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Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers
We have compared the best regulated binary options brokers and platforms in May 2020 and created this top list. Every binary options company here has been personally reviewed by us to help you find the best binary options platform for both beginners and experts. The broker comparison list below shows which binary trading sites came out on top based on different criteria.
You can put different trading signals into consideration such as using payout (maximum returns), minimum deposit, bonus offers, or if the operator is regulated or not. You can also read full reviews of each broker, helping you make the best choice. This review is to ensure traders don't lose money in their trading account.
How to Compare Brokers and Platforms
In order to trade binary options, you need to engage the services of a binary options broker that accepts clients from your country e.g. check US trade requirements if you are in the United States. Here at bitcoinbinaryoptionsreview.com, we have provided all the best comparison factors that will help you select which trading broker to open an account with. We have also looked at our most popular or frequently asked questions, and have noted that these are important factors when traders are comparing different brokers:
  1. What is the Minimum Deposit? (These range from $5 or $10 up to $250)
  2. Are they regulated or licensed, and with which regulator?
  3. Can I open a Demo Account?
  4. Is there a signals service, and is it free?
  5. Can I trade on my mobile phone and is there a mobile app?
  6. Is there a Bonus available for new trader accounts? What are the Terms and
  7. conditions?
  8. Who has the best binary trading platform? Do you need high detail charts with technical analysis indicators?
  9. Which broker has the best asset lists? Do they offer forex, cryptocurrency, commodities, indices, and stocks – and how many of each?
  10. Which broker has the largest range of expiry times (30 seconds, 60 seconds, end of the day, long term, etc?)
  11. How much is the minimum trade size or amount?
  12. What types of options are available? (Touch, Ladder, Boundary, Pairs, etc)
  13. Additional Tools – Like Early closure or Metatrader 4 (Mt4) plugin or integration
  14. Do they operate a Robot or offer automated trading software?
  15. What is Customer Service like? Do they offer telephone, email and live chat customer support – and in which countries? Do they list direct contact details?
  16. Who has the best payouts or maximum returns? Check the markets you will trade.
The Regulated Binary Brokers
Regulation and licensing is a key factor when judging the best broker. Unregulated brokers are not always scams, or untrustworthy, but it does mean a trader must do more ‘due diligence’ before trading with them. A regulated broker is the safest option.
Regulators - Leading regulatory bodies include:
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  • FCA – Financial Conduct Authority (UK)
  • CFTC – Commodity Futures Trading Commission (US)
  • FSB – Financial Services Board (South Africa)
  • ASIC – Australia Securities and Investment Commission
There are other regulators in addition to the above, and in some cases, brokers will be regulated by more than one organization. This is becoming more common in Europe where binary options are coming under increased scrutiny. Reputable, premier brands will have regulation of some sort.
Regulation is there to protect traders, to ensure their money is correctly held and to give them a path to take in the event of a dispute. It should therefore be an important consideration when choosing a trading partner.
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It is worth taking the time to understand those terms before signing up or clicking accept on a bonus offer. If the terms are not to your liking then the bonus loses any attraction and that broker may not be the best choice. Some bonus terms tie in your initial deposit too. It is worth reading T&Cs before agreeing to any bonus, and worth noting that many brokers will give you the option to ‘opt-out’ of taking a bonus.
Using a bonus effectively is harder than it sounds. If considering taking up one of these offers, think about whether, and how, it might affect your trading. One common issue is that turnover requirements within the terms, often cause traders to ‘over-trade’. If the bonus does not suit you, turn it down.
How to Find the Right Broker
But how do you find a good broker? Well, that’s where BitcoinBinaryOptionsReview.com comes in. We assess and evaluate binary options brokers so that traders know exactly what to expect when signing up with them. Our financial experts have more than 20 years of experience in the financial business and have reviewed dozens of brokers.
Being former traders ourselves, we know precisely what you need. That’s why we’ll do our best to provide our readers with the most accurate information. We are one of the leading websites in this area of expertise, with very detailed and thorough analyses of every broker we encounter. You will notice that each aspect of any broker’s offer has a separate article about it, which just goes to show you how seriously we approach each company. This website is your best source of information about binary options brokers and one of your best tools in determining which one of them you want as your link to the binary options market.
Why Use a Binary Options Trading Review?
So, why is all this relevant? As you may already know, it is difficult to fully control things that take place online. There are people who only pose as binary options brokers in order to scam you and disappear with your money. True, most of the brokers we encounter turn out to be legit, but why take unnecessary risks?
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There you can find extensive analyses of numerous binary options brokers irrespective of your trading strategy. Each company is represented with an all-encompassing review and several other articles dealing with various aspects of their offer. A list containing the very best choices will appear on your screen as you enter our website whose intuitive design will allow you to access all the most important information in real-time.
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Guidelines on how to create well-designed, mechanically sound, and balanced weapons.

NOTE: The following is a set of guidelines made to assist in the better creation of balanced weapons. The keyword being guideline. These are not rules, they are merely suggestions, if not pretty damn good ones.
Making and balancing weapons for Team Arena Shooter games like Team Fortress 2 is not an easy job. Every aspect of the game affects every other aspect, one class will change another class plays, while some weapons will affect what another weapon is like. The viability and utility of different portions of the game will, regardless of intent, alter how other (sometimes entirely unrelated) sections of the game are played. With this in mind, this guide has been created to help highlight some key design points of the game. From the knowledge explained hereon, your ability to create and balance weapons in Team Fortress 2 and other games will be augmented.
This list will be split into different sections focusing on different portions of the game. The main three sections will be of most importance, while any latter ones will primarily be recommendations. The three primary aspects that are focused are design, mechanics, and balancing. Regardless of what you may perceive, the most important aspect of weapon creation is the design of the weapon. What purpose your weapon serves and how it will achieve that from the get go will determine how it is built. The mechanics of the game are what you will have to chose to dictate how the weapon functions and plays out. While balancing is arguably the least important aspect, it is regardless the one that will determine how well your product will come to fruition. You can not after all, build a castle on top of quicksand; So, as a rule of thumb, do not focus on the balance of the weapon from the start, focus on the design of the weapon, and how you are going to put the weapon in place.
DESIGN
Effective roles
Regardless of what class you are making a weapon for, one thing will hold true: The stock weapons are the generalist weapons. They are meant to be able to function in every scenario as well as the other. Stock weapons follow the simple role that they are meant to kill, there is not a single stock weapon in game that is not built to kill (or in the case of the EngineeSpy PDA and the Medigun- to allow to kill). Thus, any weapon you create has to be a specialist weapon of some sort. Your weapon must be built to complete a role more effectively than the stock weapon, while doing another role less effectively than stock. Certain weapons may even be built to function an entire different role set than the stock (such as with the iconic Dead Ringer, Gunslinger, and Chargin’ Targe). Yet even with the aspect of having a different role as a whole, those weapons must still be, relative to stock, specialist weapons.
Conflicting roles
There have been many cases within Team Fortress 2 that have displayed a failure in the design of weapons to have fully independent roles. Sometimes this is due to the stock weapons themselves not fulfilling a role properly (such as with most classes default melee weapons), but many times this can be because the unlock weapon simply does everything better than the stock weapon. One of the prime examples of this issue is the Degreaser before the Tough Break update, the role it served was simply doing everything that stock did, but better. Another example is the Diamondback, a weapon that effective does the same role as the stock revolver- but better. When creating a weapon, find a role that has not been filled by another weapon. Try to stray away from creating weapons that fulfil the same role as another weapon.
Lack of a role
In the same vein of having conflicting roles, some weapons do not appear to have any distinct role in their design at all. Weapons that fall within this category tend to either be absolutely useless, or the de facto default. The Sun on a Stick and Sharpened Volcano Fragment come forth as prime examples of the first. Both those weapons lack any discernible features that would make them worthwhile compared to the other available weapons, which in turn, means they are rarely used. The Pain Train display the latter end of the scale, where in a coordinated environment Soldiers and Demomen alike will use the Pain Train as a default if they do not wish to use other options, as it does not affect the playstyle of the player as a whole. Weapons should be designed so that they follow distinct roles that can easily be discerned from others. If done properly, this ensures that all weapons see common usage.
Overtly specific roles
While lacking an individual function can be the killing factor of a weapon, so too can be having far too individual of a role. While the addition of being able to swap out weapons in the battlefield has alleviated the issue with having to respawn to change your current weapon set, this has still remained a prominent issue. Players most often pick whatever weapon will allow them to accomplish a goal, while also being able to do other things afterwards. Rarely do players pick weapons that will be of no use to them later on. Hence why stock weapons are among the most popular weapons overall, even if relative to other available options they may be cheaper. Take the Liberty Launcher as a weapon overall- Due to it’s low damage output per rocket, it functions mainly as an anti-light class rocket launcher, paired up with the high rocket speed it functions greatly against Scouts; Yet poorly against most other classes. Which has caused it to remain the lesser used of Soldier’s Rocket Launchers. Although weapons must be specialists to be balanced relative to stock, try to keep them functioning at a level where they can still be useful overall.
Effective range
An often neglected aspect of weapon balancing is the weapon’s effective range. Some weapons are better suited for close range combat, others for combat at range. Some classes are even built entire to be functional with a specific effective range. The class that a weapon is built for highly dictates at what range their weapons should be effective. For comparison, a Pyro’s flamethrower is always a close range weapon, Shotguns are more of a mid range weapons, yet weapons such as the Scorch Shot are more effective at range. Classes should be built to have some ability at both close and long range, but they should be focused mainly for close/mid range combat. The reason for this being that the majority of TF2 is not built for long range combat. Take the Loch and Load as a weapon for example. The issue with it in game has never been it’s damage, or it’s clip size. The fault was always that it could hit further away faster than the Grenade Launcher. The Sniper class comes as another example, where he is currently one of the more game breaking classes because of how effective he is at range relative to other classes. Yet in that same vein, you do not want your weapons to be built for close range combat that is too short. Pyro’s flamethrowers constantly have this issue, where the range of the weapon is so small that Pyros fails to function the majority of the time simply due to the range advantage other classes have over the Flamethrower. Try to keep weapons built around mid range combat.
Mobility is health
And vice-versa. The higher mobility a class has, the more effective health the class has. Mobility based weapons can highly influence the game’s damage balancing. A class that has higher mobility can effectively dodge damage, or put themselves in situations where they are less affected by damage. A Scout’s double jump allows them to evade projectiles, while a Soldier’s rocket jumps allow them to stay at heights or positions where they are less likely to get shot at in the first place. In this sense you can see, the higher mobility, the more effective health the class has. In the opposite grain, a Heavy may have the highest health pool, but he remains one of the easier classes to kill when by themselves as they cannot dodge damage; Thus, the Heavy’s effective health is lower than his actual health. If a weapon changes the mobility of a class, be mindful of how much it affects how much the damage can be evaded. And if a weapon affects the health of the class, be mindful of how this might affect the mobility.
Area of denial
Another name for this concept is attrition- The control of territory. Four classes in Team Fortress 2 are built around this, Sniper, Heavy, Demoman and Engineer. Each class functions and executes its mean of territorial control. Sniper and Demoman both run of the aspect of instantly killing the enemy that comes into their territory. While Engineer (more so the sentry) and Heavy both function as roadblocks of sort, where any enemy coming into their effective range take damage over time until they are dead. In a brutally honest sense- Area of Denial is not fun in the basest sense. Players do not like having their routes of access closed, and players do not like being attacked by enemies in their own territory. Even so the line of attrition must exist, the territory controlled by each party must exist. In that sense it is a necessary evil. A sniper carries the advantage of having an infinite distance to both defend and assault from. While a Demo can hold multiple points from the opponents either in the form of traps or attacks. The only thing that balances out the aspect of area of denial is that the effort required by the party to assault the enemy territory must be met with an equal effort from the defending party to hold the ground. This is why classes such as Demoman and Heavy are seen as balanced for both defense and offense, while classes such as Engineer (which do not themselves have to attack the enemy) are seen as extremely unfun- As the Engineer’s sentry does not take as much effort to build as it takes the enemy to outgun it. When designing any area of denial weapon, make sure the user with the weapon has to put in as much work as the player that must attack the area being denied.
Primary weapons define the playstyle
The primary weapon of a class might not be the first weapon slot of a class. Yet even so, every class has some weapon slot where the weapons define entirely how the class will play out. This can range from how the class deals damage to how the class gets around the map, or even how the class goes about building (in the case of the Engineer). Take Spy for example. Many players would say that Spy’s primary weapon is his knives, but it is not the case. While the Spy may be iconicized by his knifes, it is the Spy’s watches that define how he will play throughout the match. Thus, the watch slot is the Spy’s primary weapon. When designing primary weapons, try to focus on building a weapon that fulfils a playstyle.
Secondary weapons reinforcer the playstyle
Similarly to the primary weapons, secondary weapons might not exactly be on the second slot. The purpose of the secondary weapons is to directly augment or reinforce the playstyle of the primary weapon. For example, the Engineer’s Shotgun weapons. They do not dictate how the engineer will play as much as the wrenches do, but they do reinforce how the wrenches will play. Whether it be aggressively or passively is up to the player, but certain weapons fit certain roles better. When creating secondary weapons, try to find a role of a primary weapon, and consider how your secondary weapon will affect the playstyle as a whole.
Tertiary weapons provide utility
For most classes the tertiary weapons are the melee weapons. Tertiary weapons provide neither the direct playstyle, nor the bigger influence to the playstyle. They are primarily spare utility that exists if needed. For the most part, weapons that provide mobility or survivability are used, though there are obvious exceptions. Consider the Medic melee weapons for example, they all function relatively equal for most loadouts, same applies for the Soldier melees. When designing a tertiary weapon, strive to create an extremely generalist weapon that can function overall for most set ups.
Note: Not every class has only one primary/secondary/tertiary weapon
The designation of primary/secondary/tertiary weapon is mainly to designate the relation between usage and design. Some classes may have different combinations of these weapons. Spy for example, could be argued to have one secondary slot and two primary slots (Invis. Watches and Knives), considering how both the knife and watches can change the playstyle of the class. Medic could also be argued to only have one primary weapon and two tertiary weapons, as only the Medigun effectively changes how the Medic is played. How each class is designed in this regard is entirely subjective. But it is worth noting this oddity, as it may influence how you design your weapons and how your experience influences the level to which your weapons are created.
MECHANICS
Team Fortress 2 has, of course, a wide and diverse range of mechanics that dictate how the gameplay flows and forms. To this, it is important to be aware of certain aspects and limitations that might alter how your weapon functions. Certain mechanics are far more prominent and noticeable than others, while others may be less prominent and just as important. Some mechanics may even be so common that players no longer see them as mechanics as much as just a standard part of the game.
Burst healing
As the name implies, burst healing is any form of sudden healing. Most often, it takes a short amount of time, and grants a high amount of health. Burst healing is extremely important in both static and dynamic matters. For the most common static iteration, think of health packs. They provide a direct advantage to holding certain parts of certain maps. While in the dynamic sense, think of burst healing weapons, the Black Box or the Crusader’s Crossbow. Burst healing tilts fights towards whoever owns the health pack or the healing weapon, as it directly affects the time to kill tables of the game. In this regard, any weapon that heals a high amount must do so slowly (as with the Crusader’s Crossbow), while any weapon that can heal quickly should do so minimally (such as with the Black Box or Pretty Boy’s Pocket Pistol relative low health per hit). This also applies to map creators- Put smaller health packs in areas near combat, and keep the larger health packs further away from fighting (so that they are used more for recovery). Be extremely careful when having weapons that can heal in combat. Team Fortress 2 has extremely specific damage over time, or hits to kill, for balancing weapons. In some cases, even a measly 5 health can change how much a class can survive (and that is not just a measly example, five health is the difference of whether or not a Soldier can survive two or three Demoman pills).
Passive healing
On the other side of healing is the passive healing (otherwise called ‘health over time’ for you RTS players). This is healing granted over time in a steady pace. Such as the healing from a dispenser and medigun beam, or the healing provided by the Concheror and Cozy Camper. Healing over time is especially dangerous to deal with, as it most often works throughout combat, making the player with the healing have a greater advantage as the battle goes on. Because of this, you want the healing to have a low baseline in combat, and gradually increasing as the user is out of combat. The Concheror showcases this aspect rather well, out of combat, your healing ramps up to +4 health healed per second, while in combat it lowers to only +1 health per second. The issue with having a single rate of healing while in combat is that it is extremely difficult (if not nigh impossible) to properly balance for it. For example, consider the Concheror before it’s healing was changed; Healing only +2 health per second was not really worthwhile, but healing +3 health per second influences the flow of combat too much. If a weapon heals passively over time, try to keep the lower health barrier as less influential for combat, yet keep the higher end of the healing high enough to be worthwhile as a recovery while the user is out of combat.
Types of damage fall-off
As discussed earlier, certain weapons are more effective at range than others. This is partly in due to how damage fall-off functions. Overall, there are four different types of falloff, each is associated with a different sort of attack style so much that it might as well be part of that attack. But this will be focusing on the calculations of that fall-off.
  1. Most weapons run off of a linear damage fall-off system. Where damage is based on how far away the enemy is. For the majority of weapons, this runs by the standard Hammer Unit (distance units) calculation, “if the enemy is fully hit at this distance the weapon will deal this damage”. Shotguns, Pistols, miniguns, and most bullet based weapons work off of this system of linear damage-to-distance. And most of them tend to lose 50% of their damage at the maximum range of 1024 Hammer Units.
  2. Particle based weapons run off of a particle lifetime calculation. This means that the longer the ‘particle’ (thing that hits) exists, the lower its damage is. Flamethrowers, the Righteous Bison, and the Pomson run off of this system. There is no damage ramp up for any of these weapons, they always start at 100% damage, and lose damage as they go along. If you want a weapon to simulate having damage ramp up if uses particles as it’s method of dealing damage, you will have to give the weapon a higher base damage, and a lower higher damage falloff.
  3. Source distance calculation. This is primarily a feature of Soldier. The damage of Soldier’s rocket launchers are based on how far the soldier is from the enemy at the moment of impact. In effect, this means that the location the Soldier fired the rocket from is not as important as where the soldier is when the rocket hits. Aside from this, the calculations are the same as the linear damage fall-off calculations.
  4. Lack of damage fall-off. While not damage fall-off inherently, it is worth nothing. A limited list of weapons in Team Fortress 2 lack damage fall-off. Demoman Grenade Launchers and Sniper Rifles are prime examples. No matter how far away from the enemy you are, or how close they are to you, you will always do a flat number of damage. This is actually a defining feature of Sentry Guns (and other Engineer buildings). Sentry Guns do not have damage fall-off over range, the damage it deals point blank is the same it deals at range, but Sentry Guns are also not affected by damage fall-off, a rocket shot from across the map will deal the same damage as one shot point blank to a sentry. Keep this in mind when balancing the effective range of Grenade Launchers (specifically think of how unfair the Loch and Load feels), and the health of Engineer buildings.
Damage ramp-up
The inverse of the above. For most weapons in the game, damage is increased linearly for enemies closer than 512 Hammer Units. In effect, this means that the closer you are to the enemy, the more damage your gun will deal. This encourages close range combat, and allows for various weapons to be more effective than others at mid range combat. For example, the Rocket Launcher deals 90 base damage that ramps up to 125% for a maximum of 112 damage point blank, while the Scattergun has 60 base damage (lower than the Rocket Launcher) at mid range which ramps up to 175% for a maximum of 105 damage. This means the Rocket Launcher is more effective at mid range, while a Scattergun deals more damage at close range. Be careful of how much damage your weapons ramp up by, as it severely affects how viable they are. Take the Shortstop (Scout primary weapon) for example, it is nearly one of the most powerful Scout primaries in the game, but since it’s damage only ramps up to 150% (instead of the standard 175% of all other Scout primaries) it remains the weakest Scout primary weapon. If you want your weapon to be a mid range weapon, try to keep the base damage high while the damage ramp up is lower, and vice versa if you want a close range weapon.
Hitboxes and collision hulls
As a lead to the next point, you should be aware that there are two types of ways to register hits. One is based off of the hitboxes of the class, and the other the collision hull of the player. Every class has a different hitbox. A hitbox is a sort of crude set of invisible boxes that exist over the body parts of the player used for mostly hitscan hit detection. Hence the name, HITbox.
A collision hull is pretty different, if not similar. A single big box exists around every player that is used to calculate how the player collides with the world geometry (hence the name, COLLISION hull). The collision hull is a static rectangular prism that does not change orientation or direction at all, no matter which way you turn, it is still pointing in the same direction. This collision hull is also used to register hits with projectiles (rocket launchers, pills, etc.), particles (flamethrower fire), and oddly enough, melee hits.
“Why not use the hitboxes for melee weapons?” you might ask, considering melee weapons use hitscan to calculate hits. Simply put- It hugely lowers the number of facestabs that happen. Currently, facestabs exist due to lag difference between clients- What one player sees is not what the other player sees. The game used to use hitboxes for melee weapons, but that was found to be extremely buggy with Spy’s knives. The downside of this is of course, that melee ranges are extremely messy.
Hitscan vs. Projectile vs. Particle hit registration
Every weapon in the game can be categorized to deal damage in one of these three ways. Your bullet weapons all use a hitscan system to function. Hitscan is the creation of an infinitely long line that is used to calculate whether or not a shot ‘hits’. The hit being wherever the line collides with an enemy’s hitboxes. Hitscan shots are lag compensated, meaning that a shot on your end will always register as a shot server side. You do not have to compensate for your connection.
For the most part, projectiles and particles are very similar. The main difference between the two being the size of the entity that is used for collision. Projectiles have relatively small collision boxes, while particles tend to have noticeably larger collision boxes (save for the Flamethrower, which has projectile-sized collision boxes, while having particle-based damage calculation). This is done to compensate for the following problem: Projectiles and particles, as mentioned earlier, use collision hulls for hit registration. Neither projectiles or particles are lag compensated by the source engine. When you shoot, the data of you shooting is sent to the server, and whenever it registers that you have shot, it creates the projectile/particle on the server side. If your interp settings are at the default (casual reminder to please change them), or you have a bad ping with the server, you will often notice your shots coming out noticeably after you have clicked the button. With projectiles and particles, you have to compensate for your connection. Some games such as Overwatch and CS:GO have lag compensated projectiles, but for the most part, older Source game such as Team Fortress 2 do not lag compensate them. This also applies to collision hulls, which is why melee weapons sometimes seemingly seem to be unable to hit. Due to all the complex issues with projectiles and particles, you need to be extremely careful when dealing with the travelling speed of either. A shot that travels too slow will be less likely to hit, while a shot that travels too fast may be extremely difficult to compensate for (look at the pre-nerf Loose Cannon speed for example).
Stun and slow
To the blunt- Do not ever build weapons around either slowing down the enemy or stunning them. Team Fortress 2 is a deathmatch arena shooter game. Slowing mechanics are more apt for the tactical shooter genre game such as Counter Strike, where aim is not the focus as much as positioning. While stunning mechanics are prominent more in the 3rd person games that are based more on mathematical damage output instead of direct aim skill. There is no real situation where any slowing mechanic can be balanced in Team Fortress 2’s genre, and there is no real justification that can justify stunning an enemy (as it provides a direct advantage in all time to kill tables).
Stunning can only be justified if it is induced to the self. Things such as Heavy’s lunchbox items, or Scout’s drinks are fair, as it is entirely based on the player’s actions, instead of another player's. Try to keep anything that changes how the player can move to be purely based on that player’s own actions.
Knockback
The only fair method of directly changing how an enemy moves is through knockback. Knockback is how much directional force is applied to a player based on how effectively a player was hit. The key portion of knockback is that it is not entirely uncontrollable by the player being affected by it. If you have ever surfed a rocket as a Medic, or ridden minigun bullets as a Scout, then you are familiar with the concept of why knockback is fair- It can be as much of a use to the attacker as it can be for the player being attacked.
Even Pyro’s airblast also used to be based entirely on knockback once upon a time. Depending on the direction of the Pyro was pointing, and how close they were to the enemy, airblast would provide a different amount of knockback. But due to a glitch with ground collision, it was changed to effectively work as a stunlock that removes the enemy’s ability to airstrafe while applying a static amount of upwards knockback. Due to this, be mindful when creating combo-based airblast-centric Flamethrowers.
Time to kill
In simple terms: How long it takes a gun to put an enemy with a certain amount of health at a level where they no longer have health. Certain guns are better at killing certain enemies at certain health levels at certain distances. Time to kill is an extremely important portion of the game, in fact, it can be argued to be the single most important aspect of balancing. If a weapon kills quickly, it will feel unfair to the player getting killed (looking at you, Sniper Rifle and Lock’n’Load). If a weapon kills slowly, why bother with it (just ask the Natascha)? Every class is built around a general set of damage output at certain ranges. Some classes have been fairly toned back in damage in close combat (the Rocket Launcher used to be able to 1-shot light classes, and the Stickybomb Launcher could 2-shot Heavies at full health), while some have been unfairly nerfed (such as the currently irrelevant Needleguns for Medic). Some classes damage output at range have been fairly reduced, while others have not even been changed (which is why the Sniper remains a contester for the most unbalanced classes in the game). The time it takes for a class to kill another is a highly controversial subject even out of context of weapon balancing. A Spy for example, should by all rights be able to kill a Scout or Engineer with two Revolver shots, yet the community believes otherwise. Balance as you will, but keep in mind that how long it takes a class to kill another as others see may not be balanced, while what you believe may also be unbalanced. As a rough guideline, this table has been made:
Time to kill at Range 125HP 150HP 175-200HP 300HP 450HP
Close range (0-512HU) 2 hits 2 hits 2-3 hits 3 hits 5 hits
Medium range(512HU) 2 hits 2-3 hits 2-3 hits 4 hits 5-6 hits
Long range (512-1024 HU) 3 hits 4 hits 4-5 hits 7+ hits Good luck
Sniper Rifle 1-2 hits 1-2 hits 2-3 hits 2-3 hits 3+ hits
  • Do note: Hitscan/particle weapons should be primarily made for close/mid range combat. Team Fortress 2 is not built for long distance combat
BALANCING
The following is the nitty and gritty portion of the list. A tried and tested list of attributes that have either been shown to always work or never work at all.
More/less damage fasteslower
Among the more common type of balancing option that exists, and among the most unbalanced balancing option available. Damage is for the most part, a rather binary balancing option. You must either have more, less, or the same of it. And the speed at which damage is similarly binary, it is either faster, slower, or the same. Having both aspects being changed at the same time can break the prominent time to kill tables of the game just as much as changing a single aspect. It may seem logical to make the changes inversely proportional (Higher damage and slower speed, or lower damage and higher speed), but for the most part this has been shown not to work. Take for example, the Liberty Launcher- It deals less damage faster, and is contester for the least used rocket launcher as it is horrendous for killing overall. Or in the opposite context- the Cow Mangler’s charged shot, one of the more powerful tools in a Soldier’s kit… yet it is practically worthless due to it’s slower firing rate. Damage and speed are not inversely proportional options. You either need a net positive gain with a restricting downside (such as with the Backscratcher’s reduced healing limiting your team synergy), or you need a net loss with a liberating upside (such as with the Gloves of Running Urgently allowing you to have far more mobility).
Damage is not just a number
The numerical number of how much health an enemy will lose on a hit is not the only method of counting damage. Damage can come in many forms of balancing, as it is dynamic. For example, reliability, or effective range. As an example, the Backscatter; It supposedly deals more damage than the Scattergun due to the Mini-crits from the back, but due to the increased bullet spread limiting both its range and its damage reliability, it effectively deals less damage than a Scattergun the majority of the time. For another example, consider the Direct Hit; While in theory the Direct Hit deals more damage per shot than the Rocket Launcher, it is not effectively true, as the reduced splash range limits how reliable and how much damage can be dealt overall to enemies. When balancing a weapon’s damage output, keep in mind not only how much damage is applied, but keeping in mind also how effectively the damage is applied to the enemies.
Speed is reliability
In that same vein of damage. Speed is dynamic, it includes projectile/particle speed, class speed, hit speed, attack speed, so on and so forth. In a short sense, speed is more of a gauge of how reliably you can take someone down at range as opposed to how fast the weapon itself is. A weapon that fires faster is more reliable at killing than a weapon that fires slowly. A projectile that travels faster is a projectile that is more reliable. When you are balancing any speed aspect of a weapon, you need to keep in mind the effectiveness of the weapon. The older Baby Face’s Blaster is a prime example, the weapon gave Scout far more mobility at an easy rate to build, which did not directly give Scout more damage as much as it made it easier to deal damage as Scout, it made Scout more reliable. The Loch and Load is another key example, it’s faster projectiles make the Grenade Launcher (a weapon designed around being unreliable at dealing damage) far more reliable of a weapon, which causes the unchanged damage output that it has to feel as though it deals more damage. Alongside damage, be careful of adjusting speed. Not only can it affect time to kill tables, it can affect how the weapon itself functions.
Passive downside for active upside
A common mistake made by many is to have a weapon whose upsides of damage, speed, or any other sort is balanced by having some passive downside that hinders the user at all times. One weapon that comes to mind for this is the Blutsauger. The Blutsauger costs you survivability throughout the game, unless you are actively using the weapon. This is often quoted as it’s killing aspect- You are effectively always on the downside if you are using a weapon that has a passive downside, which renders the upside less preferable, thus lowering the viability and usability of the weapon as a whole. Try to abstain from this kind of flawed design.
Passive upside for active downside
The opposite of the above. Downsides that only apply when a weapon is being used paired up with upside that apply at all times. Weapons that are built around this are not used by themselves as they function worse than other weapons, yet even so grant passive upsides that are active at all times. The (Pre-Gun Mettle) Pretty Boy's Pocket Pistol serves as a prime example, it granted you +15 health and fall damage immunity at the cost of survivability against Pyros and killing speed. The Pretty Boy’s Pocket Pistol was innate of itself not used often, but it was overtly powerful to simply have equipped, as the upsides gained by it were useful at all times. Another prime showcase of this design was the old Degreaser, you gained faster switch speed across the board at the cost of barely lowered damage, this made the weapon outclass the Flamethrower in all regards except for at actually killing, as it made the secondary weapons exceedingly more powerful. When the upside for a weapon is passive, it always applies a bonus, whereas when a downside is active it's only applied when the weapon is being used. For the majority of players, having a free passive upside is far better than some downside that may never be used. Try to restrain from creating weapons that fall under this criteria.
Higher damage output and lower reliability
Do not try to balance a weapon by making it more random. This is specifically a jab against the Beggar's Bazooka. Even if the randomness is used to a good extent such as with Shotgun and Pistol spread, the balancing aspect of using randomness purely as a method of balancing does not work for Arena Shooter games. Arena Shooter games are built entirely on using weapons to counter enemies with other weapons, but in a way where every player’s action is directly fulfilled with an equal result. If Team Fortress 2 were a tactical shooter sort of game, then the randomness could be justified, but as it currently stands, it is not. This goes from Rocket Launchers to Grenade Launchers to Stickybomb Launchers and all weapons in between.
-10% damage trope
This primarily applies to weapons that use a large number of small hits to account for damage. Primarily Flamethrowers, Miniguns, Pistols, and Needleguns. Damage in Team Fortress 2 is rounded to the nearest whole number, which often times can effectively mitigate the lowered damage output of a weapon. If you want to make a fast-firing weapon do more or less damage, instead change its firing rate. A weapon with -10% damage will only sometimes deal -10% damage, while a weapon with -10% firing speed will always do -10% damage.
Self-sustenance comes at the cost of team synergy
If your weapon allows a class to play better independently, then that weapon should make team synergy less effective overall. The single best example of this is the Black Box for Soldier, the weapon’s upside exists in any scenario where the Soldier is fighting by themselves, while the downside primarily comes into effect when the player has support from team healing. This trade off of capabilities balances out weapons that would otherwise have to suffer from worse downsides. Imagine a Black Box that dealt lower damage per rocket, that would not balance out well, would it now? Of course not, and that is why the trade off of team synergy is more balanced. Another example is the Backscratcher, which makes the Pyro far more functional as a flank class, but since this affects the Pyro’s performance with Medic’s overheal overall, the weapon as a whole is unused in serious environments. A self-sustainable weapon should come at the cost of team synergy, but make sure to not remove team synergy as a whole.
Mobility is granted passively, but must be gained actively
In simpler terms, when you have a weapon that grants mobility, the mobility should be passive. But the terms of which you gain the mobility must be active. You have to do something to gain the mobility, such as using an item, dealing damage to an enemy, launching yourself with explosives, etc. Look for the Gunboats for an example of this. They passively grant you the upside of lowered blast damage (higher mobility), but you only get the upside when you do the action of rocket jumping. The same property applies with many speed-boosting melee weapons. You move faster with those weapons passively, but you can only get the mobility boost while you do the action of having the weapons out. Make the reward passive, but make the action just that- an act.
Author’s note
Build weapons for the offense
I will say this as a final statement of what the overarching design of weapons should be. NEVER build a weapon to be used only in a defensive environment. Even with borderline overpowered weapons such as the Scottish Resistance (your read right) and Brass Beast, weapons built to only be used on the defensive will remain underused. Why? Because Team Fortress 2 is not a game built on defense, it is built on two teams trying to out-attack each other. Defensive weapons are not in the nature of the game, and because of this, don’t make them. Make weapons for the offense. You’ll have a much better time making an Engineer viable for the offense than any other class made for defense. So keep things on the offense, be offensive for the sake of being offensive.
And remember, these are just guidelines. There are exceptions to every rule, and I may not agree with them, but I am not always right. If you think you can justify it, feel free to break the guidelines. But I’ll be damned if I won’t argue against you. Cheers, and go design some weapons already.
submitted by SileAnimus to TF2WeaponIdeas [link] [comments]

ScamBroker review

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Binary Boom Review 2015 - Is Binary Boom SCAM? So How Does Binary Boom Software Work?? Binary Boom By Dennis Anker Review

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submitted by TinaDolloff46 to TinaDolloff [link] [comments]

Convert list of emails to SHA256

Hello all! Could someone help me with this? I am not by any means a pro with excel. I found this online which, I believe, is the answer to what I need. I just have literally no idea whatsoever on how to use that or even where to begin!
I appreciate any and all help given! thank you
Edit: here is the answer from the link in this post
'******************************************************************************* ' MODULE: CSHA256 ' FILENAME: CSHA256.cls ' AUTHOR: Phil Fresle ' CREATED: 10-Apr-2001 ' COPYRIGHT: Copyright 2001 Phil Fresle. All Rights Reserved. ' ' DESCRIPTION: ' This class is used to generate a SHA-256 'digest' or 'signature' of a string. ' The SHA-256 algorithm is one of the industry standard methods for generating ' digital signatures. It is generically known as a digest, digital signature, ' one-way encryption, hash or checksum algorithm. A common use for SHA-256 is ' for password encryption as it is one-way in nature, that does not mean that ' your passwords are not free from a dictionary attack. If you are using the ' routine for passwords, you can make it a little more secure by concatenating ' some known random characters to the password before you generate the signature ' and on subsequent tests, so even if a hacker knows you are using SHA-256 for ' your passwords, the random characters will make it harder to dictionary attack. ' ' *** CAUTION *** ' See the comment attached to the SHA256 method below regarding use on systems ' with different character sets. ' ' This is 'free' software with the following restrictions: ' ' You may not redistribute this code as a 'sample' or 'demo'. However, you are free ' to use the source code in your own code, but you may not claim that you created ' the sample code. It is expressly forbidden to sell or profit from this source code ' other than by the knowledge gained or the enhanced value added by your own code. ' ' Use of this software is also done so at your own risk. The code is supplied as ' is without warranty or guarantee of any kind. ' ' Should you wish to commission some derivative work based on this code provided ' here, or any consultancy work, please do not hesitate to contact us. ' ' Web Site: http://www.frez.co.uk ' E-mail: [email protected] ' ' MODIFICATION HISTORY: ' 10-Apr-2001 Phil Fresle Initial Version '******************************************************************************* Option Explicit
Private m_lOnBits(30) As Long Private m_l2Power(30) As Long Private K(63) As Long
Private Const BITS_TO_A_BYTE As Long = 8 Private Const BYTES_TO_A_WORD As Long = 4 Private Const BITS_TO_A_WORD As Long = BYTES_TO_A_WORD * BITS_TO_A_BYTE
'******************************************************************************* ' Class_Initialize (SUB) '******************************************************************************* Private Sub Class_Initialize() ' Could have done this with a loop calculating each value, but simply ' assigning the values is quicker - BITS SET FROM RIGHT m_lOnBits(0) = 1 ' 00000000000000000000000000000001 m_lOnBits(1) = 3 ' 00000000000000000000000000000011 m_lOnBits(2) = 7 ' 00000000000000000000000000000111 m_lOnBits(3) = 15 ' 00000000000000000000000000001111 m_lOnBits(4) = 31 ' 00000000000000000000000000011111 m_lOnBits(5) = 63 ' 00000000000000000000000000111111 m_lOnBits(6) = 127 ' 00000000000000000000000001111111 m_lOnBits(7) = 255 ' 00000000000000000000000011111111 m_lOnBits(8) = 511 ' 00000000000000000000000111111111 m_lOnBits(9) = 1023 ' 00000000000000000000001111111111 m_lOnBits(10) = 2047 ' 00000000000000000000011111111111 m_lOnBits(11) = 4095 ' 00000000000000000000111111111111 m_lOnBits(12) = 8191 ' 00000000000000000001111111111111 m_lOnBits(13) = 16383 ' 00000000000000000011111111111111 m_lOnBits(14) = 32767 ' 00000000000000000111111111111111 m_lOnBits(15) = 65535 ' 00000000000000001111111111111111 m_lOnBits(16) = 131071 ' 00000000000000011111111111111111 m_lOnBits(17) = 262143 ' 00000000000000111111111111111111 m_lOnBits(18) = 524287 ' 00000000000001111111111111111111 m_lOnBits(19) = 1048575 ' 00000000000011111111111111111111 m_lOnBits(20) = 2097151 ' 00000000000111111111111111111111 m_lOnBits(21) = 4194303 ' 00000000001111111111111111111111 m_lOnBits(22) = 8388607 ' 00000000011111111111111111111111 m_lOnBits(23) = 16777215 ' 00000000111111111111111111111111 m_lOnBits(24) = 33554431 ' 00000001111111111111111111111111 m_lOnBits(25) = 67108863 ' 00000011111111111111111111111111 m_lOnBits(26) = 134217727 ' 00000111111111111111111111111111 m_lOnBits(27) = 268435455 ' 00001111111111111111111111111111 m_lOnBits(28) = 536870911 ' 00011111111111111111111111111111 m_lOnBits(29) = 1073741823 ' 00111111111111111111111111111111 m_lOnBits(30) = 2147483647 ' 01111111111111111111111111111111
' Could have done this with a loop calculating each value, but simply ' assigning the values is quicker - POWERS OF 2 m_l2Power(0) = 1 ' 00000000000000000000000000000001 m_l2Power(1) = 2 ' 00000000000000000000000000000010 m_l2Power(2) = 4 ' 00000000000000000000000000000100 m_l2Power(3) = 8 ' 00000000000000000000000000001000 m_l2Power(4) = 16 ' 00000000000000000000000000010000 m_l2Power(5) = 32 ' 00000000000000000000000000100000 m_l2Power(6) = 64 ' 00000000000000000000000001000000 m_l2Power(7) = 128 ' 00000000000000000000000010000000 m_l2Power(8) = 256 ' 00000000000000000000000100000000 m_l2Power(9) = 512 ' 00000000000000000000001000000000 m_l2Power(10) = 1024 ' 00000000000000000000010000000000 m_l2Power(11) = 2048 ' 00000000000000000000100000000000 m_l2Power(12) = 4096 ' 00000000000000000001000000000000 m_l2Power(13) = 8192 ' 00000000000000000010000000000000 m_l2Power(14) = 16384 ' 00000000000000000100000000000000 m_l2Power(15) = 32768 ' 00000000000000001000000000000000 m_l2Power(16) = 65536 ' 00000000000000010000000000000000 m_l2Power(17) = 131072 ' 00000000000000100000000000000000 m_l2Power(18) = 262144 ' 00000000000001000000000000000000 m_l2Power(19) = 524288 ' 00000000000010000000000000000000 m_l2Power(20) = 1048576 ' 00000000000100000000000000000000 m_l2Power(21) = 2097152 ' 00000000001000000000000000000000 m_l2Power(22) = 4194304 ' 00000000010000000000000000000000 m_l2Power(23) = 8388608 ' 00000000100000000000000000000000 m_l2Power(24) = 16777216 ' 00000001000000000000000000000000 m_l2Power(25) = 33554432 ' 00000010000000000000000000000000 m_l2Power(26) = 67108864 ' 00000100000000000000000000000000 m_l2Power(27) = 134217728 ' 00001000000000000000000000000000 m_l2Power(28) = 268435456 ' 00010000000000000000000000000000 m_l2Power(29) = 536870912 ' 00100000000000000000000000000000 m_l2Power(30) = 1073741824 ' 01000000000000000000000000000000 ' Just put together the K array once K(0) = &H428A2F98 K(1) = &H71374491 K(2) = &HB5C0FBCF K(3) = &HE9B5DBA5 K(4) = &H3956C25B K(5) = &H59F111F1 K(6) = &H923F82A4 K(7) = &HAB1C5ED5 K(8) = &HD807AA98 K(9) = &H12835B01 K(10) = &H243185BE K(11) = &H550C7DC3 K(12) = &H72BE5D74 K(13) = &H80DEB1FE K(14) = &H9BDC06A7 K(15) = &HC19BF174 K(16) = &HE49B69C1 K(17) = &HEFBE4786 K(18) = &HFC19DC6 K(19) = &H240CA1CC K(20) = &H2DE92C6F K(21) = &H4A7484AA K(22) = &H5CB0A9DC K(23) = &H76F988DA K(24) = &H983E5152 K(25) = &HA831C66D K(26) = &HB00327C8 K(27) = &HBF597FC7 K(28) = &HC6E00BF3 K(29) = &HD5A79147 K(30) = &H6CA6351 K(31) = &H14292967 K(32) = &H27B70A85 K(33) = &H2E1B2138 K(34) = &H4D2C6DFC K(35) = &H53380D13 K(36) = &H650A7354 K(37) = &H766A0ABB K(38) = &H81C2C92E K(39) = &H92722C85 K(40) = &HA2BFE8A1 K(41) = &HA81A664B K(42) = &HC24B8B70 K(43) = &HC76C51A3 K(44) = &HD192E819 K(45) = &HD6990624 K(46) = &HF40E3585 K(47) = &H106AA070 K(48) = &H19A4C116 K(49) = &H1E376C08 K(50) = &H2748774C K(51) = &H34B0BCB5 K(52) = &H391C0CB3 K(53) = &H4ED8AA4A K(54) = &H5B9CCA4F K(55) = &H682E6FF3 K(56) = &H748F82EE K(57) = &H78A5636F K(58) = &H84C87814 K(59) = &H8CC70208 K(60) = &H90BEFFFA K(61) = &HA4506CEB K(62) = &HBEF9A3F7 K(63) = &HC67178F2 
End Sub
'******************************************************************************* ' LShift (FUNCTION) ' ' PARAMETERS: ' (In) - lValue - Long - The value to be shifted ' (In) - iShiftBits - Integer - The number of bits to shift the value by ' ' RETURN VALUE: ' Long - The shifted long integer ' ' DESCRIPTION: ' A left shift takes all the set binary bits and moves them left, in-filling ' with zeros in the vacated bits on the right. This function is equivalent to ' the << operator in Java and C++ '******************************************************************************* Private Function LShift(ByVal lValue As Long, _ ByVal iShiftBits As Integer) As Long ' NOTE: If you can guarantee that the Shift parameter will be in the ' range 1 to 30 you can safely strip of this first nested if structure for ' speed. ' ' A shift of zero is no shift at all. If iShiftBits = 0 Then LShift = lValue Exit Function
' A shift of 31 will result in the right most bit becoming the left most ' bit and all other bits being cleared ElseIf iShiftBits = 31 Then If lValue And 1 Then LShift = &H80000000 Else LShift = 0 End If Exit Function ' A shift of less than zero or more than 31 is undefined ElseIf iShiftBits < 0 Or iShiftBits > 31 Then Err.Raise 6 End If ' If the left most bit that remains will end up in the negative bit ' position (&H80000000) we would end up with an overflow if we took the ' standard route. We need to strip the left most bit and add it back ' afterwards. If (lValue And m_l2Power(31 - iShiftBits)) Then ' (Value And OnBits(31 - (Shift + 1))) chops off the left most bits that ' we are shifting into, but also the left most bit we still want as this ' is going to end up in the negative bit marker position (&H80000000). ' After the multiplication/shift we Or the result with &H80000000 to ' turn the negative bit on. LShift = ((lValue And m_lOnBits(31 - (iShiftBits + 1))) * _ m_l2Power(iShiftBits)) Or &H80000000 Else ' (Value And OnBits(31-Shift)) chops off the left most bits that we are ' shifting into so we do not get an overflow error when we do the ' multiplication/shift LShift = ((lValue And m_lOnBits(31 - iShiftBits)) * _ m_l2Power(iShiftBits)) End If 
End Function
'******************************************************************************* ' RShift (FUNCTION) ' ' PARAMETERS: ' (In) - lValue - Long - The value to be shifted ' (In) - iShiftBits - Integer - The number of bits to shift the value by ' ' RETURN VALUE: ' Long - The shifted long integer ' ' DESCRIPTION: ' The right shift of an unsigned long integer involves shifting all the set bits ' to the right and in-filling on the left with zeros. This function is ' equivalent to the >>> operator in Java or the >> operator in C++ when used on ' an unsigned long. '******************************************************************************* Private Function RShift(ByVal lValue As Long, _ ByVal iShiftBits As Integer) As Long
' NOTE: If you can guarantee that the Shift parameter will be in the ' range 1 to 30 you can safely strip of this first nested if structure for ' speed. ' ' A shift of zero is no shift at all If iShiftBits = 0 Then RShift = lValue Exit Function ' A shift of 31 will clear all bits and move the left most bit to the right ' most bit position ElseIf iShiftBits = 31 Then If lValue And &H80000000 Then RShift = 1 Else RShift = 0 End If Exit Function ' A shift of less than zero or more than 31 is undefined ElseIf iShiftBits < 0 Or iShiftBits > 31 Then Err.Raise 6 End If ' We do not care about the top most bit or the final bit, the top most bit ' will be taken into account in the next stage, the final bit (whether it ' is an odd number or not) is being shifted into, so we do not give a jot ' about it RShift = (lValue And &H7FFFFFFE) \ m_l2Power(iShiftBits) ' If the top most bit (&H80000000) was set we need to do things differently ' as in a normal VB signed long integer the top most bit is used to indicate ' the sign of the number, when it is set it is a negative number, so just ' deviding by a factor of 2 as above would not work. ' NOTE: (lValue And &H80000000) is equivalent to (lValue < 0), you could ' get a very marginal speed improvement by changing the test to (lValue < 0) If (lValue And &H80000000) Then ' We take the value computed so far, and then add the left most negative ' bit after it has been shifted to the right the appropriate number of ' places RShift = (RShift Or (&H40000000 \ m_l2Power(iShiftBits - 1))) End If 
End Function
'******************************************************************************* ' AddUnsigned (FUNCTION) ' ' PARAMETERS: ' (In) - lX - Long - First value ' (In) - lY - Long - Second value ' ' RETURN VALUE: ' Long - Result ' ' DESCRIPTION: ' Adds two potentially large unsigned numbers without overflowing '******************************************************************************* Private Function AddUnsigned(ByVal lX As Long, _ ByVal lY As Long) As Long Dim lX4 As Long Dim lY4 As Long Dim lX8 As Long Dim lY8 As Long Dim lResult As Long
lX8 = lX And &H80000000 lY8 = lY And &H80000000 lX4 = lX And &H40000000 lY4 = lY And &H40000000 lResult = (lX And &H3FFFFFFF) + (lY And &H3FFFFFFF) If lX4 And lY4 Then lResult = lResult Xor &H80000000 Xor lX8 Xor lY8 ElseIf lX4 Or lY4 Then If lResult And &H40000000 Then lResult = lResult Xor &HC0000000 Xor lX8 Xor lY8 Else lResult = lResult Xor &H40000000 Xor lX8 Xor lY8 End If Else lResult = lResult Xor lX8 Xor lY8 End If AddUnsigned = lResult 
End Function
'******************************************************************************* ' Ch (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Ch(ByVal x As Long, _ ByVal y As Long, _ ByVal z As Long) As Long Ch = ((x And y) Xor ((Not x) And z)) End Function
'******************************************************************************* ' Maj (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Maj(ByVal x As Long, _ ByVal y As Long, _ ByVal z As Long) As Long Maj = ((x And y) Xor (x And z) Xor (y And z)) End Function
'******************************************************************************* ' S (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function (rotate right) '******************************************************************************* Private Function S(ByVal x As Long, _ ByVal n As Long) As Long S = (RShift(x, (n And m_lOnBits(4))) Or LShift(x, (32 - (n And m_lOnBits(4))))) End Function
'******************************************************************************* ' R (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function (just a right shift) '******************************************************************************* Private Function R(ByVal x As Long, _ ByVal n As Long) As Long R = RShift(x, CInt(n And m_lOnBits(4))) End Function
'******************************************************************************* ' Sigma0 (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Sigma0(ByVal x As Long) As Long Sigma0 = (S(x, 2) Xor S(x, 13) Xor S(x, 22)) End Function
'******************************************************************************* ' Sigma1 (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Sigma1(ByVal x As Long) As Long Sigma1 = (S(x, 6) Xor S(x, 11) Xor S(x, 25)) End Function
'******************************************************************************* ' Gamma0 (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Gamma0(ByVal x As Long) As Long Gamma0 = (S(x, 7) Xor S(x, 18) Xor R(x, 3)) End Function
'******************************************************************************* ' Gamma1 (FUNCTION) ' ' DESCRIPTION: ' SHA-256 function '******************************************************************************* Private Function Gamma1(ByVal x As Long) As Long Gamma1 = (S(x, 17) Xor S(x, 19) Xor R(x, 10)) End Function
'******************************************************************************* ' ConvertToWordArray (FUNCTION) ' ' PARAMETERS: ' (In/Out) - sMessage - String - String message ' ' RETURN VALUE: ' Long() - Converted message as long array ' ' DESCRIPTION: ' Takes the string message and puts it in a long array with padding according to ' the SHA-256 rules (similar to MD5 routine). '******************************************************************************* Private Function ConvertToWordArray(sMessage As String) As Long() Dim lMessageLength As Long Dim lNumberOfWords As Long Dim lWordArray() As Long Dim lBytePosition As Long Dim lByteCount As Long Dim lWordCount As Long Dim lByte As Long
Const MODULUS_BITS As Long = 512 Const CONGRUENT_BITS As Long = 448 lMessageLength = Len(sMessage) ' Get padded number of words. Message needs to be congruent to 448 bits, ' modulo 512 bits. If it is exactly congruent to 448 bits, modulo 512 bits ' it must still have another 512 bits added. 512 bits = 64 bytes ' (or 16 * 4 byte words), 448 bits = 56 bytes. This means lNumberOfWords must ' be a multiple of 16 (i.e. 16 * 4 (bytes) * 8 (bits)) lNumberOfWords = (((lMessageLength + _ ((MODULUS_BITS - CONGRUENT_BITS) \ BITS_TO_A_BYTE)) \ _ (MODULUS_BITS \ BITS_TO_A_BYTE)) + 1) * _ (MODULUS_BITS \ BITS_TO_A_WORD) ReDim lWordArray(lNumberOfWords - 1) ' Combine each block of 4 bytes (ascii code of character) into one long ' value and store in the message. The high-order (most significant) bit of ' each byte is listed first. However, unlike MD5 we put the high-order ' (most significant) byte first in each word. lBytePosition = 0 lByteCount = 0 Do Until lByteCount >= lMessageLength ' Each word is 4 bytes lWordCount = lByteCount \ BYTES_TO_A_WORD lBytePosition = (3 - (lByteCount Mod BYTES_TO_A_WORD)) * BITS_TO_A_BYTE ' NOTE: This is where we are using just the first byte of each unicode ' character, you may want to make the change here, or to the SHA256 method ' so it accepts a byte array. lByte = AscB(Mid(sMessage, lByteCount + 1, 1)) lWordArray(lWordCount) = lWordArray(lWordCount) Or LShift(lByte, lBytePosition) lByteCount = lByteCount + 1 Loop ' Terminate according to SHA-256 rules with a 1 bit, zeros and the length in ' bits stored in the last two words lWordCount = lByteCount \ BYTES_TO_A_WORD lBytePosition = (3 - (lByteCount Mod BYTES_TO_A_WORD)) * BITS_TO_A_BYTE ' Add a terminating 1 bit, all the rest of the bits to the end of the ' word array will default to zero lWordArray(lWordCount) = lWordArray(lWordCount) Or _ LShift(&H80, lBytePosition) ' We put the length of the message in bits into the last two words, to get ' the length in bits we need to multiply by 8 (or left shift 3). This left ' shifted value is put in the last word. Any bits shifted off the left edge ' need to be put in the penultimate word, we can work out which bits by shifting ' right the length by 29 bits. lWordArray(lNumberOfWords - 1) = LShift(lMessageLength, 3) lWordArray(lNumberOfWords - 2) = RShift(lMessageLength, 29) ConvertToWordArray = lWordArray 
End Function
'******************************************************************************* ' SHA256 (FUNCTION) ' ' PARAMETERS: ' (In/Out) - sMessage - String - Message to digest ' ' RETURN VALUE: ' String - The digest ' ' DESCRIPTION: ' Takes a string and uses the SHA-256 digest to produce a signature for it. ' ' NOTE: Due to the way in which the string is processed the routine assumes a ' single byte character set. VB passes unicode (2-byte) character strings, the ' ConvertToWordArray function uses on the first byte for each character. This ' has been done this way for ease of use, to make the routine truely portable ' you could accept a byte array instead, it would then be up to the calling ' routine to make sure that the byte array is generated from their string in ' a manner consistent with the string type. '******************************************************************************* Public Function SHA256(sMessage As String) As String Dim HASH(7) As Long Dim M() As Long Dim W(63) As Long Dim a As Long Dim b As Long Dim c As Long Dim d As Long Dim e As Long Dim f As Long Dim g As Long Dim h As Long Dim i As Long Dim j As Long Dim T1 As Long Dim T2 As Long
' Initial hash values HASH(0) = &H6A09E667 HASH(1) = &HBB67AE85 HASH(2) = &H3C6EF372 HASH(3) = &HA54FF53A HASH(4) = &H510E527F HASH(5) = &H9B05688C HASH(6) = &H1F83D9AB HASH(7) = &H5BE0CD19 ' Preprocessing. Append padding bits and length and convert to words M = ConvertToWordArray(sMessage) ' Main loop For i = 0 To UBound(M) Step 16 a = HASH(0) b = HASH(1) c = HASH(2) d = HASH(3) e = HASH(4) f = HASH(5) g = HASH(6) h = HASH(7) For j = 0 To 63 If j < 16 Then W(j) = M(j + i) Else W(j) = AddUnsigned(AddUnsigned(AddUnsigned(Gamma1(W(j - 2)), _ W(j - 7)), Gamma0(W(j - 15))), W(j - 16)) End If T1 = AddUnsigned(AddUnsigned(AddUnsigned(AddUnsigned(h, Sigma1(e)), _ Ch(e, f, g)), K(j)), W(j)) T2 = AddUnsigned(Sigma0(a), Maj(a, b, c)) h = g g = f f = e e = AddUnsigned(d, T1) d = c c = b b = a a = AddUnsigned(T1, T2) Next HASH(0) = AddUnsigned(a, HASH(0)) HASH(1) = AddUnsigned(b, HASH(1)) HASH(2) = AddUnsigned(c, HASH(2)) HASH(3) = AddUnsigned(d, HASH(3)) HASH(4) = AddUnsigned(e, HASH(4)) HASH(5) = AddUnsigned(f, HASH(5)) HASH(6) = AddUnsigned(g, HASH(6)) HASH(7) = AddUnsigned(h, HASH(7)) Next ' Output the 256 bit digest SHA256 = LCase(Right("00000000" & Hex(HASH(0)), 8) & _ Right("00000000" & Hex(HASH(1)), 8) & _ Right("00000000" & Hex(HASH(2)), 8) & _ Right("00000000" & Hex(HASH(3)), 8) & _ Right("00000000" & Hex(HASH(4)), 8) & _ Right("00000000" & Hex(HASH(5)), 8) & _ Right("00000000" & Hex(HASH(6)), 8) & _ Right("00000000" & Hex(HASH(7)), 8)) 
End Function
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IQ Option Review || Demo Account, App Download FRee

• IQ Option Review • IQ Option Review - What is IQ Option? Does IQ Option System really work? How does IQ Option work? Is IQ Option App Scam? Learn the real truth about IQ Option in my honest IQ Option Review below:
IQ Option Overview
Product complete : IQ Option
Niche: Binary Options
Official website : iqoption.com
Money-back Promise : Yes (2 months)
Delivery amount : Fast Delivery
Download: Free
IQ Option Review
IQ Option is a unique binary trading software system that has been designed to make profiting from binary options easy for practically anyone in the world. If you are looking for an honest IQ Option review, continue reading.
Have you been thinking about taking part in the binary options trading market? There are a lot of ways for people to become involved in trading these options, but there are inherent problems that come along with any sort of options trading. Many people have traditionally needed to know a lot about the market, so that they could make the right choices, and increase their odds of profiting. This has basically kept the industry closed to outsiders, and anyone who does not have previous knowledge about the market.
What is IQ Option?
IQ Option is a system that was carefully created to help people make money with binary options trading. Unlike the traditional method of following the options, reading about the different trades, and trying to stay on top of the industry manually – this is a completely automated system. It takes advantage of special IQ Option, which can be used by anyone, no matter how much they know about trading, or how much they know about using a computer.
Like all programs that are intended to help you earn money through trading binary options, the makers of IQ Option promis a lot. The question is, of course: can it really do everything that it is meant to? Firstly, take a look at the features that the system comes with:
It is completely free to use, and you will never be asked for money for its use in the future. IQ Option only works with completely legal networks and brokers. It will work all over the world. You don't have to download the software, because it is based online. This also means that it will work through web browsers on any type of PC, smart phone or tablet with internet connection.
This system is guaranteed to increase your chances of making big profits by trading in binary options. You will be able to access your money easily, at any time after earnings are made. This seems like a great set of features, especially the part about not costing anything. However, keep reading to find out how many of these things are actually true.
====>> CLICK HERE TO GET IQ OPTION DEMO WITH $1000 <<====
How Does IQ Option Work?
The IQ Option must be accessed before you can start to use the system. This can occur once you have completed the free registration. We were able to complete this with ease, and it did not cost any money. So far, so good! Next, the system allowed us to invest some real money, by transferring it into our own private trading account. This money was not used to pay for anything in the IQ Option program, and it was our money entirely.
The system uses special “signals”, which are basically pieces of information about what trades should be made. Using these signals, the software began to do all of the hard work for us. In fact, there was practically nothing else to do after this point, apart from sit back and watch. Of course, you do not have to actively watch, and you can just leave the software to trade your money for you.
In a small amount of time, it is possible to start seeing real profits from the small amount of money that you decide to invest in the beginning. It is actually amazing to think that the software was able to do everything by itself. Even though an IQ Option download is not necessary, and there is no installation, the web-based software is extremely powerful, and there were no problems at all.
Is IQ Option Scam?
One of the main reasons that many people miss out on good opportunities, is that they are worried about being scammed. There are other companies around who are pretending to be involved with this trustworthy binary trading software system, and they are giving IQ Option a bad name. You have probably seen a lot of different “money making schemes” on the Internet, but this is not one of them. We had no trouble accessing our profits, so it is disturbing to learn that people are falling victim to scams from other groups.
Pros of IQ Option:-
Cons of IQ Option:-
While you can trade a lot in a day with 60 second binary options and potentially make a lot of money, you could also lose a lot. “Over-trading” is common among new traders who want to try to catch every market move, but these aren’t likely high probability trades to win. Good set-ups often take time to develop, and therefore by using 60 second binary options you may be distracted by mediocre or poor trade set-ups, missing the good ones.
Is IQ Option Worth It?
If you have a little bit of time to spare, and you are willing to take a look at a new piece of software, which is quite easy to use – you might want to join up. This IQ Option review was written by people who are interested in sharing the best money-making methods that are available online.
IQ Option delivers, there is no question about it. Trades based from the software are scoring over 88% in accuracy. The key to making money with IQ Option is to get started. The longer you debate about whether or not to pursue this path, the less money you can make as opportunities fade into the past. Don’t delay, get started today and see what the future can bring you. IQ Option makes it easy to get in on the binary options markets no matter what your experience level or the amount of funds that you have to invest.
submitted by shamausxx to FRMreview [link] [comments]

Trend Trader Review 2015 - Is Trend Trader App SCAM Or LEGIT? Best Binary Options Trading Software??? The Truth About TrendTrader By Jonathan Miller Review

Trend Trader Review 2015 - TRENDTRADER APP?? Discover the Secrets about Trend Trader in this Trend Trader review! So What is Trend Trader Software all about? Does Trend Trader Actually Work? Is Trend Trader Software scam or does it really work?
To discover answers to these concerns continue reading my in depth and truthful Trend Trader Review below.
Trend Trader Description:
Name: Trend Trader
Niche: Binary Options.
How Does the Trend trader Software Work?
Trend trader is integrated with multiple, very large financial databases throughout the world and has full access to financial records since 1959 with the ability to recognize patterns of Call or Put of leading assets.
The Trend trader’s main algorithm is developed based on repetitive patterns used in the binary options Market!
Official Site: Access The NEW Trend Trader!! CLICK HERE NOW!!!
What is Trend Trader?
Trend Trader is basically a binary options trading software that is created to help traders win and forecast the market trends with binary options. The software also offers analyses of the market conditions so that traders can know exactly what should be your next step. It provides different secret methods that eventually helps. traders without utilizing any complex trading indicators or follow charts.
Trend Trader Binary Options Trading Method
Base the Trend Trader trading method. After you see it working, you can start to implement your method with routine sized lots. This approach will certainly pay off over time. Every Forex binary options trader should pick an account type that is in accordance with their requirements and expectations. A larger account does not indicate a larger revenue potential so it is a great idea to begin small and quickly add to your account as your returns increase based on the winning trading selections the software predicts.
Binary Options Trading
To assist you trade binary options properly, it is necessary to have an understanding behind the basics of Binary Options Trading. Currency Trading, or foreign exchange, is based on the perceived value of two currencies pairs to one another, and is influenced by the political stability of the country, inflation and interest rates among other things. Keep this in mind as you trade and learn more about binary options to optimize your learning experience.
Trend Trader Summary
In summary, there are some obvious ideas that have actually been tested over time, along with some newer techniques. that you might not have actually thought about. Hopefully, as long as you follow exactly what we recommend in this post you can either start with trading with Trend Trader or enhance on what you have currently done.
Here's What You Will Get Full Access To:
Repetitive Algorithm
Repetitive Patterns Algorithm will open a trade only with assets that present repetitive pattern!
Financial Databases
Trend trader is integrated with multiple, very large financial databases throughout the world and have full access to financial records since 1959!
Consistent Updates
The databases update consistently every 60 seconds, which means we have all the required data and information to make sure Trend trader is the most powerful auto-trading service!
1-on-1 Lifetime Support
They Will provide You With one on one lifetime support!
There Is Only A Very Limited Spaces Available
So Act Now Before It's Too Late
Click Here To Claim Your Trend Trader LIFETIME User License!!
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This Is The Single Most Powerful Auto Trading Software That Actually Works!!
Click Here To Download Trend Trader App Right NOW!
submitted by BricklesHargrave53 to BricklesHargrave [link] [comments]

Review verdict on auspayday.com - safe or not?

Like many other trading software claiming to make your regular 9-5 payday looks weaker and smaller through its huge payouts, Auspayday.com has the same story to offer. To test it out, we have been checking the software at our end. A trading platform, a software with complicated and tightly secure algorithm, Auspayday.com is work of some hardcore creaters who have been working on auto-bots with glitch free algorithm.
What it claims it is?
Auspayday.com as mentioned is a trading software that allows any new comer , with trading knowledge or now knowledge , trade easily, smoothly, securely and automatically. There are trading hints, there are graphs, there are tutorials and the round the clock support team or support executives. Auspayday.com claim they have created a system that works in such refine way that the volatile ups and downs of Binary Options Trading are controlled to give traders as many good trades as possible.
What Auspayday.com really is all about?
We signed up as beta testers and got our hands on the software. Here is our observation:
But saying all that, we also found that there is a small issue they could work on. The mobile interface. Its good but maybe a little more work would could help the look.
Why Auspayday.com?
There is a lot of money to make here. Lot!
With small time trade, quick trades, 60 seconds trade and trading signals, a person doesn't need to have any degree here. A little free trading is enough to learn.
Which we forgot to mention, the trader we were routed to had :
“FREE DEMO TRADING”
Now that's one great feature. Even if you are not sure, just trade the demo option, see what it really is all about. Once ready you make your deposit. The Binary Options Trading given here only asks for free registration for demo trading, only once you have made your mind about the trading you should make the deposit. This min deposit is your investment used for your trades.
All deposits and withdrawals are secure. Need Credit Cards. And winnings or any money in your account can be withdrawn at any point.
It surely make you earn more than your regular payday.
Final Verdict: Is Auspayday.com safe?
Yes, Auspayday.com is safe. Auspayday.com is the right deal for that extra cash.
submitted by oliverbrown29 to FinancialAdvice [link] [comments]

Insider Binary Bot Review 2015 - Is Insider Binary Bot SCAM Or LEGIT? Best Binary Options Trading Robot. The Truth About Insider Binary Bot By James Beckett Review

Insider Binary Bot Review 2015 - INSIDER BINARY BOT?? Learn the Secrets about Insider Binary Bot in this Insider Binary Bot review! So What is Insider Binary Bot Software all about? Does Insider Binary Bot Actually Work? Is Insider Binary Bot scam or does it really work?
To discover answers to these questions continue reading my in depth and honest Insider Binary Bot Review below.
Insider Binary Bot Description:
Name: Insider Binary Bot
Niche: Binary Options.
The Insider Binary Bot has changed the face of online trading. Everybody from newbies to gurus have been totally astonished by the power of the new Insider Binary Bot Software.
The Insider Binary Bot software which has taken over three years to fully develop. If you’re new to online earning, this will blow your mind. It actually predicts trends and patterns in the market, placing trades for you so you can sit back and watch your balance grow!
It’s SO simple to set up and with only a few clicks you’re ready to start trading.
Official Site: Access The NEW Insider Binary Bot!! CLICK HERE NOW!!!
Exactly what is Insider Binary Bot?
Insider Binary Bot is basically a binary options trading software that is designed to help traders win and forecast the market trends with binary options. The software likewise provides analyses of the market conditions so that traders can know what should be your next step. It provides different secret strategies that ultimately helps. traders without making use of any complicated trading indicators or follow charts.
Insider Binary Bot Binary Options Trading Method
Base the Insider Binary Bot trading strategy. After you see it working, you can start to implement your strategy with regular sized lots. This technique will certainly settle over time. Every Forex binary options trader must pick an account type that is in accordance with their needs and expectations. A larger account does not suggest a bigger revenue potential so it is a terrific concept to begin small and quickly add to your account as your returns increase based on the winning trading selections the software makes.
Binary Options Trading
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[/r/TF2WeaponIdeas] Guidelines on how to create well-designed, mechanically sound, and balanced weapons.

This post is formatted for the stylesheet of the /TF2WeaponIdeas subreddit.
https://redd.it/4g26oc
NOTE: The following is a set of guidelines made to assist in the better creation of balanced weapons. The keyword being guideline. These are not rules, they are merely suggestions, if not pretty damn good ones.
Making and balancing weapons for Team Arena Shooter games like Team Fortress 2 is not an easy job. Every aspect of the game affects every other aspect, one class will change another class plays, while some weapons will affect what another weapon is like. The viability and utility of different portions of the game will, regardless of intent, alter how other (sometimes entirely unrelated) sections of the game are played. With this in mind, this guide has been created to help highlight some key design points of the game. From the knowledge explained hereon, your ability to create and balance weapons in Team Fortress 2 and other games will be augmented.
This list will be split into different sections focusing on different portions of the game. The main three sections will be of most importance, while any latter ones will primarily be recommendations. The three primary aspects that are focused are design, mechanics, and balancing. Regardless of what you may perceive, the most important aspect of weapon creation is the design of the weapon. What purpose your weapon serves and how it will achieve that from the get go will determine how it is built. The mechanics of the game are what you will have to chose to dictate how the weapon functions and plays out. While balancing is arguably the least important aspect, it is regardless the one that will determine how well your product will come to fruition. You can not after all, build a castle on top of quicksand; So, as a rule of thumb, do not focus on the balance of the weapon from the start, focus on the design of the weapon, and how you are going to put the weapon in place.
DESIGN
Effective roles
Regardless of what class you are making a weapon for, one thing will hold true: The stock weapons are the generalist weapons. They are meant to be able to function in every scenario as well as the other. Stock weapons follow the simple role that they are meant to kill, there is not a single stock weapon in game that is not built to kill (or in the case of the EngineeSpy PDA and the Medigun- to allow to kill). Thus, any weapon you create has to be a specialist weapon of some sort. Your weapon must be built to complete a role more effectively than the stock weapon, while doing another role less effectively than stock. Certain weapons may even be built to function an entire different role set than the stock (such as with the iconic Dead Ringer, Gunslinger, and Chargin’ Targe). Yet even with the aspect of having a different role as a whole, those weapons must still be, relative to stock, specialist weapons.
Conflicting roles
There have been many cases within Team Fortress 2 that have displayed a failure in the design of weapons to have fully independent roles. Sometimes this is due to the stock weapons themselves not fulfilling a role properly (such as with most classes default melee weapons), but many times this can be because the unlock weapon simply does everything better than the stock weapon. One of the prime examples of this issue is the Degreaser before the Tough Break update, the role it served was simply doing everything that stock did, but better. Another example is the Diamondback, a weapon that effective does the same role as the stock revolver- but better. When creating a weapon, find a role that has not been filled by another weapon. Try to stray away from creating weapons that fulfil the same role as another weapon.
Lack of a role
In the same vein of having conflicting roles, some weapons do not appear to have any distinct role in their design at all. Weapons that fall within this category tend to either be absolutely useless, or the de facto default. The Sun on a Stick and Sharpened Volcano Fragment come forth as prime examples of the first. Both those weapons lack any discernible features that would make them worthwhile compared to the other available weapons, which in turn, means they are rarely used. The Pain Train display the latter end of the scale, where in a coordinated environment Soldiers and Demomen alike will use the Pain Train as a default if they do not wish to use other options, as it does not affect the playstyle of the player as a whole. Weapons should be designed so that they follow distinct roles that can easily be discerned from others. If done properly, this ensures that all weapons see common usage.
Overtly specific roles
While lacking an individual function can be the killing factor of a weapon, so too can be having far too individual of a role. While the addition of being able to swap out weapons in the battlefield has alleviated the issue with having to respawn to change your current weapon set, this has still remained a prominent issue. Players most often pick whatever weapon will allow them to accomplish a goal, while also being able to do other things afterwards. Rarely do players pick weapons that will be of no use to them later on. Hence why stock weapons are among the most popular weapons overall, even if relative to other available options they may be cheaper. Take the Liberty Launcher as a weapon overall- Due to it’s low damage output per rocket, it functions mainly as an anti-light class rocket launcher, paired up with the high rocket speed it functions greatly against Scouts; Yet poorly against most other classes. Which has caused it to remain the lesser used of Soldier’s Rocket Launchers. Although weapons must be specialists to be balanced relative to stock, try to keep them functioning at a level where they can still be useful overall.
Effective range
An often neglected aspect of weapon balancing is the weapon’s effective range. Some weapons are better suited for close range combat, others for combat at range. Some classes are even built entire to be functional with a specific effective range. The class that a weapon is built for highly dictates at what range their weapons should be effective. For comparison, a Pyro’s flamethrower is always a close range weapon, Shotguns are more of a mid range weapons, yet weapons such as the Scorch Shot are more effective at range. Classes should be built to have some ability at both close and long range, but they should be focused mainly for close/mid range combat. The reason for this being that the majority of TF2 is not built for long range combat. Take the Loch and Load as a weapon for example. The issue with it in game has never been it’s damage, or it’s clip size. The fault was always that it could hit further away faster than the Grenade Launcher. The Sniper class comes as another example, where he is currently one of the more game breaking classes because of how effective he is at range relative to other classes. Yet in that same vein, you do not want your weapons to be built for close range combat that is too short. Pyro’s flamethrowers constantly have this issue, where the range of the weapon is so small that Pyros fails to function the majority of the time simply due to the range advantage other classes have over the Flamethrower. Try to keep weapons built around mid range combat.
Mobility is health
And vice-versa. The higher mobility a class has, the more effective health the class has. Mobility based weapons can highly influence the game’s damage balancing. A class that has higher mobility can effectively dodge damage, or put themselves in situations where they are less affected by damage. A Scout’s double jump allows them to evade projectiles, while a Soldier’s rocket jumps allow them to stay at heights or positions where they are less likely to get shot at in the first place. In this sense you can see, the higher mobility, the more effective health the class has. In the opposite grain, a Heavy may have the highest health pool, but he remains one of the easier classes to kill when by themselves as they cannot dodge damage; Thus, the Heavy’s effective health is lower than his actual health. If a weapon changes the mobility of a class, be mindful of how much it affects how much the damage can be evaded. And if a weapon affects the health of the class, be mindful of how this might affect the mobility.
Area of denial
Another name for this concept is attrition- The control of territory. Four classes in Team Fortress 2 are built around this, Sniper, Heavy, Demoman and Engineer. Each class functions and executes its mean of territorial control. Sniper and Demoman both run of the aspect of instantly killing the enemy that comes into their territory. While Engineer (more so the sentry) and Heavy both function as roadblocks of sort, where any enemy coming into their effective range take damage over time until they are dead. In a brutally honest sense- Area of Denial is not fun in the basest sense. Players do not like having their routes of access closed, and players do not like being attacked by enemies in their own territory. Even so the line of attrition must exist, the territory controlled by each party must exist. In that sense it is a necessary evil. A sniper carries the advantage of having an infinite distance to both defend and assault from. While a Demo can hold multiple points from the opponents either in the form of traps or attacks. The only thing that balances out the aspect of area of denial is that the effort required by the party to assault the enemy territory must be met with an equal effort from the defending party to hold the ground. This is why classes such as Demoman and Heavy are seen as balanced for both defense and offense, while classes such as Engineer (which do not themselves have to attack the enemy) are seen as extremely unfun- As the Engineer’s sentry does not take as much effort to build as it takes the enemy to outgun it. When designing any area of denial weapon, make sure the user with the weapon has to put in as much work as the player that must attack the area being denied.
Primary weapons define the playstyle
The primary weapon of a class might not be the first weapon slot of a class. Yet even so, every class has some weapon slot where the weapons define entirely how the class will play out. This can range from how the class deals damage to how the class gets around the map, or even how the class goes about building (in the case of the Engineer). Take Spy for example. Many players would say that Spy’s primary weapon is his knives, but it is not the case. While the Spy may be iconicized by his knifes, it is the Spy’s watches that define how he will play throughout the match. Thus, the watch slot is the Spy’s primary weapon. When designing primary weapons, try to focus on building a weapon that fulfils a playstyle.
Secondary weapons reinforcer the playstyle
Similarly to the primary weapons, secondary weapons might not exactly be on the second slot. The purpose of the secondary weapons is to directly augment or reinforce the playstyle of the primary weapon. For example, the Engineer’s Shotgun weapons. They do not dictate how the engineer will play as much as the wrenches do, but they do reinforce how the wrenches will play. Whether it be aggressively or passively is up to the player, but certain weapons fit certain roles better. When creating secondary weapons, try to find a role of a primary weapon, and consider how your secondary weapon will affect the playstyle as a whole.
Tertiary weapons provide utility
For most classes the tertiary weapons are the melee weapons. Tertiary weapons provide neither the direct playstyle, nor the bigger influence to the playstyle. They are primarily spare utility that exists if needed. For the most part, weapons that provide mobility or survivability are used, though there are obvious exceptions. Consider the Medic melee weapons for example, they all function relatively equal for most loadouts, same applies for the Soldier melees. When designing a tertiary weapon, strive to create an extremely generalist weapon that can function overall for most set ups.
Note: Not every class has only one primary/secondary/tertiary weapon
The designation of primary/secondary/tertiary weapon is mainly to designate the relation between usage and design. Some classes may have different combinations of these weapons. Spy for example, could be argued to have one secondary slot and two primary slots (Invis. Watches and Knives), considering how both the knife and watches can change the playstyle of the class. Medic could also be argued to only have one primary weapon and two tertiary weapons, as only the Medigun effectively changes how the Medic is played. How each class is designed in this regard is entirely subjective. But it is worth noting this oddity, as it may influence how you design your weapons and how your experience influences the level to which your weapons are created.
MECHANICS
Team Fortress 2 has, of course, a wide and diverse range of mechanics that dictate how the gameplay flows and forms. To this, it is important to be aware of certain aspects and limitations that might alter how your weapon functions. Certain mechanics are far more prominent and noticeable than others, while others may be less prominent and just as important. Some mechanics may even be so common that players no longer see them as mechanics as much as just a standard part of the game.
Burst healing
As the name implies, burst healing is any form of sudden healing. Most often, it takes a short amount of time, and grants a high amount of health. Burst healing is extremely important in both static and dynamic matters. For the most common static iteration, think of health packs. They provide a direct advantage to holding certain parts of certain maps. While in the dynamic sense, think of burst healing weapons, the Black Box or the Crusader’s Crossbow. Burst healing tilts fights towards whoever owns the health pack or the healing weapon, as it directly affects the time to kill tables of the game. In this regard, any weapon that heals a high amount must do so slowly (as with the Crusader’s Crossbow), while any weapon that can heal quickly should do so minimally (such as with the Black Box or Pretty Boy’s Pocket Pistol relative low health per hit). This also applies to map creators- Put smaller health packs in areas near combat, and keep the larger health packs further away from fighting (so that they are used more for recovery). Be extremely careful when having weapons that can heal in combat. Team Fortress 2 has extremely specific damage over time, or hits to kill, for balancing weapons. In some cases, even a measly 5 health can change how much a class can survive (and that is not just a measly example, five health is the difference of whether or not a Soldier can survive two or three Demoman pills).
Passive healing
On the other side of healing is the passive healing (otherwise called ‘health over time’ for you RTS players). This is healing granted over time in a steady pace. Such as the healing from a dispenser and medigun beam, or the healing provided by the Concheror and Cozy Camper. Healing over time is especially dangerous to deal with, as it most often works throughout combat, making the player with the healing have a greater advantage as the battle goes on. Because of this, you want the healing to have a low baseline in combat, and gradually increasing as the user is out of combat. The Concheror showcases this aspect rather well, out of combat, your healing ramps up to +4 health healed per second, while in combat it lowers to only +1 health per second. The issue with having a single rate of healing while in combat is that it is extremely difficult (if not nigh impossible) to properly balance for it. For example, consider the Concheror before it’s healing was changed; Healing only +2 health per second was not really worthwhile, but healing +3 health per second influences the flow of combat too much. If a weapon heals passively over time, try to keep the lower health barrier as less influential for combat, yet keep the higher end of the healing high enough to be worthwhile as a recovery while the user is out of combat.
Types of damage fall-off
As discussed earlier, certain weapons are more effective at range than others. This is partly in due to how damage fall-off functions. Overall, there are four different types of falloff, each is associated with a different sort of attack style so much that it might as well be part of that attack. But this will be focusing on the calculations of that fall-off.
  1. Most weapons run off of a linear damage fall-off system. Where damage is based on how far away the enemy is. For the majority of weapons, this runs by the standard Hammer Unit (distance units) calculation, “if the enemy is fully hit at this distance the weapon will deal this damage”. Shotguns, Pistols, miniguns, and most bullet based weapons work off of this system of linear damage-to-distance. And most of them tend to lose 50% of their damage at the maximum range of 1024 Hammer Units.
  2. Particle based weapons run off of a particle lifetime calculation. This means that the longer the ‘particle’ (thing that hits) exists, the lower its damage is. Flamethrowers, the Righteous Bison, and the Pomson run off of this system. There is no damage ramp up for any of these weapons, they always start at 100% damage, and lose damage as they go along. If you want a weapon to simulate having damage ramp up if uses particles as it’s method of dealing damage, you will have to give the weapon a higher base damage, and a lower higher damage falloff.
  3. Source distance calculation. This is primarily a feature of Soldier. The damage of Soldier’s rocket launchers are based on how far the soldier is from the enemy at the moment of impact. In effect, this means that the location the Soldier fired the rocket from is not as important as where the soldier is when the rocket hits. Aside from this, the calculations are the same as the linear damage fall-off calculations.
  4. Lack of damage fall-off. While not damage fall-off inherently, it is worth nothing. A limited list of weapons in Team Fortress 2 lack damage fall-off. Demoman Grenade Launchers and Sniper Rifles are prime examples. No matter how far away from the enemy you are, or how close they are to you, you will always do a flat number of damage. This is actually a defining feature of Sentry Guns (and other Engineer buildings). Sentry Guns do not have damage fall-off over range, the damage it deals point blank is the same it deals at range, but Sentry Guns are also not affected by damage fall-off, a rocket shot from across the map will deal the same damage as one shot point blank to a sentry. Keep this in mind when balancing the effective range of Grenade Launchers (specifically think of how unfair the Loch and Load feels), and the health of Engineer buildings.
Damage ramp-up
The inverse of the above. For most weapons in the game, damage is increased linearly for enemies closer than 512 Hammer Units. In effect, this means that the closer you are to the enemy, the more damage your gun will deal. This encourages close range combat, and allows for various weapons to be more effective than others at mid range combat. For example, the Rocket Launcher deals 90 base damage that ramps up to 125% for a maximum of 112 damage point blank, while the Scattergun has 60 base damage (lower than the Rocket Launcher) at mid range which ramps up to 175% for a maximum of 105 damage. This means the Rocket Launcher is more effective at mid range, while a Scattergun deals more damage at close range. Be careful of how much damage your weapons ramp up by, as it severely affects how viable they are. Take the Shortstop (Scout primary weapon) for example, it is nearly one of the most powerful Scout primaries in the game, but since it’s damage only ramps up to 150% (instead of the standard 175% of all other Scout primaries) it remains the weakest Scout primary weapon. If you want your weapon to be a mid range weapon, try to keep the base damage high while the damage ramp up is lower, and vice versa if you want a close range weapon.
Hitboxes and collision hulls
As a lead to the next point, you should be aware that there are two types of ways to register hits. One is based off of the hitboxes of the class, and the other the collision hull of the player. Every class has a different hitbox. A hitbox is a sort of crude set of invisible boxes that exist over the body parts of the player used for mostly hitscan hit detection. Hence the name, HITbox.
A collision hull is pretty different, if not similar. A single big box exists around every player that is used to calculate how the player collides with the world geometry (hence the name, COLLISION hull). The collision hull is a static rectangular prism that does not change orientation or direction at all, no matter which way you turn, it is still pointing in the same direction. This collision hull is also used to register hits with projectiles (rocket launchers, pills, etc.), particles (flamethrower fire), and oddly enough, melee hits.
“Why not use the hitboxes for melee weapons?” you might ask, considering melee weapons use hitscan to calculate hits. Simply put- It hugely lowers the number of facestabs that happen. Currently, facestabs exist due to lag difference between clients- What one player sees is not what the other player sees. The game used to use hitboxes for melee weapons, but that was found to be extremely buggy with Spy’s knives. The downside of this is of course, that melee ranges are extremely messy.
Hitscan vs. Projectile vs. Particle hit registration
Every weapon in the game can be categorized to deal damage in one of these three ways. Your bullet weapons all use a hitscan system to function. Hitscan is the creation of an infinitely long line that is used to calculate whether or not a shot ‘hits’. The hit being wherever the line collides with an enemy’s hitboxes. Hitscan shots are lag compensated, meaning that a shot on your end will always register as a shot server side. You do not have to compensate for your connection.
For the most part, projectiles and particles are very similar. The main difference between the two being the size of the entity that is used for collision. Projectiles have relatively small collision boxes, while particles tend to have noticeably larger collision boxes (save for the Flamethrower, which has projectile-sized collision boxes, while having particle-based damage calculation). This is done to compensate for the following problem: Projectiles and particles, as mentioned earlier, use collision hulls for hit registration. Neither projectiles or particles are lag compensated by the source engine. When you shoot, the data of you shooting is sent to the server, and whenever it registers that you have shot, it creates the projectile/particle on the server side. If your interp settings are at the default (casual reminder to please change them), or you have a bad ping with the server, you will often notice your shots coming out noticeably after you have clicked the button. With projectiles and particles, you have to compensate for your connection. Some games such as Overwatch and CS:GO have lag compensated projectiles, but for the most part, older Source game such as Team Fortress 2 do not lag compensate them. This also applies to collision hulls, which is why melee weapons sometimes seemingly seem to be unable to hit. Due to all the complex issues with projectiles and particles, you need to be extremely careful when dealing with the travelling speed of either. A shot that travels too slow will be less likely to hit, while a shot that travels too fast may be extremely difficult to compensate for (look at the pre-nerf Loose Cannon speed for example).
Stun and slow
To the blunt- Do not ever build weapons around either slowing down the enemy or stunning them. Team Fortress 2 is a deathmatch arena shooter game. Slowing mechanics are more apt for the tactical shooter genre game such as Counter Strike, where aim is not the focus as much as positioning. While stunning mechanics are prominent more in the 3rd person games that are based more on mathematical damage output instead of direct aim skill. There is no real situation where any slowing mechanic can be balanced in Team Fortress 2’s genre, and there is no real justification that can justify stunning an enemy (as it provides a direct advantage in all time to kill tables).
Stunning can only be justified if it is induced to the self. Things such as Heavy’s lunchbox items, or Scout’s drinks are fair, as it is entirely based on the player’s actions, instead of another player's. Try to keep anything that changes how the player can move to be purely based on that player’s own actions.
Knockback
The only fair method of directly changing how an enemy moves is through knockback. Knockback is how much directional force is applied to a player based on how effectively a player was hit. The key portion of knockback is that it is not entirely uncontrollable by the player being affected by it. If you have ever surfed a rocket as a Medic, or ridden minigun bullets as a Scout, then you are familiar with the concept of why knockback is fair- It can be as much of a use to the attacker as it can be for the player being attacked.
Even Pyro’s airblast also used to be based entirely on knockback once upon a time. Depending on the direction of the Pyro was pointing, and how close they were to the enemy, airblast would provide a different amount of knockback. But due to a glitch with ground collision, it was changed to effectively work as a stunlock that removes the enemy’s ability to airstrafe while applying a static amount of upwards knockback. Due to this, be mindful when creating combo-based airblast-centric Flamethrowers.
Time to kill
In simple terms: How long it takes a gun to put an enemy with a certain amount of health at a level where they no longer have health. Certain guns are better at killing certain enemies at certain health levels at certain distances. Time to kill is an extremely important portion of the game, in fact, it can be argued to be the single most important aspect of balancing. If a weapon kills quickly, it will feel unfair to the player getting killed (looking at you, Sniper Rifle and Lock’n’Load). If a weapon kills slowly, why bother with it (just ask the Natascha)? Every class is built around a general set of damage output at certain ranges. Some classes have been fairly toned back in damage in close combat (the Rocket Launcher used to be able to 1-shot light classes, and the Stickybomb Launcher could 2-shot Heavies at full health), while some have been unfairly nerfed (such as the currently irrelevant Needleguns for Medic). Some classes damage output at range have been fairly reduced, while others have not even been changed (which is why the Sniper remains a contester for the most unbalanced classes in the game). The time it takes for a class to kill another is a highly controversial subject even out of context of weapon balancing. A Spy for example, should by all rights be able to kill a Scout or Engineer with two Revolver shots, yet the community believes otherwise. Balance as you will, but keep in mind that how long it takes a class to kill another as others see may not be balanced, while what you believe may also be unbalanced. As a rough guideline, this table has been made:
Time to kill at Range 125HP 150HP 175-200HP 300HP 450HP
Close range (0-512HU) 2 hits 2 hits 2-3 hits 3 hits 5 hits
Medium range(512HU) 2 hits 2-3 hits 2-3 hits 4 hits 5-6 hits
Long range (512-1024 HU) 3 hits 4 hits 4-5 hits 7+ hits Good luck
Sniper Rifle 1-2 hits 1-2 hits 2-3 hits 2-3 hits 3+ hits
  • Do note: Hitscan/particle weapons should be primarily made for close/mid range combat. Team Fortress 2 is not built for long distance combat
BALANCING
The following is the nitty and gritty portion of the list. A tried and tested list of attributes that have either been shown to always work or never work at all.
More/less damage fasteslower
Among the more common type of balancing option that exists, and among the most unbalanced balancing option available. Damage is for the most part, a rather binary balancing option. You must either have more, less, or the same of it. And the speed at which damage is similarly binary, it is either faster, slower, or the same. Having both aspects being changed at the same time can break the prominent time to kill tables of the game just as much as changing a single aspect. It may seem logical to make the changes inversely proportional (Higher damage and slower speed, or lower damage and higher speed), but for the most part this has been shown not to work. Take for example, the Liberty Launcher- It deals less damage faster, and is contester for the least used rocket launcher as it is horrendous for killing overall. Or in the opposite context- the Cow Mangler’s charged shot, one of the more powerful tools in a Soldier’s kit… yet it is practically worthless due to it’s slower firing rate. Damage and speed are not inversely proportional options. You either need a net positive gain with a restricting downside (such as with the Backscratcher’s reduced healing limiting your team synergy), or you need a net loss with a liberating upside (such as with the Gloves of Running Urgently allowing you to have far more mobility).
Damage is not just a number
The numerical number of how much health an enemy will lose on a hit is not the only method of counting damage. Damage can come in many forms of balancing, as it is dynamic. For example, reliability, or effective range. As an example, the Backscatter; It supposedly deals more damage than the Scattergun due to the Mini-crits from the back, but due to the increased bullet spread limiting both its range and its damage reliability, it effectively deals less damage than a Scattergun the majority of the time. For another example, consider the Direct Hit; While in theory the Direct Hit deals more damage per shot than the Rocket Launcher, it is not effectively true, as the reduced splash range limits how reliable and how much damage can be dealt overall to enemies. When balancing a weapon’s damage output, keep in mind not only how much damage is applied, but keeping in mind also how effectively the damage is applied to the enemies.
Speed is reliability
In that same vein of damage. Speed is dynamic, it includes projectile/particle speed, class speed, hit speed, attack speed, so on and so forth. In a short sense, speed is more of a gauge of how reliably you can take someone down at range as opposed to how fast the weapon itself is. A weapon that fires faster is more reliable at killing than a weapon that fires slowly. A projectile that travels faster is a projectile that is more reliable. When you are balancing any speed aspect of a weapon, you need to keep in mind the effectiveness of the weapon. The older Baby Face’s Blaster is a prime example, the weapon gave Scout far more mobility at an easy rate to build, which did not directly give Scout more damage as much as it made it easier to deal damage as Scout, it made Scout more reliable. The Loch and Load is another key example, it’s faster projectiles make the Grenade Launcher (a weapon designed around being unreliable at dealing damage) far more reliable of a weapon, which causes the unchanged damage output that it has to feel as though it deals more damage. Alongside damage, be careful of adjusting speed. Not only can it affect time to kill tables, it can affect how the weapon itself functions.
Passive downside for active upside
A common mistake made by many is to have a weapon whose upsides of damage, speed, or any other sort is balanced by having some passive downside that hinders the user at all times. One weapon that comes to mind for this is the Blutsauger. The Blutsauger costs you survivability throughout the game, unless you are actively using the weapon. This is often quoted as it’s killing aspect- You are effectively always on the downside if you are using a weapon that has a passive downside, which renders the upside less preferable, thus lowering the viability and usability of the weapon as a whole. Try to abstain from this kind of flawed design.
Passive upside for active downside
The opposite of the above. Downsides that only apply when a weapon is being used paired up with upside that apply at all times. Weapons that are built around this are not used by themselves as they function worse than other weapons, yet even so grant passive upsides that are active at all times. The (Pre-Gun Mettle) Pretty Boy's Pocket Pistol serves as a prime example, it granted you +15 health and fall damage immunity at the cost of survivability against Pyros and killing speed. The Pretty Boy’s Pocket Pistol was innate of itself not used often, but it was overtly powerful to simply have equipped, as the upsides gained by it were useful at all times. Another prime showcase of this design was the old Degreaser, you gained faster switch speed across the board at the cost of barely lowered damage, this made the weapon outclass the Flamethrower in all regards except for at actually killing, as it made the secondary weapons exceedingly more powerful. When the upside for a weapon is passive, it always applies a bonus, whereas when a downside is active it's only applied when the weapon is being used. For the majority of players, having a free passive upside is far better than some downside that may never be used. Try to restrain from creating weapons that fall under this criteria.
Higher damage output and lower reliability
Do not try to balance a weapon by making it more random. This is specifically a jab against the Beggar's Bazooka. Even if the randomness is used to a good extent such as with Shotgun and Pistol spread, the balancing aspect of using randomness purely as a method of balancing does not work for Arena Shooter games. Arena Shooter games are built entirely on using weapons to counter enemies with other weapons, but in a way where every player’s action is directly fulfilled with an equal result. If Team Fortress 2 were a tactical shooter sort of game, then the randomness could be justified, but as it currently stands, it is not. This goes from Rocket Launchers to Grenade Launchers to Stickybomb Launchers and all weapons in between.
-10% damage trope
This primarily applies to weapons that use a large number of small hits to account for damage. Primarily Flamethrowers, Miniguns, Pistols, and Needleguns. Damage in Team Fortress 2 is rounded to the nearest whole number, which often times can effectively mitigate the lowered damage output of a weapon. If you want to make a fast-firing weapon do more or less damage, instead change its firing rate. A weapon with -10% damage will only sometimes deal -10% damage, while a weapon with -10% firing speed will always do -10% damage.
Self-sustenance comes at the cost of team synergy
If your weapon allows a class to play better independently, then that weapon should make team synergy less effective overall. The single best example of this is the Black Box for Soldier, the weapon’s upside exists in any scenario where the Soldier is fighting by themselves, while the downside primarily comes into effect when the player has support from team healing. This trade off of capabilities balances out weapons that would otherwise have to suffer from worse downsides. Imagine a Black Box that dealt lower damage per rocket, that would not balance out well, would it now? Of course not, and that is why the trade off of team synergy is more balanced. Another example is the Backscratcher, which makes the Pyro far more functional as a flank class, but since this affects the Pyro’s performance with Medic’s overheal overall, the weapon as a whole is unused in serious environments. A self-sustainable weapon should come at the cost of team synergy, but make sure to not remove team synergy as a whole.
Mobility is granted passively, but must be gained actively
In simpler terms, when you have a weapon that grants mobility, the mobility should be passive. But the terms of which you gain the mobility must be active. You have to do something to gain the mobility, such as using an item, dealing damage to an enemy, launching yourself with explosives, etc. Look for the Gunboats for an example of this. They passively grant you the upside of lowered blast damage (higher mobility), but you only get the upside when you do the action of rocket jumping. The same property applies with many speed-boosting melee weapons. You move faster with those weapons passively, but you can only get the mobility boost while you do the action of having the weapons out. Make the reward passive, but make the action just that- an act.
Author’s note
Build weapons for the offense
I will say this as a final statement of what the overarching design of weapons should be. NEVER build a weapon to be used only in a defensive environment. Even with borderline overpowered weapons such as the Scottish Resistance (your read right) and Brass Beast, weapons built to only be used on the defensive will remain underused. Why? Because Team Fortress 2 is not a game built on defense, it is built on two teams trying to out-attack each other. Defensive weapons are not in the nature of the game, and because of this, don’t make them. Make weapons for the offense. You’ll have a much better time making an Engineer viable for the offense than any other class made for defense. So keep things on the offense, be offensive for the sake of being offensive.
And remember, these are just guidelines. There are exceptions to every rule, and I may not agree with them, but I am not always right. If you think you can justify it, feel free to break the guidelines. But I’ll be damned if I won’t argue against you. Cheers, and go design some weapons already.
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