Can vandals shoot through walls?

So, can you shoot through walls with a Vandal? Mid. The surprising thing is how consistently thin many walls are in this game. It’s not just a few specific spots; it’s a surprisingly common occurrence. Both the Vandal and the Spectre, because of their penetration power, are great for this. You can effectively peek through thin walls and even get kills without ever exposing yourself fully. It’s a crucial tactic to learn, particularly on maps like Bind or Haven where certain walls are notoriously thin. Mastering these lineups – knowing exactly where to shoot to get through – can be a huge advantage. Think about it – you can effectively clear corners before even showing yourself, gaining critical intel and creating opportunities for your team. Practicing these shots is key, however, as bullet drop and spread can affect your accuracy at longer ranges. It’s about understanding the map geometry and utilizing those thin walls effectively.

How can you shoot through walls in Warzone?

Yo guys, so you wanna know how to shoot through walls in Warzone? It’s all about exploiting a glitch with the DTIR and a specific ammo type – the MONO AMMO. This isn’t some cheap, easily patched hack; it’s a legitimate (for now!) in-game mechanic abuse. Think of it as a super high-risk, high-reward playstyle.

The key is the DTIR’s unique bullet penetration properties combined with the MONO AMMO’s increased range and power. It won’t work through *every* surface, obviously. Thick concrete? Nope. Thin walls and certain objects? Absolutely. This opens up insane flanking opportunities and allows you to pre-fire enemy positions with devastating accuracy.

But here’s the catch: it’s incredibly situational. You need to know the map intimately and predict enemy movement. It’s not a “point and shoot” solution. Mastering this requires practice and game sense. You’ll need to experiment to determine which walls and objects are penetrable. And be ready to die frequently – if you’re caught using it, you’re a sitting duck.

Don’t expect this to last. This is almost certainly a bug and will likely be patched out quickly. So get in while you can. #COD #Warzone #MW3 #DTIR #MONOAMMO #Wallbang

Are we in the middle of space?

The question of whether we’re in the “middle” of space is a fascinating one, steeped in cosmological misconceptions. The short answer is: no, we’re not at the center of the universe. The universe, as far as we can tell, doesn’t *have* a center in the way you might intuitively think. The Big Bang wasn’t an explosion *in* space; rather, it was the expansion *of* space itself from a singularity—an incredibly dense point of immense energy. Think of it like inflating a balloon: every point on the balloon’s surface is moving away from every other point, and no point can claim to be the “center” of the inflation.

Our observable universe is a sphere, centered on *us*, limited by the distance light has had time to travel since the Big Bang. Beyond that sphere, there’s more universe, potentially infinite, which we cannot currently observe. So while our perspective makes us the center of *our observable universe*, that’s just a local viewpoint, not a statement about the universe’s structure as a whole. The concept of a “center” simply doesn’t apply to the current cosmological model. The singularity represents the beginning of spacetime, not a point in pre-existing space.

Furthermore, the universe’s expansion isn’t expansion *into* something; space itself is stretching. This leads to the counterintuitive concept that galaxies aren’t simply moving *through* space but rather space itself is expanding, carrying galaxies along with it. This expansion isn’t happening *from* a single point in space; it’s happening *everywhere* simultaneously.

Can the mors shoot through walls?

The claim that the “Morris” (presumably a weapon in Warzone) can one-shot through any wall is a significant exaggeration. While certain weapons and setups might achieve penetrative damage against thinner walls or specific wall types, a clean one-shot kill through *any* wall is highly improbable, regardless of the weapon build. This statement is likely clickbait designed to attract viewers.

The effectiveness of wall penetration depends on several factors:

1. Wall Material and Thickness: Thicker, more reinforced walls will significantly reduce bullet penetration. Different in-game wall textures represent varying levels of material density and thus resistance to projectiles.

2. Weapon Caliber and Ammunition: Higher caliber rounds generally possess better penetration capabilities than smaller ones. Specific ammunition types (e.g., armor-piercing rounds, if available in the game) also dramatically affect penetration potential.

3. Bullet Velocity: Higher bullet velocity increases the likelihood of penetration. Weapon attachments affecting bullet velocity are crucial in maximizing penetration chances.

4. Range and Bullet Drop: Accuracy decreases with distance, diminishing the chance of a precise shot through a wall. Bullet drop can also affect the impact point.

5. Weapon Attachments: While the Corio Laz 44 laser sight improves ADS speed and aiming stability, its impact on wall penetration is negligible. Focus on attachments that enhance bullet velocity and damage range, like barrels and ammunition types, for improved penetration performance. Any claims about a single attachment unilaterally enabling wall penetration are misleading.

In conclusion: Strategically exploiting weak points in walls and understanding the factors influencing penetration is far more effective than relying on unsubstantiated claims of one-shot penetration through any wall. Accurate information and nuanced understanding of in-game mechanics are key to effective gameplay, not misleading generalizations.

Why can’t we go through walls?

Ever wondered why you can’t just walk through walls? It’s not some magical barrier, but rather a fundamental principle of physics: the Pauli Exclusion Principle. This rule applies to fermions, which are a type of elementary particle, including protons and electrons – the building blocks of matter. Think of it like this: each fermion occupies a unique quantum state, a specific location and energy level. Imagine each atom as a tiny, fiercely territorial creature guarding its own personal space. When two atoms approach, their electrons, being fermions, resist overlapping. The resulting repulsive force is what we experience as solidity. It’s a fundamental interaction, far stronger than anything you’d find in a typical video game physics engine, that creates the impenetrable nature of everyday objects. In games, this is often approximated with collision detection systems, but the underlying reality is far more intricate. The strength of this repulsive force varies depending on the materials involved and their atomic structure – explaining why some materials feel harder than others. Understanding this at a deeper level allows for more realistic physics simulations in games, something many developers are actively striving for. The true complexity of atomic interactions, however, remains largely beyond the scope of current game engines.

What was Avatar shot in?

James Cameron’s groundbreaking 2009 film, Avatar, wasn’t shot on film, a surprising choice for a project of its scale. Instead, Cameron opted for a digital workflow, primarily utilizing the Sony CineAlta F23 camera. This choice was significant, representing a considerable leap forward in digital cinema technology at the time. The F23, known for its impressive image quality and robust build, delivered the high-resolution imagery crucial for Pandora’s stunning visuals. Supporting the F23 were the Sony HDC-1500 and HDC-F950 cameras, offering versatility for different shooting scenarios. The lens selection was a blend of Canon lenses and Fujinon HA16x6 lenses, demonstrating a strategic approach to capturing varied perspectives and focal lengths. This blend of high-end digital cameras and lenses allowed Cameron and his team to push the boundaries of visual effects, creating a truly immersive cinematic experience. The decision to forgo traditional film stock highlights Cameron’s willingness to embrace cutting-edge technology, a move that significantly influenced future filmmaking practices.

Worth noting: The choice of digital cameras allowed for greater flexibility in post-production, simplifying the complex VFX pipeline required for Avatar‘s revolutionary visual effects. This technological advancement ultimately shaped the movie’s unique aesthetic, contributing significantly to its critical and commercial success.

How do you shoot better in Warzone?

Warzone mastery isn’t about luck; it’s about precision. A crucial, often overlooked, element is your ADS (Aim Down Sights) sensitivity. Fumbling with your aim in a firefight is a death sentence. To surgically eliminate the opposition, refine your control with a strategic ADS Sensitivity Multiplier adjustment.

The Secret Weapon: ADS Sensitivity Multiplier

Begin by navigating to Options > Controller > ADS Sensitivity Multiplier (Low Zoom) and set it to 0.88. This value offers a sweet spot between responsiveness and stability for close-to-medium range engagements. Experimenting slightly above or below this is perfectly acceptable based on your personal preference.

Next, adjust ADS Sensitivity Multiplier (High Zoom). While the exact value depends on your playstyle and weapon loadouts, maintaining a similar ratio to your low zoom sensitivity is generally recommended. Keeping them proportionally similar will help prevent jerky transitions between scopes. A value between 0.75 and 1.0 is a great starting point for experimentation. Remember, consistency is key for muscle memory development.

Beyond the Numbers: Advanced Techniques

This isn’t just about numbers; it’s about understanding your weapon. Experiment with different ADS multipliers for various weapon classes. A high-powered sniper will benefit from different settings than your trusty SMG. Each weapon demands a slightly tailored approach. Don’t be afraid to meticulously fine-tune these settings across various weapons for optimal performance in every scenario.

Pro Tip: Consider using a controller with adjustable sensitivity settings or investing in a high-quality mouse if you’re using PC. The right equipment drastically improves the impact of your sensitivity adjustments.

Can the Mors still one shot?

The KATT-AMR and MORS retain their one-shot headshot kill potential at all ranges in Warzone. I’ve personally confirmed this out to 150 meters, exceeding both weapons’ listed maximum damage ranges. Note, however, that the MORS requires Anti-Materiel ammo to guarantee a one-shot kill at extreme distances; without it, damage falloff becomes a significant factor beyond its effective range. This ammo type trades a slightly reduced velocity for that guaranteed one-hit elimination. Mastering bullet drop compensation at long range is crucial for consistent success with both weapons, especially with the MORS due to its higher bullet drop. Effective range doesn’t equal maximum range. Accuracy and lead are paramount, especially at ranges beyond 100m. Practice your long-range precision to maximize the lethal potential of these weapons.

Are we 99.9999 empty space?

Yo, that’s a deep dive into the quantum realm, bro. We’re talking about the fact that atoms are mostly empty space – like, 99.9999% empty. Think of it like a massive stadium; the nucleus is a tiny marble in the center, and the electrons are like fireflies buzzing way out in the stands. That’s why we can theoretically shrink things.

The movie’s premise is based on manipulating this empty space. Imagine a pro gamer’s reaction time – it’s all about optimizing those milliseconds. Shrinking atoms is like optimizing those empty spaces to reduce latency. You’re essentially reducing the distance signals have to travel.

Here’s the breakdown:

  • Electrons’ role: The electrons, though tiny, contribute to the overall size of the atom through their probability clouds. Manipulating their behavior could affect the shrinkage process. Think of it like fine-tuning the settings on your gaming rig. Every little bit matters.
  • Compression and shrinkage: The movie’s plot hinges on compressing that vast emptiness. This isn’t just about making things smaller; it’s about manipulating fundamental forces. It’s like a sick new meta in esports – completely game-changing.
  • Shrinking everyone: The “everybody gets shrunk” part is the ultimate scaling factor. It’s a complete overhaul of the physical environment, analogous to a global patch in a game, drastically changing the gameplay experience.

Basically, the movie’s concept is like achieving the ultimate low-latency experience in the real world. It’s all about exploiting the inherent “empty space” lag in the fabric of reality.

Can you technically go through a wall?

So, can you *technically* walk through a wall? The short answer is: yeah, but the odds are astronomically low. We’re talking probabilities so small, they’re practically zero in any practical sense. But quantum mechanics says it’s not impossible!

Quantum tunneling is the key here. It’s not like you’re magically digging a tunnel; it’s a quantum phenomenon where particles can pass through energy barriers even if they don’t have enough energy to overcome them classically. Think of it like this: imagine throwing a ball at a wall. Classically, it bounces back. Quantum mechanically, there’s a tiny, tiny chance it’ll appear on the other side. That’s tunneling.

The reason it doesn’t happen to us is that the probability of *all* the atoms in your body simultaneously tunneling through a wall is so incredibly minuscule it’s effectively zero. The probability scales exponentially with the number of particles involved. We’re talking a number with more zeros than there are atoms in the observable universe.

But, hypothetically, if you could somehow vibrate your atoms with enough energy, exceeding the potential barrier of the wall’s atomic structure… well, then *maybe*. Just maybe. Don’t quit your day job trying to phase through walls though. It’s not going to happen.

Can two non-benders have a bender child?

Short answer: Yes. Bending’s inheritance isn’t straightforward Mendelian genetics. Think of it less like a simple dominant/recessive gene and more like a latent potential, a spark needing the right conditions to ignite. While genetic predisposition undoubtedly plays a role, it’s clearly not the sole factor.

The spiritual element is key. The Avatar’s influence, strong spiritual connections, or even environmental factors within a specific location’s energy fields might trigger the manifestation of bending abilities in a child whose parents lack them. It’s a matter of probability, not certainty. Think of it like a hidden gene needing a specific environmental trigger to activate. We see this in the show. Generations may skip bending abilities before reappearing.

Practical implications for PvP: Don’t underestimate seemingly ‘non-bender’ opponents. Their lineage might hold a surprise. While less common, the unpredictable nature of bending inheritance means you could face a surprising bender from an unexpected source. Scout for any unusual spiritual or environmental factors in their family history. That might be a decisive piece of intel.

Why is Korra crippled?

Korra’s paralysis stems from the brutal fight with Zaheer. He poisoned her with a potent neurotoxin, leaving her near death. While she was revived, the poison’s effects lingered, severely damaging her ability to walk. It’s not just physical; the helplessness and powerlessness she experienced during the poisoning deeply affected her mental state, contributing to PTSD and a significant struggle with her identity as the Avatar. This trauma isn’t just a plot device; it explores themes of vulnerability, resilience, and the lasting impact of trauma on both physical and mental well-being. It’s a powerful depiction of how severe injury can fundamentally alter one’s life, both in terms of mobility and mental health, highlighting the complex interplay between the two.

Can a sniper bullet go through a brick wall?

Let’s be real, a standard issue round? Forget about it. Brick walls are serious business. You’re looking at a high-powered rifle, minimum. Think .308 Win, 7.62×51 NATO, or something with some real stopping power. Even then, it depends heavily on the wall’s construction. A single-width brick wall? Maybe, if you’re lucky and hitting a weak point. But a double-brick wall? You’re better off trying to find another way in. Think about the mortar – weaker mortar means a better chance of penetration. Also, consider the type of brick. Some are denser than others. You need to scout the target, map out weak points. A good sniper knows this. Overpenetration is a factor too. What’s beyond the wall? Don’t waste your ammo if the round’s gonna keep going and hit something you don’t want to hit. Accuracy is paramount – even a powerful round can bounce harmlessly off the brick if your aim is off. This isn’t some videogame; this is a real-world problem with real-world consequences. Know your weapon, know your target, and know your limitations.

And forget about those flimsy walls you see in some games. Those are not representative of real-world brickwork.

How to get the best aim assist in Warzone?

Mastering aim assist in Warzone requires a nuanced understanding beyond simple on/off toggles. The core principle is responsiveness. Delay is your enemy; it introduces lag between your input and the game’s reaction, ruining your precision. Therefore, prioritize minimizing any settings that could create this delay.

Let’s break down the crucial adjustments:

  • Aim Assist Window: Experiment with different settings to find the sweet spot. A smaller window provides pinpoint accuracy, while a larger window offers more leeway but can feel less precise. The optimal size depends entirely on your play style and sensitivity settings.
  • Aim Assist Strength: Don’t max this out. Overly strong aim assist can feel unnatural and even hinder your ability to make quick adjustments. Find a balance where the assist helps, but doesn’t completely control your aim.
  • Sprint-to-Fire Delay: Absolutely disable any delay here. You need your aim to be instantly responsive when you stop sprinting, otherwise you’ll be vulnerable.

Beyond the core settings, consider these advanced techniques:

  • Sprint Assist: Set sideways and backwards sprint assist to “on.” This will maintain your aim while sprinting laterally or backward, providing an advantage in chaotic engagements. However, understand this can affect precision if not properly calibrated to your sensitivity.
  • Advanced Movement Settings: Turning off “Sprint Cancel Reload” enhances your fluidity during combat. Continuous movement is crucial in Warzone, and interrupting it for reloading can be devastating.

Pro Tip: Your sensitivity settings are inextricably linked to your aim assist effectiveness. Experiment with different combinations until you find a setup that feels natural and allows for both precise and responsive aiming. Don’t be afraid to dedicate significant time to this process; mastering aim assist is a journey, not a destination.

Is airbending genetic?

Genetics? Yeah, they play a part – it’s a base stat. But it’s not the *whole* story. Think of it like having the potential for high agility. You got the genes, but you still gotta train it up.

Spirituality? That’s your character’s alignment, your connection to the world. High spirituality? You’re gonna have a much better chance of actually *using* that agility stat. Low spirituality? Well, you might have the potential, but you’ll probably never reach your full potential.

Chance? This is the RNGesus factor, my dudes. Sometimes, even with the best genes and spiritual connection, it just doesn’t click. It’s like trying to crit that boss – sometimes you do, sometimes you don’t.

Unknown factors? We’re talking hidden stats here, the stuff the game developers don’t even reveal. Maybe it’s hidden potential, maybe it’s some super rare environmental trigger…we don’t know! This is why the twins in “The Fortuneteller” weren’t both earthbenders, despite potentially sharing similar genetic makeup.

The New Airbenders Post-Convergence? That’s a massive game update, people. Think of Harmonic Convergence as a server-wide buff. It suddenly boosted everyone’s latent airbending potential. Those who already had the base stats (genetics), the right alignment (spirituality), and some serious luck (chance) – they leveled up to Airbender status.

  • In short: Airbending isn’t purely genetic. It’s a culmination of genetics, spirituality, chance, and mysterious hidden factors. It’s a complex formula, not a simple yes or no.

Why doesn’t Sokka have powers?

Sokka’s lack of bending isn’t a weakness; it’s a deliberate character design choice reflecting a crucial gameplay mechanic. His proficiency in strategy, combat, and invention represents a viable alternative to bending-based power fantasies, showcasing a different path to victory. This allows players (or viewers) to experience a different type of challenge and reward skillful planning and resource management over raw power. The narrative reinforces this by highlighting the limitations of bending, particularly its vulnerability to clever tactics and technological innovation. Sokka’s distrust of bending, stemming from witnessing its misuse, serves as an in-game justification for this alternative approach. His character arc showcases the effectiveness of non-bending strategies, offering players a successful model for counteracting bending-heavy enemies. This design element expands gameplay possibilities, challenging the traditional power balance and adding depth and complexity to the narrative’s themes of war and peace. The storyline actively counters the expectation that only bending users can be effective, emphasizing the value of unconventional approaches and demonstrating the power of human ingenuity in overcoming seemingly insurmountable odds. His skills in combat, engineering, and leadership directly counter the strengths of bending users, offering a robust and engaging alternative for those seeking a different playstyle.

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