Go yell at Peppy
I have no answer to this.Mahoganytooth wrote:
Why do you even come to G&R if you don't love horrible horrible thread derailment?
9.8 is almost the same as 10 tho.nanoooooooooo wrote:
i think u should play ar7 + HR for a while (or edit maps)
then u jump to ar 10
yeah but it doesnt feel as hard as ar10Gumpyyy wrote:
9.8 is almost the same as 10 tho.nanoooooooooo wrote:
i think u should play ar7 + HR for a while (or edit maps)
then u jump to ar 10
But OD6 + HR is only od 8.5. Have you tried OD7+HR?VoLBeaTs wrote:
I thought playing HR would be impossible for me(at first) but later on i pushed my self to learn HR and trying to figure out my mistakes until i get used to it.
mostly hard difficulty maps with OD6 i can play, i usually pair it with HD mod. i think HR really needs a lot of practice
People say this about 9.2 compared to 9 but it's still a huge difference when I try to read it. I usually have to reactGumpyyy wrote:
9.8 is almost the same as 10 tho.
Kheldragar wrote:
But OD6 + HR is only od 8.5. Have you tried OD7+HR?
AR doesn't scale linearly, so 10 to 10.3 is a much bigger jump than 9.8 to 10 or 9.6 to 9.8. It's the same reason that going from 9 to 10 is tough while going from 10 to 11 is near impossible.Kheldragar wrote:
So 10 is almost the same as 10.3?
Up to certain level*Kheldragar wrote:
HR is infinitely more hard than DT.
195 iirc bpm with some triples and a short stream.Mahoganytooth wrote:
It depends what sort of map you're playing with HR like if there's a lot of fast triples or streams high acc can be very difficult but if its mainly a slower map or full of singletaps it shouldnt be too hard. (relatively)
That's not even remotely correct.Mahoganytooth wrote:
DT at top level is "This song is much shorter now but also nearly impossibru so see if you can keep lucky long enough to FC because its only like 1 minute"
You haven't offered a better description. I don't think anyone could do something like the ending of Seven on DT consistently, or Catastrophe.Narrill wrote:
That's not even remotely correct.Mahoganytooth wrote:
DT at top level is "This song is much shorter now but also nearly impossibru so see if you can keep lucky long enough to FC because its only like 1 minute"
And there's no reason to believe they're both? How does holding respectable accuracies have to do with whether or not you can fc? At that level don't you expect everyone to be able to maintain good accuracy no matter the map?Narrill wrote:
Don't make the mistake of thinking that good plays are just lucky plays, because they aren't.
Why not?Narrill wrote:
Why do you think there needs to be a description at all?
In what sense? Compared to high level HR play, or compared to mid-level DT play? Either way, I disagree. High level DT play is generally short bursts of incredibly difficult extremely high BPM maps, as far as I've seen. Mid-level DT play tends to just be PP farm because of the simple patterns and higher OD. High-level HR is more about consistency on relatively longer maps.Narrill wrote:
There's nothing inherently different about high level DT play
Nobody can consistently FC the highest level DT maps. That's why I said "lucky"Narrill wrote:
And really, implying that 500+ combos at 270 bpm happen by accident is incredibly insulting to high level DT players. They don't, and the vast majority of high-level DT players maintain respectable accuracies. Don't make the mistake of thinking that good plays are just lucky plays, because they aren't.
So if i cant fc TBB (too bad i cant ;_;) every 10 tries then my FC isnt considered valid because it was a "lucky play"?Kheldragar wrote:
I would call any fc a lucky play if you can't do it semi consistently.