Fun fact: lazer submits the highest combo plus highest pp play, meaning if mrekk set a higher combo play with less pp on antitode before, he wont be getting that pp ever. It would show up instantly.
@@DereHepaT its weird for now but it will become normal over time. its also good bc it rewards actual difficult plays. especially in mrekks case where he is setting plays literally no one else can set and getting actual pp for the skill it requires instead of 0
@@DereHepaTIt is weird only because us osu players have been stuck with it for so long we got stockholm syndrome. Mania has no combo scaling and it felt SO MUCH BETTER to progress on it when compared to osu standard
Yep. Old system put an arbitrary amount of pressure to FC a map, and missing later in the map is infinitely worse than missing at the start. CSR might encourage players to actually try harder maps, even if they can’t fc they’ll get good PP with some misses (like, mrekk just got almost a 1.6k on bang bang with what, 11 misses?)
old system (combo scaling) is you get more pp the more combo you have so if you have max combo you get max pp (for a given accuracy ofc). Makes missing at the end of the map reward basically the same as fc because you got like -20 combo from max combo, whereas a miss in the middle of the map would give next to no pp because you would be missing around half the max combo. New system (combo scaling removal) is you get the same pp regardless of combo, but misses and essentially sliderbreaks decrease the pp. So if you miss at the start, middle, or end of a map you get the same amount of pp (for a given amount of misses and same accuracy). Its a little counter intuitive but this rework will encourage players to play harder maps and shred (mrekk got 1600 on bang bang with 11 misses) but also makes FCing more impactful as the difference between a 1 miss and an fc is now way bigger. Also the miss penalty was increased to accommodate the balance of this so it isn't broken op.
For me the downside is multi, the way the queue thing works at first seems fine but it give people the oppertunity to remove your map if they don't want to play it and if the map looks difficult or they don't like it they just remove it, instead of the old way of passing host and playing the map and if its bad you tell them after, also people just spam the maps they want and don't give anyone a chance to pick so every lobby you join you end up playing dogshit farm maps all set by the host of the lobby with like one other map he has greenlighted it makes playing multi so shit, if multi like stable was in lazer I would not play stable anymore. Also there is no order to multi anymore in stable there is a culture of take turns, pass host, share maps and everyone got a chance to pick a map and have fun, lazer is just selfish and the whole fun of multi is gone.
to be honest if you play casually and not for tournaments then lazer is already much better than stable, in other areas(mapping, tourneys and skinning) lazer is not quite there YET but its getting there little by little
@Long-Horse It's literally the same where everyone gets a chance to add maps and only the host can remove maps, and there's a limit of 3 maps in the queue per person, and if someone doesn't have a map in queue, it pushes them ahead of other people's second and third choices to make it fair Multis are fine stop hating bro
@@Long-Horse You can select round robin when making or editing a room and that allows everyone to put at most 3 maps in, and if someone puts 2 or more maps in, someone else could add a map and it would go between them in the queue. The only issue you seem to have is people being able to remove maps, which I would consider to be a you problem. Being able to remove maps protects from annoying people who put in maps that are too hard or too easy for the people in the room. If you've got a room of 200ks, no one is going to have fun playing a 2*, and they certaintly won't have fun playing an 8*. If you're angry your map was removed from queue, you most likely were being the asshole.
well in theory the average play that mrek is able to set should be around 1k. people are used to stable where a high pp play is tied to arbitrary combo and notelocks. or in other words, a player should never have to try to farm for a pp play in ideal world. a player shouldnt get much more pp by hoping for good rng run. it should be a worth a bit more than their average mid rng run, but it shouldnt be the difference between pp and no pp.
@@TimeattackGDagreed ! i feel like people who are against csr are too used to PP being a reflection of a 'best run' rather than the difficulty of a run in general. i'm a little concerned about how slierbreaks are handled though; since they aren't tallied up like misses, it's impossible to know how many there were unlike misses. so some maps like oshama scramble might be broken for a while lol
singlehandedly carrying the lazer economy
They buffed it so it has higher potential pp
@@henrikbartnes8424 its coming to stable aswell
@@worstrxplayer1 they’re not putting hundreds on sliders in stable, so i don’t think so
@@henrikbartnes8424csr is coming slider head acc is laser specific
@@worstrxplayer1 yeah and the slider head acc makes higher pp possible because if you get it perfect you get more
Bro fell on
Mrekk 2k pp soon
“and im not even a good speed player” yea mrekk?
He's right to some extent, at least if u compare him with the speed players in top 10😅
yo mrekk use vietnamese ui literally after the off meeting at vietnam:O
bro is used to notelocking lol
G'day, machii!
yoo gdgd
Vietnamese mentioned holy shit 🔥
CSR is the best thing to happen to osu
it would be sick for mrekk to be one of the bns cause he knows a good map when he sees one
mrekk brain needs to be studied wtf
Bro can actually do ciyus miapah euphoria with dt now there's no notelock on lazer lmao
yoo big for the lazer economy, I wonder why he is saying its harder to read on lazer?
Fun fact: lazer submits the highest combo plus highest pp play, meaning if mrekk set a higher combo play with less pp on antitode before, he wont be getting that pp ever. It would show up instantly.
Peppy told us that he’s changing this, he’ll get it eventually
he'll get the highest pp play even if it is lower score, same for stable now
This was explicitly addressed and is changing
0:58 "exor006" THATS ME!!
he does what on high bpm streams?
machii
egg
good morning Machii
yooo
w rework
L rework, pretty disbalanced. Now plays with misses is illegitimate, thats really weird
@@DereHepaT its weird for now but it will become normal over time. its also good bc it rewards actual difficult plays. especially in mrekks case where he is setting plays literally no one else can set and getting actual pp for the skill it requires instead of 0
@@DereHepaTIt is weird only because us osu players have been stuck with it for so long we got stockholm syndrome. Mania has no combo scaling and it felt SO MUCH BETTER to progress on it when compared to osu standard
So the rework makes it so you don’t lose as much pp for not having a high combo?
Yes, pretty much. 1 Miss in the middle
Of the map vs at the end pretty much will be the same pp now
yeah
Yep. Old system put an arbitrary amount of pressure to FC a map, and missing later in the map is infinitely worse than missing at the start. CSR might encourage players to actually try harder maps, even if they can’t fc they’ll get good PP with some misses
(like, mrekk just got almost a 1.6k on bang bang with what, 11 misses?)
old system (combo scaling) is you get more pp the more combo you have so if you have max combo you get max pp (for a given accuracy ofc). Makes missing at the end of the map reward basically the same as fc because you got like -20 combo from max combo, whereas a miss in the middle of the map would give next to no pp because you would be missing around half the max combo.
New system (combo scaling removal) is you get the same pp regardless of combo, but misses and essentially sliderbreaks decrease the pp. So if you miss at the start, middle, or end of a map you get the same amount of pp (for a given amount of misses and same accuracy).
Its a little counter intuitive but this rework will encourage players to play harder maps and shred (mrekk got 1600 on bang bang with 11 misses) but also makes FCing more impactful as the difference between a 1 miss and an fc is now way bigger. Also the miss penalty was increased to accommodate the balance of this so it isn't broken op.
HELLOOO MACHIII
HELOOOO
what the sigma?
what are the downsides of playing Lazer? The game seems much more clean
For me the downside is multi, the way the queue thing works at first seems fine but it give people the oppertunity to remove your map if they don't want to play it and if the map looks difficult or they don't like it they just remove it, instead of the old way of passing host and playing the map and if its bad you tell them after, also people just spam the maps they want and don't give anyone a chance to pick so every lobby you join you end up playing dogshit farm maps all set by the host of the lobby with like one other map he has greenlighted it makes playing multi so shit, if multi like stable was in lazer I would not play stable anymore.
Also there is no order to multi anymore in stable there is a culture of take turns, pass host, share maps and everyone got a chance to pick a map and have fun, lazer is just selfish and the whole fun of multi is gone.
to be honest if you play casually and not for tournaments then lazer is already much better than stable, in other areas(mapping, tourneys and skinning) lazer is not quite there YET but its getting there little by little
song select doesn't have skins, aside from this there is not much
@Long-Horse It's literally the same where everyone gets a chance to add maps and only the host can remove maps, and there's a limit of 3 maps in the queue per person, and if someone doesn't have a map in queue, it pushes them ahead of other people's second and third choices to make it fair
Multis are fine stop hating bro
@@Long-Horse You can select round robin when making or editing a room and that allows everyone to put at most 3 maps in, and if someone puts 2 or more maps in, someone else could add a map and it would go between them in the queue. The only issue you seem to have is people being able to remove maps, which I would consider to be a you problem. Being able to remove maps protects from annoying people who put in maps that are too hard or too easy for the people in the room. If you've got a room of 200ks, no one is going to have fun playing a 2*, and they certaintly won't have fun playing an 8*. If you're angry your map was removed from queue, you most likely were being the asshole.
Is he using tablet cover?
no
Aint no way this guy can consistently set 1.3ks on lazer
I mean, for him 1.2k pp plays are not even worth +1pp overall
well in theory the average play that mrek is able to set should be around 1k. people are used to stable where a high pp play is tied to arbitrary combo and notelocks. or in other words, a player should never have to try to farm for a pp play in ideal world. a player shouldnt get much more pp by hoping for good rng run. it should be a worth a bit more than their average mid rng run, but it shouldnt be the difference between pp and no pp.
@@TimeattackGDagreed ! i feel like people who are against csr are too used to PP being a reflection of a 'best run' rather than the difficulty of a run in general. i'm a little concerned about how slierbreaks are handled though; since they aren't tallied up like misses, it's impossible to know how many there were unlike misses. so some maps like oshama scramble might be broken for a while lol
What is osu lazer anyway, I dont understand? Like whats the difference between regular osu and osu lazer
lazer just a futuristic version of regular one lol
@@tsuruwakatsumi8412 Oh okay lol i see, thank you
it's the future client that will eventually replace stable (you won't be forced to use it until most players have switched permanently)
@@kamaalx no notelock (best thing ever)
@@kaimuu Ohh okay I understand now. Thanks a bunch
im curious, do people still think those aim maps arent overweight?
Those are close to 400 bpm maps, literally no one other than him can get scores like that
It wasn't before but now it might be
@jrszz5838 don't forget that 240+ bpm jump maps like dorchadas, l9 and antidote are probably gonna be mega farmable for nm players
no, you try hitting those
@@heubert69 they were always really farmable. antidote is one of the easiest 500pp maps
Bro really fell off, 1 minute and no viewer
no bang bang 1.5k score?
its in the next video