The gun is both stronger and shoots faster than the traditional Purple Skull Death Machine,

though the Fury is also classified as a Purple Skull weapon, which gives you about a 10%

increase in your player's speed when you have the Fury death machine equipped as your

primary.

This may not seem like much, but it is very helpful when you get into some of the later

rounds where the Zombies become much faster as well.

If you have 0 nukes at the end of a round, this Upgrade gives you 1 nuke at the start

of the next round.

Seems random, but it's a thing.

And like the Power of Destruction fate, when you pick up any gun on the map, it starts

as a Red Skull Weapon, which can be pretty helpful.

So, in summary: the Fury grants you a strong death machine, it gives you 1 nuke at the

start of a round if you have 0 at the end of the previous round, you are able to run

about 10% faster than the default speed with your Fury death machine equipped, and all

guns that are picked up start as Red Skull weapons.

Next up we have Favor, which is probably the most complex Upgrade to describe.

Just like the Eternal Companionship fate, your primary weapon is a Purple Skull LMG,

and you are followed by a small silver chicken which imitates your primary weapon.

The Favor Upgrade also adds another chicken to the mix which accompanies you in your journey.

With the passage of time, this golden chicken cycles through four different Purple Skull

weapons: the LMG, Death Machine, Shotgun, and Rocket Launcher, in that specific order.

This cycle is time-based, and the duration that your golden chicken has each of these

four weapons varies in length.

Typically you'll have each weapon anywhere from about 3-5 minutes a piece, and you could

actually speed up the progression of the weapon cycle by picking up chickens on the map, and

on the other hand, your cycle can be slowed down by dying.

At the end of the cycle, your golden chicken temporarily departs you, and enters a ceremonial

dance that lasts about 10 seconds, and then it hatches anywhere from 2-6 chicken eggs,

with at least 1 of those eggs guaranteed to be a golden.

In case you don't know, there are two types of chicken eggs in this game.

There are white chicken eggs, which contain random content such as a nuke, a speed boost,

a chicken, some gems and skulls, and in rare cases, even an Extra Life.

The golden chicken egg; however, always gives you an Extra Life, making it very valuable.

Once the golden chicken lays the eggs on the map, 30 seconds must pass before they hatch,

and Zombies will start attacking the eggs during this time, and they have the ability

to destroy the eggs if enough damage is done.

The white eggs are pretty vulnerable to being destroyed if not protected closely, though

the golden eggs have 3x the health of the white eggs, so as long as they are not getting

roughed up too badly by Zombies, the golden eggs should hatch just fine.

It is possible to get a maximum of 6 golden eggs, though getting more than 4 golden eggs

is unlikely.

There's a weird bug with this Upgrade when you pick up certain weapons, like the grenade

launcher.

It'll actually cause your golden chicken to shoot at the same speed as your primary

weapon.

For example, if your golden chicken is in the rocket launcher phase on its cycle, it

will shoot the rockets at a really slow rate if you have a grenade launcher or ray gun

equipped as your primary.

You of course have the ability to drop that primary weapon, and all returns to normal.

So, there are also a couple of things that carry over from the Eternal Companionship

fate.

All chickens that you pick up on the map last 2x longer than the normal duration, and since

the Favor is a Purple Skull Upgrade, you benefit from a 10% increase in player speed, just

like the Fury Upgrade.

So, in summary: with the Favor Upgrade, your primary weapon is a Purple Skull LMG, and

you are accompanied by two chickens.

One chicken is the golden chicken which grows in size as it cycles through four different

Purple Skull weapons: the LMG, Death Machine, Shotgun, and Rocket Launcher.

At the end of this time-based cycle, it hatches anywhere from 2-6 chicken eggs, with at least

1 egg being guaranteed to be golden.

You could speed up the cycle by grabbing chickens, you could slow it down by taking a death.

Like the Eternal Companionship fate, Favor makes it to where chickens last 2x longer

than usual, and Favor also increases your player speed by about 10%.

Finally, the Force Upgrade.

It just dawned on me a few days ago that the name of this Upgrade is probably a reference

to "Star Wars."

Anyways, with this Upgrade, your speed boosts get replenished to a total of four, that is,

if you had fewer than four speed boosts at the end of the previous round.

So, if you have five or more speed boosts, you're not going to get any additional boosts.

But if you have three speed boosts or less at the end of a round, you're going to get

bumped up to four the following round.

With the Force, every time you use a speed boost, you leave behind a blue fire trail,

which has a similar effect to the Flamethrower, as it slows down any Zombies that run by it,

and it eventually kills some of them too.

However, the fire trail only lasts for 10 seconds.

The ability that carries over from the Swift Like the Wind Fate is that you get a 50% increase

in player speed, which makes it an optimal fate for Solo.

However, if you're playing Co-op, I would not recommend upgrading to the Force during

the round 37 Room of Judgement.

It's a great Fate, but the Upgrade doesn't offer much more to make it worth upgrading

during that first Room of Judgement.

So in summary: the Force replenishes your speed boosts to four, and this only applies

if you have fewer than four speed boosts.

Also, every time you use a speed boost, you leave behind a brief blue fire trail which

slows down enemies who pass by it.

And finally, just like the Swift Like the Wind Fate, you will run roughly 50% faster

than the normal speed.

That about wraps up the video.

As mentioned earlier, I've made a Room of Fate guide which should be on your screen

right now if you want to check it out.

If you have additional questions regarding the Room of Judgement or Stone Guardian strategies,

I'd be more than happy to answer them.

Thanks for watching.

For more infomation >> Dead Ops Arcade 2 - Room of Judgement Guide - Duration: 9:23.

-------------------------------------------

ULTIMATE London Heathrow Airport Spotting Guide | LOCATIONS, HOTELS & MORE | 2018 - Duration: 4:28.

For more infomation >> ULTIMATE London Heathrow Airport Spotting Guide | LOCATIONS, HOTELS & MORE | 2018 - Duration: 4:28.

-------------------------------------------

HIGH ELO EZREAL Tipps & Tricks [Deutsch/Guide] - Duration: 2:04.

Hey What's going on?

Hey What's going on?

and welcome to this Ezreal video.

Today I show you some useful tricks for Ezreal,

which will defnitly help you.

Each of your speels can be combined with flash,

you have to use the ability first and than flash.

As a result, the opponent has much less reaction time left.

As a result, the opponent has much less reaction time left.

You can E in your W,

Than you will recieve the attackspeed of your W.

Try to play arround your powerspikes,

with Muramana and Trinity, you are probably the strongest Champion in the Game.

with Muramana and Trinity, you are probably the strongest Champion in the Game.

Try to get as many objektives like Dragons or Towers with this powerspike.

Try to get as many objektives like Dragons or Towers with this powerspike.

Dont forget, that your Q gives your 1.5 seconds CDR on every speel.

Dont forget, that your Q gives your 1.5 seconds CDR on every speel.

While escaping, you can use your Q to get your E faster ready,

While escaping, you can use your Q to get your E faster ready,

While escaping, you can use your Q to get your E faster ready,

or if you need your ultimate,

spam some Q's and your ultimate will be up faster.

spam some Q's and your ultimate will be up faster.

Use your speels on your way to bot, to stack tear faster.

Use your speels on your way to bot, to stack tear faster.

If you are damageing the tower,

try to keep 5 stacks on your passive

and use your W on alies to give them attackspeed.

and use your W on alies to give them attackspeed.

Use your ultimate at the start of the teamfight,

you will get instantly 5 stacks, if you hit 5 enemies

and have a much higher DPS

or you can use ur ultimate to push other lanes

or you can use ur ultimate to push other lanes

and to farm some minions waves.

So, that were some Ezreal tricks,

I hope you enjoyed!

For more infomation >> HIGH ELO EZREAL Tipps & Tricks [Deutsch/Guide] - Duration: 2:04.

-------------------------------------------

Vancouver Has FREE Wifi | Guide To Vancouver - Duration: 1:15.

Hey guys today and I'm in downtown, Vancouver

Hey guys today, I'm in downtown Vancouver and I'm gonna offer you one extremely helpful piece of information and that's that Vancouver has free Wi-Fi

Now it's super easy to get online. All you have to do is look for the "#VanWiFi" and Hit that button

And it won't even ask you for any personal information. It'll just connect you immediately

The download speed is 10 megabytes, which isn't super fast, but it gets the job done

I'm going to show you guys a coverage map of where these Wi-Fi spots are in

Downtown Vancouver because the entirety of downtown Vancouver is not covered

It's only the urban consumer areas that are the gray areas represent where there's going to be Wi-Fi

The green areas are where there currently is

Wi-Fi Stanley Park is also not covered by the free Wi-Fi

But keep in mind that with all the businesses that offer free Wi-Fi. You're never really that far from Wi-Fi

Which is great for keeping you connected while you're in Vancouver guys

If you like this video hit the like button if you want to see more videos about Vancouver

Hit the subscribe button and tag your photos on instagram with hashtag guide to Vancouver so that I can check them out

For more infomation >> Vancouver Has FREE Wifi | Guide To Vancouver - Duration: 1:15.

-------------------------------------------

Fate/GO: 3-mins Guide to clear Journey to the West event- Part 2 - Duration: 3:32.

Hello everyone!

Welcome to my 3 mins guide for Journey to west event- Part 2.

Like the first one, this is the timeline of what you should be doing at each stage.

If you follow the timeline, this should be the most efficient way to clear the event.

SO, let's get started.

Like the first part, there are three types of quest that we can farm, including One Ap

Daily quest, AP quest, and the Six paths of transmigration.

However, I am sorry to say that the CEs and servant we used in the First part would be

completely useless in this part.

Also, we use Orb instead of talisment to unlock quest, and we are farming lotus flower.

So, the whole idea is to farm Orbs in AP quest, use it to unlock Six Paths quest to farm lotus

flower, then going back to AP quest, so on so forth.

Let's get into details.

Once you finished Tenzhu, the Enlightenment Journey will be unlocked in week two.

Equip as many bonus servants as you can to finish this, and then move on to the next

one.

The next one is the first farming spot.

We need to do some hard work in here and farm til we get six hundred lotus flower to buy

the first two copies of the event shop Nightingale CE.

Now great, we can use those to do daily quest and the normal AP quest.

So OK, now we have to use 100 Orbs to unlock the First 6 paths quest - the Human Realm.

That is not our farming spot, but we will get our first Ox demons CE as a reward.

Now, unlock the Ausra Realm with hundred and 10 Orbs and farm here instead.

Farm til you get 300 lotus flowers, now we have our third Nightingale CE.

Now, go back to Enlightenment Journey Tathagata.

That is where we will farm Orbs at the end, but we are not ready yet.

Just farm 390 Orbs and we need to go back to 6 paths quest to find our missing pieces.

So use those Orbs to unlock Animal and Hungry Ghost Realm.

OX demon CE will be awarded when you finish each one.

Now, we are into another important quest, the Nakara Realm.

Bring the 4 Ox demons CEs with you and Farm until to get enough lotus flower to get the

last Nightingale CE.

At this point, you have 4 Nightingale CEs and 5 Ox demons CEs, and you are all set.

Bring all your Ox demons to finish up the last Realm, and basically, Nakara Realm and

tathagata will become the Flaming mountains and Tenzhu of the first part.

Please be noted that if we don't have the Fifth luck drop for Nightingale during farming,

just use your friend's one.

So, basically, you just have to farm Orbs in Tathagata use it in Nakara Realm, going

back to Tathagata, and keep looping until to clear the shop.

So, this is the end of the guide, thank you for watching.

I hope I can do some range summon video, will see.

I am out, see you guys in my next video.

For more infomation >> Fate/GO: 3-mins Guide to clear Journey to the West event- Part 2 - Duration: 3:32.

-------------------------------------------

SHIP WEAPONS COMPREHENSIVE GUIDE in No Man's Sky - Duration: 18:31.

Howdy folks and welcome to the Friday show which this week has become a guide instead

of the usual g-log, as today, we'll be looking at every weapon you can install on your ship

in No Man's Sky and seeing what each does best.

<title>

When it comes to weapons in No Man's Sky, theyre actually pretty diverse, each one does

something better than the others with very little crossover, on top of that, I will say

at the beginning of this that preference plays a big part here, if you like a weapon over

another weapon that performs far better at what you want to use it for, it doesn't mean

you're making the wrong choice, most weapons can be used on their own to great effect,

you just may require more titanium to replensih your shield due to longer fights.

I'll also be discussing every weapon and showing testing footage of those weapons in their

highest DPS layouts, it is by far the most effective and other than some potential unlikely

situations, DPS is what you should be going for over Damage per shot.

That being said, we'll also take a look at what can be done with very limited space and

so little to no upgrades.

So let's get riiiiiiight, into revieeeeews

<1 Positron Ejector>

The Positron Ejector is an impressive piece of tech, it has an insanely high DPS, so high

in fact that when fully upgraded to the highest DPS layout it reaches 41,405 Damage Per Second,

this is almost 6 times the DPS of the next highest weapon which is the Cyclotron Ballista

at 7,043.

All of these numbers are of course, before any bonuses your ship may apply.

Now with all that in mind, we come to the shortcomings of the Positron Ejector, this

is primarily it's very widespread, so wide that getting 3 or so of its 20 projectiles

per shot to hit, takes a fair bit of skill and for you to be quite close to the enemy.

Its range is also lacking at only 400, but as the spread makes it useless at even 400

in comparison to other weapons, it's not such an issue.

The Positron Ejector has a few uses, however, one requiring great skill that you must learn,

and that is if using within a rotation.

If fighting within a rotation, you may choose specific weapons that perform at different

ranges, the Positron Ejectors place here would be right as the enemy is touching your nose

you switch for a last-second volley of power.

Using in this way it could become quite effective but would require massive amounts of practice

and of course for you to have your weapon orders committed to muscle memory, this is

not so much for the casual player.

The other use I would say is when very swiftly taking out an entire fleet of freighters for

their goods.

Freighters are huge, even their cargo pods are huge and don't tend to fly off, so all

or most of your shots will hit, meaning the Positron Ejector's full power can be called

upon to take what is theirs very quickly with even just the base unit.

<2 Photon Cannon>

The Photon Cannon is the one ship weapon in No Man's Sky that absolutely every player

will know, and that is purely because it is a mandatory weapon for every ship, it's placement

is guaranteed and unchanging, it will always be located in the first available slot in

the top left.

This can present some anguish in fighters, as even a max slot fighter hosting the full

38 may have the slot below the Photon Cannon's main unit inaccessible for use, and unless

the 3 below it and the 6 to the right of those are available for use, the maximum layout

cannot be achieved, this results in a 3.9% decrease in fire rate and a 4.5% decrease

in damage.

The layout of the upgrades is the same 3 by 3 layout, only detached from the main unit.

The Photon Cannon is a rather useful weapon, it is a somewhat expected and generic machine

gun, in essence, firing single projectile shots at a high rate, with the main module

only it is the highest rate of fire weapon, though with all upgrades optimally placed

it becomes the second.

The Photon Cannon has a fast projectile speed, which is technically 4th out of the 6th for

Projectile speed, but at 1,800 compared to the 2,000 of Infra-Knife and Positron Ejector,

with the Phase Beam being instant, it's not that far off from the joint second place.

This allows the Photon Cannon to be used well in Dog Fighting as it's real time to shine,

yet takes second place in that when it comes down to pure effectiveness, it's superior

being the Phase Beam.

But it's worth is not just in one singular use, it's worth is in everything, it is the

Jack of all trades, master of none, but I mean this in a good way, not as a derogatory

dismission.

The Photon Cannon is already there which gives you a one slot advantage by only requiring

9 to meet its capacity while all but the Phase Beam and Rocket Launcher require 10.

It can be used effectively in both movement based fighting and static defensive fighting.

<3

Phase Beam>

The Phase Beam is that first weapon that really gets you going, it is often present on new

ships you may purchase and has some impressive power.

The Phase Beam is an instant hit weapon that fires 2 projectiles per shot, it appears aesthetically

as 2 continuous lasers but is, in fact, shot based, this is likely due to ease of programming.

The Fire Rate of the Phase Beam is actually the slowest of all and completely unchanging

due to the lack of Fire Rate upgrades, but this doesn't stop it being incredibly powerful.

Its statistics are deceiving in many ways, if you look at the DPS, it is the lowest when

not counting the Rocket Launcher, and you shouldn't use DPS to measure the Rocket Launcher

as I'll cover shortly.

The low DPS, however, is made a complete non-issue via a special attribute the Phase Beam has,

which is the lock-on it exhibits.

Provided you have the enemy ship in range and within the sizeable reticule of the Phase

Beam, both lasers will hit the vessel directly and all of that damage will strike.

You will not lose shots here and there, they all hit for full force, and that lack of literal

collateral damage brings the Phase Beam up to be the most powerful Dog Fighting weapon

out there.

During a dogfight with heavy movement, your enemy is being rather evasive and annoying,

any weapon that has travel time will be missing quite often even if you have a perfect aim

to hit in front of its movements as when the enemy changes direction, those shots already

on route are going to waste, but the Phase Beam is instant and locks on fairly easily,

this allows you to make every shot hit if your dexterity is high enough.

It also has by far the greatest heat time at 9.45 seconds before overheating, which

is fairly crazy, it's not too far from double the next longest, which is the Photon Cannon

at 5.71

The Phase Beam does, however, have a drawback, and this is that it requires charging regularly.

You could last most fights from a full charge, with only large-scale fights such as the Sentinel

5 Star and maybe 4 Star requiring charging throughout, which can still be done easily

via the quick menu, in the same way, that you recharge your shields.

Plutonium is cheap, and most will carry a stack within their ship or cargo, so this

really isn't a big issue.

It should also be noted that while all main units except for the Rocket Launcher and Photon

Cannon have charge bars insinuating they require charging, only the Phase Beam actually requires

charging, the other 3 weapons that display this bar never use up that charge and so remain

fully charged.

The Phase Beam also carries a rather substantial Pro to, and that is it's inventory footprint,

due to the lack of Fire Rate upgrades, the entire Phase Beam only takes up 7 slots, and

is by far the best weapon suited for filling your Technology slots, which at only 2 slots

high puts a real drawback on housing anything but the Phase Beam or Rocket Launcher.

<4 Infra-Knife Accelerator>

The Infra-Knife Accelerator is a colourful and fun weapon, it's projectiles are not all

that powerful, but it shoots 2 of them at a time and has the highest rate of fire of

the lot, with an increase of over 25% from the second place Photon Cannon.

The Infra-Knife Accelerator is very much similar to the Photon Canon, it has the same general

uses, but is slightly worse at everything than the Photon Cannon for the most part.

As far as the numbers go, it actually beats the Photon Cannon for DPS, though only very

slightly, but has a massive drawback when it comes to overheating.

When comparing to the Photon Cannon, the Infra-Knife Accelerator isn't too far from half the time

till overheat, and as they both have the same cooldown time, it's quite a drawback.

Due to this, I would suggest that you pulse instead of just holding down, learn through

practice the length of time before it starts to go into the red, if you time it right a

fraction of a second is all that is needed to reset its time to overheat.

Doing this can make it an effective weapon for sure, especially in movement heavy fights,

that being said it is still only third in that respect.

The Infra-Knife Accelerator does have a hidden pro, however, and this is it's innate and

subtle locking on.

I would liken it to Aim-Assist present on consoles, this is a system which subtly assists

the player in hitting the target to make up for the fact you are using a controller versus

a mouse.

It's also the primary reason that competitive games don't cross-platform, as, without the

assist on consoles, the mouse is too powerful, and with aim assist on consoles, the controller

is too powerful.

This lock-on aim-assist effect I observed while testing is quite substantial in making

the Infra-Knife Accelerator an effective weapon.

Though with all that it is still a second to the Photon Cannon, but not by all that

much, making this a very clear preference play, so which of the 2 do you just like better.

<5 Rocket Launcher>

The Rocket Launcher is an interesting one for sure, it is a single module weapon with

no upgrades that's general use is on your first ship, giving you a large amount of power

in the simplest form possible.

It's DPS is just awful as it's Fire Rate is 0.1 per second, but it's cooldown time is

only 5, which skews the results a little.

The Rocket Launcher is not any good at all in a battle with more than one weak ship when

on its own, but it is certainly useful.

The Rocket Launcher's use is in its super high damage projectile, it deals 3000 damage,

it also has a super high range at more than triple everything else.

This allows you to start on the Rocket Launcher as the ships come toward you, and aim up your

shot, it is not assisted as such but is quite accurate, you have a narrow reticule that

must be placed perfectly, and luckily, you have quite a distance to aim up this shot

before other weapons can be used.

Take your shot, then switch to another weapon, likely the Phase Beam and enjoy the extra

3000 damage you just got off on the enemy which likely ensured it's destruction.

This takes practice to get your timing right, but once you master it, the Rocket Launcher

can become a cheap and effective addition to your lineup, that adds without replacing.

You can thank 7101334 for showing me the potential of the Rocket Launcher that I had previously

written off.

<6 Cyclotron Ballista>

The Cyclotron Ballista is a frankly ridiculous weapon, in the best way.

The Cyclotron Ballista fires 2 high powered projectiles per shot at a rather low speed

when fully upgraded it will fire more than 20 of these high powered projectiles per second

resulting in the Cyclotron Ballista taking the 2nd place for DPS behind the Positron

Ejector.

This is no weapon for movement fighting, this is what I would refer to as a defensive weapon.

You stay still and what for the enemies to come in range, the second that reticule goes

red, you start firing and by the time the first shots start hitting the enemy, you have

almost finished firing your volley.

Using this method you can get the majority of shots to hit which will destroy almost

any enemy assuming you're are in a fighter.

This will not fully destroy a skull ship however which has more than double the health of a

3 star.

The Cyclotron Ballista is also one of the best choices for filling a very small space

for a weapon such as on a hauler built solely for trading, giving the hauler a powerful

yet cheap defensive weapon.

The Cyclotron Ballista can be used in movement, but it is far surpassed in its effectiveness

by the Phase Beam, Photon Cannon & Infra-Knife Accelerator in this circumstance.

When on a ship made for battle, the Cyclotron Ballista is most definitely at home but should

certainly be paired with another weapon that is more suited for movement.

I would not advise using a Rocket Launcher before switching to a Ballista, the Rocket

Launcher does have a great advantage of being able to aim and fire far above the range of

the ballista to get an extra shot in, the drawback is that the Rocket launcher will

fire it's Rockets at twice the speed of the Ballista, which will cause the ship to turn

away before the Ballista fire reaches it.

It is far more beneficial to stick purely to the Ballista switching to something like

the Phase Beam as either the volley ends or the enemy turns off.

This means that it is largely pointless to have both the Rocket Launcher and the Cyclotron

Ballista.

<Weapon Ranking>

To keep things simple, I have split the very basics of battle into 2 distinct situations.

These are Static and Movement based fighting.

I'm fully aware that there are many intricacies to battle and certain weapons will shine in

specific techniques, but these techniques are usually built privately by the individual

player, and for the most part, Static and Movement covers everyone well.

For static, which is when you stay still in one location and wait for the enemy to come

to you, giving you an effectively still target from your perspective, the Cyclotron Ballista

is by far the superior, dealing an insane amount of damage that has the upside of having

your enemy turn off just in time to overheat and cooldown your weapon for the next run,

that is of course, if the enemy even survived.

The second and last in this category would be the Rocket Launcher and Phase Beam Combo,

aim your rocket, wait until the second the enemy itself fires, alerting you that the

Phase Beam range has been reached, and fire your rocket while immediately turning to Phase

Beams to finish off.

The big downside of the static approach is that in fights involving more than one enemy,

you will be taking an incredible amount of damage and must replenish your shields constantly,

this isn't really too much of an issue, it's just a little boring in comparison.

When it is one on one, you will take almost no damage and obliterate the enemy.

For Movement, which is when you and or your enemy is moving to your perspective, the Phase

Beam certainly wins, largely due to its instant projectile speed and lock on effect, with

the Photon Cannon, coming in second and the Infra-Knife Accelerator Third.

Movement-based fighting requires more practice and general skill, anyone can stand still

and drown in titanium, which is why I usually do it, but it takes practice and skill to

really fly about avoiding enemy fire while tagging them yourself, it's also by far the

most fun of the 2.

The Positron Ejector doesn't really fit anywhere as a solid contender, it's uses are too specific,

you have to get close and aim very well, if you specialise in tailgating your enemies,

it could certainly be the best weapon for you as with the x2 bonus it would be dust

in a second.

I think there are very few who will use that weapon effectively, but I quite like that

we have it.

<Layouts>

For the Layouts I have decided to not show a big old slideshow of different builds on

screen and instead have linked the highest DPS layouts for all weapons in the description,

it's right next to the timestamps for the sections of this video in case you wanted

to skip back or forward to a particular section.

There are also some suggested full builds to meet different criteria, whether it's defensive

Hauler or the most minimalist fighter ever, it's all down there.

All builds are shown using Ket's Layout Editor, a fantastic web app created by the mighty

Ket that allows you to build and share you Ship, Multitool, Exosuit and Freighter layouts,

giving you all of the information for the build, like Damage, Rate of Fire, Cooldown

Time, Time to Heat, Range, Velocity, everything.

And don't forget that you can copy that shareable URL and paste it into the Technology Planner

Calculator on xainesworld.com to find out all of the resources required to build it

as well as any quests you may have to complete, or nanites you'll need to get the blueprints

and even the race rank.

<Tips>

As far as tips go, I would suggest fighting away from Asteroids unless you need the iron

for your shields.

The reasoning behind this is that if like me, your fighter is pretty full of tech, you

want some slots to pick up items from the ships, so you put your Titanium for your shield

recharging in your exosuit or Exosuit Cargo, unfortunately, if you fight around an asteroid

field, you will hit asteroids, which means you'll pick up Iron, this iron will go into

your ship.

When you go to Recharge an item, it will display the materials for recharging from that inventory

first, so by picking up iron in your ship, it will present the iron as the first option

along with any other Oxides in your ship, then your Exosuit, then your Exosuit Cargo.

Especially if using the quick menu as a reflex without looking, you will charge you shields

with a minute amount of iron which won't charge them much at all, yet leading you to believe

they are full.

You could just keep an eye on it, but I find greater peace of mind in knowing the titanium

fully charged the shields.

This may seem obvious to some, but remember that hitting a ship on its backend, will result

in a multiplier for your damage, this is a massive advantage and makes movement fighting

all the more tantalising.

If you wish to flee from Sentinels, they will not stop chasing you if they are already about,

you must destroy the current squadron and as soon as the pulsating warp circles appear,

boost away, you will lose them doing so, if you are fighting a nearly endless stream of

sentinels on the 5th star wave and are running low on Oxides, you can cut the waves short

early by flying the Sentinel ships out of loading distance from the Sentinel Freighter,

you will still have to destroy the current squadron but at least you won't get any more.

To escape a confrontation before it begins, immediately summon your freighter and fly

in before they appear and it will cancel.

A space station can be used to end a current battle.

If you are performing the role of a filthy pirate, then ignore the sentinel ship that

appears after attacking your first freighter, it is weak, so is perfect for ignoring while

you pillage a fleet or 2 of freighters before finally taking it within your sights for immediate

expulsion.

Your weapons will be in the order that you have them in your inventory, this is specifically

the main weapon modules, with that in mind, you should where possible choose you locations

wisely.

If performing the Rocket Phase combo, you should place your Rocket Launcher before your

Phase Beam Module with no other weapon between them to ensure your Phase Beam is the next

weapon after your rockets.

<outro>

If you have any tips of your own, please do put them in the comments to help out your

fellow travellers, and of course, if you disagree with anything I've said or have more to add

I'd be happy to read it down below.

Also this week, we will finally vote on the name for my fighter, a few weeks ago I asked

for people to suggest names for my fighter and we had a few interesting ones, so now

you can all vote for the permanent name of my beautiful dart.

The choices are

Destroyer Falcon Lancer S71

SS Shadaisy ICI Calamity S7

Tangerine Cremator Daisy

Lancelot Bill

Bluebird Bumblebee oder Stinger

Vote by writing the name of the one you want to pick in a comment, and I'll tally the votes

in 2 weeks once I'm back from my festival.

If you liked this video then hit that like button, subscribe and think about checking

out my Patreon, a dollar a month is a great way to support the channel and the work I

do, we also have an awesome discord that is growing constantly.

But above all, have an awesome day folks!

For more infomation >> SHIP WEAPONS COMPREHENSIVE GUIDE in No Man's Sky - Duration: 18:31.

-------------------------------------------

Rekordbox getting started tutorial - beginners guide (part 2) - beatgrid, tags, related, matching - Duration: 23:37.

Beginner tutorial Rekordbox part 2, getting started

consider subscribing if you already haven't and hit the bell button so you

don't miss anything hey guys how are you doing I hope you

are doing marvelously well. in this video I am talking about Rekordbox.

Rekordbox for beginners. in this Rekordbox tutorial I'll explain the basics of

pioneer DJ Rekordbox. this is part 2 of my Rekordbox tutorial if you didn't

watch part 1 and you are an absolute beginner with Rekordbox, go back to the

first video that I made about this topic

Rekordbox tries to do an educated guess of what is the counting of the song what

is the BPM of a song what is the first count of a bar the first beat of a bar

but that is in 80% of the times correct but in 20% not. so we need to adjust that

we can do that in the beat grid. over here in Rekordbox you have the cue and

the loop function we already discussed that in the previous video but there is

a grid also and in that grid, that is, that grid means beatgrid and in

that function we can see how Rekordbox analyzed the file in this case I adjusted

the file but it's not correct let's try an analyse of the track. over here we can

see there is a menu button and when you press that it will show a menu and it

says analyze track normal and analyze the track dynamic there are two ways of

analyzing as you probably might have guessed the normal way and the normal

way means a constant BPM of a song and that is for electronic music probably

not a problem because the beat, the BPM stays constant the entire song not

always but if that is not the case you can use

analyze track dynamic and for a lot of analog songs for example the songs that

are played by orchestra or a band for example you need to use the function

analyze track dynamic the standard way is analyze normal and I'll show you that

for now because I know that the beatgrid of the beat, the BPM of this track is

constant normal and what do I want to analyze BPM/Grid in a certain BPM range

so it isn't entirely of. key that is the key of a song I don't want to do that

because I used the Camelot keys and Rekordbox recognizes the key of a song

and says A minor B major for example but I've done that with Mixed In Key and I

don't want to overwrite that so I'll don't check this one or the phrase

detection both I'll leave off I'll say okay and now it will analyze the

track indeed and you will see that the track is analyzed but it's way off and the

first hint when you see a song and record box says on the beginning of the

song this is it says the first count of a bar the first beat of a bar is over

here and that is with electronic music mostly not the case I think it's over

here but we'll see that later. easier to see that is over here because it is

really obvious this is by looking at the waveform you can see it's blue so that

means not a lot of bass but the bass starts here and that bass is you see red

red red that is the kick so I'll what I'll do

is I will set it over here let's first explain the Cue function when I'm over

here I want to jump to the first beat of the first near beat and I can do that

with a cue function where I this Q that is the quantize function when I have

this off then it won't jump to the next beat it will mark this point and that is

in this case this yellow mark over here when I say Cue now it will

jump, with this on, it will jump to that beat and if the next beat is nearer to

this one, it will jump to that beat but when I do it with the Q, sorry, when I cue

it with that Q, so the quantize function off, you will see that it will

make a mark and that yellow triangle will jump on that first beat because I

think it's the first beat of a bar let's check it to be sure let's check it

I'll rewind the song a bit

okay that's totally the first beat of the bar indeed you can hear by hearing

the the beeping sound was the metronome I can switch it on and off and when I

press it on and it says blue then you hear that metronome that is the beeping

of those detected bars, the detected beats of a bar, you can set the volume if

you think it's too loud and I want it louder okay that was a metronome but now

I'll jump to the first beat of a bar and I'll say Cue and now I'll I want to

point to that as the first beat of a bar I can go to the first beat of a bar

button over here and I'll press it and you'll see that all the beats will jump

to another place again the red thing is the first beat of a bar now let's check

it with metronome on I think it's pretty close but we'll ...

it's pretty close it is not close enough for me

even it was just for sake of the video let's zoom in now we can make it more

precise cut I think it's probably here because the top kick is here but okay

but that is not the way I want to do it this time I want to shift the whole

beat grid to the left and that means when I zoom out that all these thingies that are

over here that are marking a beat will jump to the left I can show you that and

I have to press it a lot of times because it is a really small shift but

if I press it a lot of times you will see that all those markers will jump

to the left but of course I can make it more to the right

now let's hear if that is the correct counting

that's pretty good that's pretty good but sometimes when a track is dynamic in

tempo for example and you can't solve that correctly by using the analyze

function you have to adjust that manually but sometimes you don't want to

apply those changes for the whole track you want only the last part of your song

be influenced by your changes you can do that with this function over here apply

the changes to the current position and everything that comes after that

position I'll press this button and then you'll see that the markers will

disappear over here and that if I change anything that it will only apply it to

what it comes after this you think well I can set if the tempo changes

throughout the song then the first beat of a bar changes sometimes too or it is

a really badly produced track and then I have sometimes a count short or beat

short or a beat left over if you want to adjust that for the first count of a *bar*

at that correctly further an in song that doesn't worry correct box doesn't

work that way and so really annoying but regretfully it is that way so when I say

if I make a change now and I say make it just its current position and after then

I say first beat of a bar it will change for the whole song but when I do changes

for example shift the whole beat grid to the right then it will work and just pay

attention this option is selected now and I'll want to

shift the whole beatgrid after that position to the right and you'll see

that only the right side will be influenced and I can do it back okay and

if I now want to apply those whole changes to the whole track then you'll

see that now my changes are applied to the whole track sometimes you need to

expand the grid and the beat intervals and you have to compress it therefore

you can use this button expand the beat intervals and shrink beat intervals

expand it and you will see that the BPM over here will change also

and now let's shrink it

sometimes a song is 80 BPM and Rekordbox recognizes it as a song of 160

beats per minute that is wrong but yeah wrong but it is easier to have the

correct beats to correct bpm what we can do now is I'll press the

"times 2" button and then if you look over here then you'll see that this will

double so I'll say double and you'll see it will double and when I say half it

will half the BPM when I made the changes in a track and I have spent a

lot of time to make the beatgrid the correct way you don't want to lose that

change by for example by accident *executing* the analyze function what we can do

is lock the beatgrid and I have to press on the lock over here

and you'll see that the lock will close then the changes you do you can't change

it now anymore you can click here and if you analyze the song you'll see it is

grayed out but if I do an analyze of different tracks more than one track

then this track isn't analyzed so that safeguards that the things you've done

are not lost for more videos about DJing producing and videos like this

Rekordbox tutorial for beginners subscribe to the channel and hit that Bell button to

get notifications when I upload a new video

now let's talk tags and tags are

the My Tag function in Rekordbox when we have the tracks over here then you'll

see on the right side there are a couple of buttons and when we press the upper

button that is the My Tag button then there will be

panel over here and in that panel you can see that there are a couple of

different items you can check there is a genre there is a component and there is

a situation but you can define your own tags me personal when I look at myself

this genre tech I don't find very useful I use playlists per genre

there are components in here synth, vocal beat you can you define your own

components if you want let's say for example I want to have a new component

female vocal then I can add my own I have a situation over here low energy

tracks a high energy tracks you can define that or in the middle and what I

did is I define my own tags and that's where it gets interesting

I made tags that I called dances you can again make your own tags I can

define my own tags in my case I've set tags for samba and cha-cha kizomba and

salsa and I checked samba and cha-cha when I go to another song you will see

that those checkmarks are gone when I select this song that I had selected

before you'll see that those tags are checked

I can check others if I want to

smart playlists or intelligent playlists

you can group automatically tracks in a playlist by applying certain filters on

those tracks for example I want to have only the tracks that are of a lower BPM

so this slow songs you don't have to manage that Rekordbox will take care of

that for you automatically let's do that playlist is selected now I right click

on playlist and I'll say create new intelligent playlist I can give it a

name I say slow tracks now you can supply a field a database field which I

am selecting now bpm I say the BPM has to be equal

to two this case is zero but I say I want to have the condition not equal not

equal greater than less than and is in range of I say in this case my BPM has

to be lower than 120 and I'll press ok now you'll see that record box has created

a list of slow tracks that are all the tracks I'll scroll to the right that

have a BPM that is lower than 120 but you can use smart lists also for tags

and then it is interesting I want to make a small playlist that is

automatically filled with my Sambas and again I define my own tags and I can

define my own

Rumba. and I'll say playlists' create new intelligent playlists and I'll say I

wanna have all the sambas so I make a playlist with the name samba

I'll select over here My Tag and My Tag contains and when I click over here

you will see that there is a list and you'll see that are the items I just

created and all the items that are over here and indeed also the newly created

I'll say Samba now I say ok and you will see that I have now a playlist full of

Sambas the advantage of smart playlists is that you don't have to maintain those

playlists, Rekordbox does that for you so if you add songs and you check when you

analyze the song when you import them and you check directly I want to

have it as a Samba then those playlists are automatically updated in Rekordbox

and if you export it to your USB and go over to your CDJs your CDJs will

automatically read those lists for you

related tracks in Rekordbox, related tracks in Rekordbox can help you with

suggestions for playing your next song you're still the DJ so you have to do

the mixing in your head and know which songs are compatible with each

other but it can help you. Rekordbox can give you a suggestion based on for

example BPM or key if this song is compatible when we have our screen over

here you'll see that on the right side that there is a button that says display

related tracks when I press that button you will see that related tracks over

here but what is a related track? that is

for everybody something else so we can define that by pressing this gear

icon over here let's press it then there is a screen in which you can set those

filters for example I have now set the BPM filter on the current track that is

a deviation of plus or minus five and the key has to be the based on the

current key, or the same key, a related key or related key 2, the same

key is exactly the same key so A major with A major or 8A with 8A, related

key 1 is 8A a with 7A for example and related key 2 is broader

than that but you can set some other things over here some other filters over

here. year, date added, matching, history. matching I will go into detail later

same artist, tracks, genre, ratings comments and tags and even the file

format I'll leave it at that with this you will see that list is

selected and that is the list over here then we have the collection and you can

set that collection which where does it have to search click over here click

over here and you'll see search in the playlist you selected so only the

playlist that you have selected and then you can define which playlist you want

in this case I want to search in the whole library so I'll uncheck this and

I'll say ok

matching songs and related songs are two different things

in Rekordbox matching songs are the songs that you match manually and

related songs is something that Rekordbox does based on key your BPM for

example when I go to the 2 player mode, not the 1 player mode, the 2 player mode

then I load in two tracks one track in player A and one track in player B then

over here you will see an icon and that is the link icon when it's blue a song

is matched and when it's white a song is not matched when you drag in two songs

and those are not matched together you can't match them by pressing this icon

so I can now record a match between party and friends let's take two other

songs so I will drag another song in player B, then squeezy beat will be

matched with like this when I press this button when it comes to Rekordbox

you're done now you can't see a list of your matched songs for example there is

something there in related songs but I go not into detail in this video but you

can see on your CDJ 2000 which songs that you have matched in record box when

you're playing one song you can select on the other player matching songs

and that is really helpful

in part 3 of this getting started for beginners

Rekordbox tutorial I'll discuss the settings of your CDJs that you can set in Rekordbox

if you have a question about Rekordbox leave it in the

comments below.

don't forget to subscribe to my channel if you already haven't and

I hope to see you in the next video thank you for watching and bye

For more infomation >> Rekordbox getting started tutorial - beginners guide (part 2) - beatgrid, tags, related, matching - Duration: 23:37.

-------------------------------------------

Bitcoin: A buyer's and seller's guide | Bill Barhydt - Duration: 6:00.

I think there's a few things that need to happen for cryptocurrencies to become kind

of a global replacement for either reserve currencies, global money transfer vis-à-vis

like swift wires via your bank.

First of all the system needs to be massively liquid.

If you think about dollar as a reserve currency, there's trillions of dollars in circulation.

It's globally liquid across tens of thousands of banks, across 185 countries, et cetera,

et cetera.

That's not totally true of cryptocurrencies yet.

If you take Bitcoin, which is the most successful cryptocurrency, its market cap is around $200

billion as of today.

It's tradable in 100 plus countries, but the liquidity of bitcoin versus even the U.S.

dollar is relatively low, which means it needs to be worth a lot more if it would become

let's say a "digital gold".

Gold is worth trillions of dollars in the aggregate.

Bitcoin is not yet worth that much.

And that's important because if it's not worth trillions of dollars and billions of

people want to use it there's not enough to go around.

So you need to be able to break it up into tiny pieces so everyone can use it, just like

gold.

And that's not true until it's worth a lot more money than it is today.

But it becomes a circular discussion because the usage will also drive the price higher,

just like speculation sometimes can drive the price higher.

So over time it should get there by its ability to be fungible with fiat via these exchanges

as kind of an onramp into digital currency, but also it should meet the liquidity requirements

that we need, meaning the price should be high enough, the ability to get in and out

via traditional money should be reasonable globally over the next few years, and then

I believe you can really have a viable discussion about using a cryptocurrency like bitcoin

as a viable reserve currency.

So cryptocurrencies eventually will look like traditional commodities in my opinion, whether

it's gold or platinum or other metals is probably the best.

But it could look like oil and gas and things like that.

And so they are starting to trade in a fashion that's more and more similar to traditional

commodities.

But the difference right now is they're not as liquid yet.

So that means that the price is very inefficient, or the markets for cryptocurrencies are very

inefficient.

So most people who are holding cryptocurrencies are long term holders, they're not selling.

So that actually means that the price of Bitcoin and Ether, for example, is largely driven

by the volume of buyers.

So if there's large volumes of buyers coming into the market it drives the price higher,

because there's not a lot of sellers.

But if the buyers dry up then the price goes down regardless, because there's still not

a lot of sellers.

So that will change over time because if the price skyrockets – so, for example, if institutional

money starts to come into the cryptocurrency market in large numbers—which I think it

will—that will force the price higher because there's not enough cryptocurrency to go

around.

And that will also cause some of the holders to loosen up their purse strings because they're

going to want to reap the profits that they've been waiting for for 10-15 years by the time

that happens.

And that will also create more liquidity in the system which will create a really positive

feedback loop which should drive the price even higher.

The other thing that I think is very relevant is you're starting to see more traditional

types of financial products being applied to cryptocurrencies – derivatives, options,

nondeliverable forward contracts, things like that that actually will help make the cryptocurrency

market more efficient over time, close a lot of what we call arbitrage loopholes which

is kind of like free money in the system for traders.

And as those loopholes get closed the market becomes more efficient, more liquid, and it

becomes better for everyone.

This, I think, is a common misunderstanding with how bitcoin works: Bitcoin itself is

what we call deflationary, which means that over time the amount of Bitcoin in circulation

if you look at a chart would actually approach a fixed value of 21 million – never quite

approach it but it will asymptotically in math terms approach that line of 21 million

over time.

And it does that by the amount of Bitcoin being mined or created being cut in half every

so often.

Right now it's every few years and then it'll be every few months and then et cetera,

et cetera.

And so that these happenings actually create a predictable rate at which Bitcoin is created.

That rate like I said will asymptotically approach 21 million over several years, and

at that point though if Bitcoin is being used for money transfer applications, there's

institutional investors buying it like digital gold that will drive the price higher, but

if the price shoots up to let's say a trillion dollars and there's only 21 million, it's

still not a problem because you can subdivide Bitcoin down to eight decimal places.

So you can get to the point where one Satoshi, which is .00000001 Bitcoin, could be worth

$1,000 as opposed to today one Bitcoin is worth $5,000 or $8,000, whatever it is at

today's price.

So the ability to subdivide Bitcoin into tiny amounts called Satoshis (which are in today's

value fractions of a penny) could eventually be worth thousands of dollars in their own

right.

So that gives the utility of Bitcoin a lot of legroom for the long term, because even

if the value goes up to trillions you'll be able to subdivide it into small amounts

to make it useful for small payments.

Không có nhận xét nào:

Đăng nhận xét