Rpd designs chopers

Arena Breakout Long Review

2024.05.12 13:50 Some0wlOnTheInternet Arena Breakout Long Review

Arena Breakout is a mobile extraction shooter that is developed by Morefun Studios, it was released in China in July 13, 2022, then globally on July 14, 2023. This game is very promising as a tarkov clone but lacks in many aspects. I spent thousands of hours on this game because there isnt any other experince like this on mobile.
When I first started in October of 2022, I was amazed by how advanced the looting and weapon mechanics were since this was basically tarkov mobile, after awhile I found a friend group and we played for over a year. I wasnt great at the game untill season 2 of the global release where I've reached legend rank.
Mechanics:
Theres your typical inventory with pockets, rigs, and backpacks. An advanced health system with each body part having its own health and having debuffs when destroyed. Food and water, and a weight system. The gunplay and movement leave much to be desired. Visual recoil is unrealistic where your reticle grows as you shoot, and semi auto weapons having different recoil than full auto weapons. The recoil system is overall unrealistic and causes low recoil ARs to dominate at all ranges. Theres also small things like the lack of height over bore which currently allows you to headglitch, there is also unrealistic hipfire as hipfire accuracy is determined by stat that basic needs to be almost maxed out in order for your weapon to be accuracy past 10 meters. The range system in this game is poorly designed with the range stat determining how much damage you do at range with some guns basically dealing little to no damage past 50 meters. Shotguns largely suffer from this problem and along poor weapon balance and the new mine map that's twice the size of Northridge, it really shows. As for movement, this game doesn't have inertia which isn't a problem imo. But there are a few mechanics that make gunplay worse. When you shoot, your character will walk slower than creeping speed which makes strafing unviable and encourages camping, holding angles, and stopping to crouch lean. There isnt a skill system so you have a fixed endurance which can be affected by weight and theres no way to reduce the effects without stim. If you wear heavier stuff, you're gonna have a hard time getting anywhere due to your characters weak cardio. You also cannot swap mags while running (except pistols) which is somewhat unrealistic and messes with the pacing of the game. There isnt a free look button which makes checking your surroundings alot harder paired with the already low forced FOV. Matchmaking follows a hidden MMR system which pairs you with similar skilled players avalible in your server region. If you're a legend player with a decently high KD, you'll run into skilled teams more often which can be annoying. This game is also very unfriendly to solo players because of sound indicators and auto matchmaking which guarantees that everyone can get a full 4 man team without looking.
Economy, Traders, and Progression
Overall this game's economy is mediocre. Near everything is run by the market and you unlock the market at a very early level. Usually you're supposed to rely on traders early on but in this game they can be mostly avoided as they provide little value to progression and economy, the only contacts you really want to use are Deke Vinson and both faction traders since they have the best stuff out of all the contacts. There isnt a hideout or crafting system so misc items are meant to be traded with. Problem is that alot of these barters are inflated and really bad which causes misc items to be worth less than most gear in the game. The only way to get high tier gear from contacts are from randal fisher or deke vinson but its mostly cheaper and convenient to just buy everything off market. You don't even need to barter with these contacts because everything is avalible on market from the get go since theres no market restrictions. A new accounts cant get the best gear in the game as soon as they finish the tutorial. Pair this with being able to buy koen and gear bundles and you face some minor problems. Overall this game doesn't have a progression system. The level cap is 30 which can be done in under a week of grinding. This economy mostly favors pvp as misc items are devalued and gear is inflated. Looting isnt rewarding as this game follows a really weird loot spawning system where theres a stock of a certain item in the server and the more people get it, the less chance you'll find it untill there is no more stock. Locked rooms aren't even worth buying keys for most of the time as you'll get pruple items 85% of the time. You'll see youtubers pull reds all the time it only works for them because they constantly hit safes which not everyone is capable of doing wether other people get to it first or just bad spawns. People also have problems with teammates being loot goblins but that can mostly be avoided if you team up with people you know.
Desync, hitreg, and server problems:
I personally don't suffer from constant reconnecting but I see alot of others suffer from it. This game mainly suffers from terrible Desync and hit reg, alot of times you will shoot someone and the bullet either doesn't register or the bullet will damage their arms or another part. The arm hitbox seems to be really big as you can mag dump someone center mass and only their arms would be hurt. This problem is usually because there isnt limb penetration (wasn't added untill S8) although snipers can sometimes go through limbs but that is very inconsistent. The desync is really bad as you can peek someone for a milliseconds, run away and still get shot buy the guy you peek, you also can rubberband alot, especially if you're around teammates.
Weapon Balance:
This game has some of the worst balance I've seen in a tactical shooter as alot of guns in this game are bad and theres a few guns that just dominate the meta. Some of this balancing is laughably bad and outright unrealistic. For example, the AKS-74U is the worst assault rifle in the game besides the MCX, it suffers from literally everything. Very low rpm, limited modification, bad accuracy, terrible range, and low ergo. Realistically this gun is has a faster rpm than most AKs due to the shorter action, its also a compact design so the ergo should be better. The MCX suffers from bad range and accuracy, half the pistols have better range than this gun and is outclassed by literally any other faction weapon. Aside from weak guns, there are broken overpowered weapons, notably the M249 and RPD. These new LMGs are most likely designed around the mine map which explains their amazing range and accuracy, and really low recoil. Surprisingly the base ergo is better than most assault rifles and you can use a bipod which cuts recoil in half making these guns laser beams. There are other problems with the balance but I wont explain further.
The maps are alright, the loot spawns just need to be better to encourage players actually explore instead of just roaming around the danger zones where you can actually find loot and pvp. This also makes sniping kinda hard as nobody really roams in the open parts of the map. The AI sucks and needs improvement. QOL features are pretty rare but most of them are in the PC release as alot of things mentioned in mechanics were fixed in ABI.
Overall this game is a 7/10, unique and amazing mobile experince but filled with design flaws.
submitted by Some0wlOnTheInternet to ArenaBreakoutGlobal [link] [comments]


2024.05.07 03:21 Undefeated-Smiles Dawn Of The Dead 1979

So George A. Romeros Dawn Of The Dead 1979 is celebrating its 45th Anniversary next Monday with a theatrical release in select areas, but it's wild that it's officially gotten that old in terms of its age too.
The film was originally released in theaters on Sunday, April 13th in the States and was successful from both critics and audiences including Siskel and Ebert who both gave the movie positive scores
The film went onto cementing its legacy in the pop culture media with it being the inspiration for media favorites such as:
Resident Evil[games]
they had Rodger and Peter's SWAT uniforms as the modeled look for the RPD including Leon's outfit, as well as the zombie look and gore. Some of the shots of the second game are directly inspired by the classic film and recreated in unique designs
Dead Rising is a franchise that got sued by the film estate for Romero due to the likeness and similar feel of the game to the classic film. Capcom won but had to slap a "Not associated with George A. Romeros Dawn of the dead" on the front box art.
The first Dead Rising game was set exclusively in a small town known as Willamette which got overrun by a horde of flesh eating slow zombies, which a cocky arrogant reporter goes into investigate but has to deal with a conspiracy and the psychopaths.
[No More Room In Hell] is a PC co-op focused title that is 100% inspired and influenced by the classic Romero films and the second film. It's got the slow zombies, one bite/scratch infects you, constant sense of hordes always pursuing you and head shots kill the dead. It feels like a modern game in the film franchise.
It also went onto spawning two sequels Day Of The Dead, and Land Of The Dead both set in the same continuity as each other due to Tom Savini coming back as Blades as a zombie connecting the classic films together.
George also did experimental one off stories called Diary of the dead and Survival of the Dead which had followed a found footage trend and the same characters for a new story.
How do you feel about Dawn of the dead 1979?
What's your favorite moment?
Scariest death for you in the film?
Fun fact. Dawn Of The Deads opening act with the Apartment/Ghetto attack scene was the sequence that sold Quinten Tarantino on the film and it had terrified him.
submitted by Undefeated-Smiles to horror [link] [comments]


2024.04.26 17:57 Motor-Geologist7053 OMG LOOK, NEGATIVE 4.2 M BYTES

OMG LOOK, NEGATIVE 4.2 M BYTES submitted by Motor-Geologist7053 to Fallout [link] [comments]


2024.04.22 21:21 UnknownNumber1994 Resident Evil 2 (2019) is overrated.

Resident Evil 2 (2019)/Remake is overrated.
I want to start by saying that by "overrated", I don't necessarily think it's a bad game. I actually think it's a good game, but definitely not at the level others seem to think.
I don't think it's one of the best RE games ever & definitely doesn't re-define "horror" in any way.
Here are some of the issues I have:
1. Characters
I was pretty disappointed with how this game changed its characters from the original. I do think they made some positive changes, but for the most part fell short of the cheesy/witty lines that they were given in the OG game (that I think helped make RE what is it today.)
I do really like how they gave Marvin more of a character, and honestly think he's the most likeable in the game, but in regards to Irons, Sherry, Claire, and Annette–they miss the mark for me.
I think that characters like Annette/Sherry don't make that much of a difference to me, as they aren't changed TOO much, but I still preferred them in the original.
I think Annette comes off as a way worse mother in the remake, yet the game still tries to write it off as caring for Sherry (forced poor logic), whereas in the original, she's not as bluntly careless about her daughter, so it makes more sense to understand that connection at the end.
With Sherry, I think they just wrote her as far too mature/calm for her age with regards to the circumstances, while in the OG, she's more realistic as a child and not more level-headed than some of the adults in the game, like she is in the Remake, which feels so forced.
Irons/Claire are specifically the one's I have a problem with.
Irons, on one hand, had an even mixture of insanity/intelligence in the OG game, while he's just completely insane in the remake and his goal of trying to eradicate Raccoon City is far less clear, as they instead just force him to have an obsession over Sherry.
Claire's character change is definitely my least favorite. Claire has this strange obsession over Sherry, even AFTER getting told off by her mother. I get that in terms of the story, it ends up being the best thing to happen for Sherry, but in hindsight, it's quite weird and makes no sense. Once again, feels very forced and really not like it was crafted in the OG.
2. A/B Scenarios:
This is a big point of criticism for me.
In the OG game, the A/B scenarios are written in a way that actually makes sense. Leon/Claire exploring the RPD at the same time is quite logical in regards to how they made sure that no boss fights/puzzles repeated.
In the remake, they initially didn't plan an A/B scenario, and basically rushed a pretty weak version of one. Many of them didn't even know the OG had A/B scenarios (developers with no knowledge of the game they are remaking off of is a red flag in itself.)
The A/B scenarios in the remake were basically copies of themselves with minor differences. Boss fights/puzzles repeated, and it just ended up being a dull second playthrough overall.
3. Boss Fights
In the OG RE2, boss fights were a weak point in the game. I think many were hoping for the difficulty to be increased and actually give the player fully-fleshed out boss fights in place. Unfortunately, the game doesn't do that in the way it should've.
G1: G1 is a pretty weak fight. The arena is pretty badly designed, so it keeps the player to just shoot & run constantly, rather than go to any of the loot areas/plan a more concise attack because of the poorly-designated corner areas where ammo/health is stored. Also, the knife meta makes the boss fight a joke in modern times and allowed the fight to age more poorly, considering you can beat G1 with a single knife in about 30 seconds.
G2: G2 is very disappointing. You simply have to hit Birkin with a crane twice and it's very easy to stun him/time the attack. I think that after the first two hits, Birkin should've had some bonus attack/charge initiated and forced a third hit to beat, but unfortunately, he doesn't, and he's very easy to beat.
G5: Surprisingly, after a good G3/G4 fight comes an embarrassingly easy G5 fight. Now don't get me wrong, I know the game intends G4/Super Tyrant to be the "main" final boss fights, so I won't judge this too harshly as its more of just a shock performance by Birkin, but I will say that I think it's easier than RE2 OG's final Birkin, and that is an issue.
4. Mr. X
Mr. X is an interesting one for me.
On first playthrough, he's definitely a problem for most people and he's definitely an improvement from OG RE2, but I'm disappointed with how easy he is to avoid. The new door mechanics allow for the possibility of Mr. X to corner you if the layout was designed that way, but unfortunately, it's not.
You can pretty easily maneuver past Mr. X throughout the entire game because of his slow movement speed and many areas he won't enter. There are many rooms he cannot enter, such as the 3 safe rooms, the S.T.A.R.S office, Interrogation/Observation Room, and the Clock Tower.
In the OG game, they try to punish you by trying to run past him, whereas you get more of a stun time in the remake, so he's much easier to take a hit/run past him (especially if you're in a corner), but also the fact that you can run donuts around him is comical.
I also think that if he didn't pause after opening doors/turning around and made decisions in real time, he'd be much more threatening. I mean, after shooting off his hat, how can you even take him serious? They should've added a feature that makes him insta-charge you directly after or something.
5. Sewers
The sewers are the worst part in the game by far.
I nearly fell asleep on my B runs of the game in this area, due to how much of a chore it felt like being here. The sewers are extremely boring/anti-climatic and just not fun. In the OG, the sewers were more of a puzzle and the way they implemented the gator boss in the middle of it, rather than prior, is smart. They also featured a wide variety of mobs, whereas in the remake its just G adults and zombies.
Miscellaneous: Lickers, Soundtrack, and Defensive Items
To end this off, I have a few more complaints I've bunched together.
That's my opinion!
Feel free to slander me in the comments if you'd like, but I want to reiterate that I do believe this is a good game, but not a great game, and not a bad remake, but not the best remake.
Overall, I would probably give it a 6.5/10.
I just don't think its groundbreaking, revolutionary, and certainly not one of the best horror games by any means.
P.S. For people that are curious, I haven't played all of the RE games yet (only RE0, RE1 OG/Remake, RE2 OG/Remake, RE3 Remake, RE4 OG, RE7, and RE8). Out of all of those games, I would put all but RE0/RE3 Remake over RE2 Remake.)
submitted by UnknownNumber1994 to residentevil [link] [comments]


2024.04.22 21:19 UnknownNumber1994 Resident Evil 2 (2019) is overrated.

Resident Evil 2 (2019)/Remake is overrated.
I want to start by saying that by "overrated", I don't necessarily think it's a bad game. I actually think it's a good game, but definitely not at the level others seem to think.
I don't think it's one of the best RE games ever & definitely doesn't re-define "horror" in any way.
Here are some of the issues I have:
1. Characters
I was pretty disappointed with how this game changed its characters from the original. I do think they made some positive changes, but for the most part fell short of the cheesy/witty lines that they were given in the OG game (that I think helped make RE what is it today.)
I do really like how they gave Marvin more of a character, and honestly think he's the most likeable in the game, but in regards to Irons, Sherry, Claire, and Annette–they miss the mark for me.
I think that characters like Annette/Sherry don't make that much of a difference to me, as they aren't changed TOO much, but I still preferred them in the original.
I think Annette comes off as a way worse mother in the remake, yet the game still tries to write it off as caring for Sherry (forced poor logic), whereas in the original, she's not as bluntly careless about her daughter, so it makes more sense to understand that connection at the end.
With Sherry, I think they just wrote her as far too mature/calm for her age with regards to the circumstances, while in the OG, she's more realistic as a child and not more level-headed than some of the adults in the game, like she is in the Remake, which feels so forced.
Irons/Claire are specifically the one's I have a problem with.
Irons, on one hand, had an even mixture of insanity/intelligence in the OG game, while he's just completely insane in the remake and his goal of trying to eradicate Raccoon City is far less clear, as they instead just force him to have an obsession over Sherry.
Claire's character change is definitely my least favorite. Claire has this strange obsession over Sherry, even AFTER getting told off by her mother. I get that in terms of the story, it ends up being the best thing to happen for Sherry, but in hindsight, it's quite weird and makes no sense. Once again, feels very forced and really not like it was crafted in the OG.
2. A/B Scenarios:
This is a big point of criticism for me.
In the OG game, the A/B scenarios are written in a way that actually makes sense. Leon/Claire exploring the RPD at the same time is quite logical in regards to how they made sure that no boss fights/puzzles repeated.
In the remake, they initially didn't plan an A/B scenario, and basically rushed a pretty weak version of one. Many of them didn't even know the OG had A/B scenarios (developers with no knowledge of the game they are remaking off of is a red flag in itself.)
The A/B scenarios in the remake were basically copies of themselves with minor differences. Boss fights/puzzles repeated, and it just ended up being a dull second playthrough overall.
3. Boss Fights
In the OG RE2, boss fights were a weak point in the game. I think many were hoping for the difficulty to be increased and actually give the player fully-fleshed out boss fights in place. Unfortunately, the game doesn't do that in the way it should've.
G1: G1 is a pretty weak fight. The arena is pretty badly designed, so it keeps the player to just shoot & run constantly, rather than go to any of the loot areas/plan a more concise attack because of the poorly-designated corner areas where ammo/health is stored. Also, the knife meta makes the boss fight a joke in modern times and allowed the fight to age more poorly, considering you can beat G1 with a single knife in about 30 seconds.
G2: G2 is very disappointing. You simply have to hit Birkin with a crane twice and it's very easy to stun him/time the attack. I think that after the first two hits, Birkin should've had some bonus attack/charge initiated and forced a third hit to beat, but unfortunately, he doesn't, and he's very easy to beat.
G5: Surprisingly, after a good G3/G4 fight comes an embarrassingly easy G5 fight. Now don't get me wrong, I know the game intends G4/Super Tyrant to be the "main" final boss fights, so I won't judge this too harshly as its more of just a shock performance by Birkin, but I will say that I think it's easier than RE2 OG's final Birkin, and that is an issue.
4. Mr. X
Mr. X is an interesting one for me.
On first playthrough, he's definitely a problem for most people and he's definitely an improvement from OG RE2, but I'm disappointed with how easy he is to avoid. The new door mechanics allow for the possibility of Mr. X to corner you if the layout was designed that way, but unfortunately, it's not.
You can pretty easily maneuver past Mr. X throughout the entire game because of his slow movement speed and many areas he won't enter. There are many rooms he cannot enter, such as the 3 safe rooms, the S.T.A.R.S office, Interrogation/Observation Room, and the Clock Tower.
In the OG game, they try to punish you by trying to run past him, whereas you get more of a stun time in the remake, so he's much easier to take a hit/run past him (especially if you're in a corner), but also the fact that you can run donuts around him is comical.
I also think that if he didn't pause after opening doors/turning around and made decisions in real time, he'd be much more threatening. I mean, after shooting off his hat, how can you even take him serious? They should've added a feature that makes him insta-charge you directly after or something.
5. Sewers
The sewers are the worst part in the game by far.
I nearly fell asleep on my B runs of the game in this area, due to how much of a chore it felt like being here. The sewers are extremely boring/anti-climatic and just not fun. In the OG, the sewers were more of a puzzle and the way they implemented the gator boss in the middle of it, rather than prior, is smart. They also featured a wide variety of mobs, whereas in the remake its just G adults and zombies.
Miscellaneous: Lickers, Soundtrack, and Defensive Items
To end this off, I have a few more complaints I've bunched together.
That's my opinion!
Feel free to slander me in the comments if you'd like, but I want to reiterate that I do believe this is a good game, but not a great game, and not a bad remake, but not the best remake.
Overall, I would probably give it a 6.5/10.
I just don't think its groundbreaking, revolutionary, and certainly not one of the best horror games by any means.
P.S. For people that are curious, I haven't played all of the RE games yet (only RE0, RE1 OG/Remake, RE2 OG/Remake, RE3 Remake, RE4 OG, RE7, and RE8). Out of all of those games, I would put all except RE0/RE3 Remake over RE2 Remake.)
submitted by UnknownNumber1994 to HorrorGaming [link] [comments]


2024.04.22 21:18 UnknownNumber1994 Resident Evil 2 (2019) is overrated.

Resident Evil 2 (2019)/Remake is overrated.
I want to start by saying that by "overrated", I don't necessarily think it's a bad game. I actually think it's a good game, but definitely not at the level others seem to think.
I don't think it's one of the best RE games ever & definitely doesn't re-define "horror" in any way.
Here are some of the issues I have:
1. Characters
I was pretty disappointed with how this game changed its characters from the original. I do think they made some positive changes, but for the most part fell short of the cheesy/witty lines that they were given in the OG game (that I think helped make RE what is it today.)
I do really like how they gave Marvin more of a character, and honestly think he's the most likeable in the game, but in regards to Irons, Sherry, Claire, and Annette–they miss the mark for me.
I think that characters like Annette/Sherry don't make that much of a difference to me, as they aren't changed TOO much, but I still preferred them in the original.
I think Annette comes off as a way worse mother in the remake, yet the game still tries to write it off as caring for Sherry (forced poor logic), whereas in the original, she's not as bluntly careless about her daughter, so it makes more sense to understand that connection at the end.
With Sherry, I think they just wrote her as far too mature/calm for her age with regards to the circumstances, while in the OG, she's more realistic as a child and not more level-headed than some of the adults in the game, like she is in the Remake, which feels so forced.
Irons/Claire are specifically the one's I have a problem with.
Irons, on one hand, had an even mixture of insanity/intelligence in the OG game, while he's just completely insane in the remake and his goal of trying to eradicate Raccoon City is far less clear, as they instead just force him to have an obsession over Sherry.
Claire's character change is definitely my least favorite. Claire has this strange obsession over Sherry, even AFTER getting told off by her mother. I get that in terms of the story, it ends up being the best thing to happen for Sherry, but in hindsight, it's quite weird and makes no sense. Once again, feels very forced and really not like it was crafted in the OG.
2. A/B Scenarios:
This is a big point of criticism for me.
In the OG game, the A/B scenarios are written in a way that actually makes sense. Leon/Claire exploring the RPD at the same time is quite logical in regards to how they made sure that no boss fights/puzzles repeated.
In the remake, they initially didn't plan an A/B scenario, and basically rushed a pretty weak version of one. Many of them didn't even know the OG had A/B scenarios (developers with no knowledge of the game they are remaking off of is a red flag in itself.)
The A/B scenarios in the remake were basically copies of themselves with minor differences. Boss fights/puzzles repeated, and it just ended up being a dull second playthrough overall.
3. Boss Fights
In the OG RE2, boss fights were a weak point in the game. I think many were hoping for the difficulty to be increased and actually give the player fully-fleshed out boss fights in place. Unfortunately, the game doesn't do that in the way it should've.
G1: G1 is a pretty weak fight. The arena is pretty badly designed, so it keeps the player to just shoot & run constantly, rather than go to any of the loot areas/plan a more concise attack because of the poorly-designated corner areas where ammo/health is stored. Also, the knife meta makes the boss fight a joke in modern times and allowed the fight to age more poorly, considering you can beat G1 with a single knife in about 30 seconds.
G2: G2 is very disappointing. You simply have to hit Birkin with a crane twice and it's very easy to stun him/time the attack. I think that after the first two hits, Birkin should've had some bonus attack/charge initiated and forced a third hit to beat, but unfortunately, he doesn't, and he's very easy to beat.
G5: Surprisingly, after a good G3/G4 fight comes an embarrassingly easy G5 fight. Now don't get me wrong, I know the game intends G4/Super Tyrant to be the "main" final boss fights, so I won't judge this too harshly as its more of just a shock performance by Birkin, but I will say that I think it's easier than RE2 OG's final Birkin, and that is an issue.
4. Mr. X
Mr. X is an interesting one for me.
On first playthrough, he's definitely a problem for most people and he's definitely an improvement from OG RE2, but I'm disappointed with how easy he is to avoid. The new door mechanics allow for the possibility of Mr. X to corner you if the layout was designed that way, but unfortunately, it's not.
You can pretty easily maneuver past Mr. X throughout the entire game because of his slow movement speed and many areas he won't enter. There are many rooms he cannot enter, such as the 3 safe rooms, the S.T.A.R.S office, Interrogation/Observation Room, and the Clock Tower.
In the OG game, they try to punish you by trying to run past him, whereas you get more of a stun time in the remake, so he's much easier to take a hit/run past him (especially if you're in a corner), but also the fact that you can run donuts around him is comical.
I also think that if he didn't pause after opening doors/turning around and made decisions in real time, he'd be much more threatening. I mean, after shooting off his hat, how can you even take him serious? They should've added a feature that makes him insta-charge you directly after or something.
5. Sewers
The sewers are the worst part in the game by far.
I nearly fell asleep on my B runs of the game in this area, due to how much of a chore it felt like being here. The sewers are extremely boring/anti-climatic and just not fun. In the OG, the sewers were more of a puzzle and the way they implemented the gator boss in the middle of it, rather than prior, is smart. They also featured a wide variety of mobs, whereas in the remake its just G adults and zombies.
Miscellaneous: Lickers, Soundtrack, and Defensive Items
To end this off, I have a few more complaints I've bunched together.
That's my opinion!
Feel free to slander me in the comments if you'd like, but I want to reiterate that I do believe this is a good game, but not a great game, and not a bad remake, but not the best remake.
Overall, I would probably give it a 6.5/10.
I just don't think its groundbreaking, revolutionary, and certainly not one of the best horror games by any means.
P.S. For people that are curious, I haven't played all of the RE games yet (only RE0, RE1 OG/Remake, RE2 OG/Remake, RE3 Remake, RE4 OG, RE7, and RE8). Out of all of those games, I would put all of them above RE2 remake except RE0/RE3 Remake.
submitted by UnknownNumber1994 to The10thDentist [link] [comments]


2024.04.20 08:59 Arrebios Power Armor: "direct missile impacts", "chewing through enemy tanks and armor", and making sense of 2500 Joules. Part II: Fallout (2024 TV Show)

Hello, everyone!
Now that I've watched the Fallout show, I figured I'd continue a post I made several years ago on the protective qualities of power armor. In that post, I argue against the interpretation of PA as a largely indestructible "walking tank" - a fanon idea that I'd argue was perpetuated by an uncited source that was snuck into the Wiki without a citation for over two decades - and instead propose that PA can and is regularly defeated by small arms fire. I suggest reading over that thread first since it lays out most of my thoughts, assumptions, and answers some common rebuttals.
Quick note: I don't know what the policy on screenshots for a currently airing show, especially one on a paid service and I'd rather not rely on random fan recordings off Youtube so instead I'll use timestamps taken from Amazon's player. If, at some point, I hear that screencaps are allowed, I might update this post with links to images.
So, let's start:
Now, Fallout helpfully provides technical specifications for T-51b. According to ZAX 1.2:
The T-51b powered infantry armor) is designed with the latest passive defense features for both civilian and military disturbances. The back-mounted TX-28 MicroFusion Pack generates 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit. Made of the latest poly-laminate composite, the T-51b shell is lightweight and capable of absorbing over 2,500 Joules of kinetic impact. The 10 micron silver ablative coating can reflect laser and radiation emissions without damage to the composite subsurface.
Here, I will assume that T-60 has similar protective qualities. While armor penetration isn't a simple kinetic energy calculation based on muzzle energy (distance, angle, round characteristics all play a role), it's a useful back-of-napkin estimate that the series seems to largely stick to, so we'll use it here.

First, let's talk about the Ghoul.

The Ghoul appears to carry a modified MTs255. He uses this weapon in two separate episodes against power armored opponents.
In episode two, "The Target."
The MTs255 can load all sorts of shotgun rounds as well as .410. However, the ammo the Ghoul is using (0:41:13 - 0:41:24) don't appear to be any of those rounds. Instead, it appears to fire a Fallout version of the FRAG-12. Here is a video of an AA-12 with FRAG-12 rounds. This forum posted some of the technical specifications of the FRAG-12. Most notably, we see that it has an in-flight weight of 42 g and muzzle velocity of 274.32 m/s for a total kinetic energy of 1,580 J. This is below the T-51b's (and likely the T-60s) armor rating, so it makes sense that it doesn't penetrate Maximus' armor.
We also see that the FRAG-12 has an arming distance of 3 meters. This might explain why the rounds the Ghoul fires off at point-blank range don't explode; they simply didn't have time to properly arm themselves.
On the other hand, the rounds in episode eight somewhat resemble FIER Ammunition rounds. Notably, the FIER Classic 12 gauge has enough KE to puncture T-51b's stated armor and all of the FIER Expansive rounds also have enough KE to penetrate T-51b. All of these are 12 gauge rounds which the MTs255 can load.
Here, I am of course assuming the Ghoul is using an MTs255 and rounds somewhat similar to the FRAG-12 and FIER Ammunition. Clearly, they aren't the same rounds, but I think it's reasonable to draw comparisons to the closest real world analogues in this case. These comparisons seem consistent with the arguments I've advanced before.
The Ghoul also uses a rifle of sorts. In episode two, "The Target", he fires on Maximus multiple times to no effect (0:46:38 - 0:47:02). The IMFDB also notes that the Ghoul is using a Winchester Model 1873 meant to look like the Marlin Model 1895 from Far Harbor. So, let's look at both to be safe:

Now, let's talk about the NCR.

During the Battle of the Griffith Observatory (a name I just made up, I dunno what it's called canonically), we see a variety of guns among the NCR militia/soldiers/remnants/whatever. Luckily, we see many of them in the Fallout trailer. Since this is an official video, I'll be using the time stamps from there for the next few examples:
IMO, the observatory battle is some of the strongest evidence against for my position and against the fanon idea that PA soldiers are invulnerable. During episode eight, the BoS launches six - seven Vertibirds from Filly (six at 0:20:16 - 0:20:22, a seventh appears at 0:37:36 - 0:37:42) with around two Knights per plane (0:37:42 - 0:37:46) for a total of twelve to fourteen Knights in the first wave. At least six or seven are killed on screen by the NCR:
So, of the original twelve or fourteen Knights, between nine to ten of them are killed in the first wave. This is all during a surprise attack where they were able to bring their heaviest weapons against an enemy caught largely unawares, armed with whatever they had on hand (and in some cases, armed with only knives or a flag), who were also protecting fleeing civilians (which the BoS were happy to shoot). Even with all those advantages, around half of the first wave of Knights was killed by the NCR. An entire squad was killed by the one guy who was well-prepared enough to bring AP rounds and use the terrain to his advantage.
IMO, all of this fits in line with my argument - that Fallout, Fallout 3, Fallout: New Vegas, Fallout 4, Fallout 76, and now Fallout (2024) show PA as a useful tool for heavy weapons, stamina, passive protection (from radiation and the elements), and people armed with pistol or intermediate cartridges. This also lines up with something I mentioned in the old thread and elsewhere; I don't believe PA soldiers are meant to be deployed in front-line assaults against hardened enemy positions. I strongly suspect PA would shine most if armed with heavy weaponry, preferably chemical, biological, or nuclear, to saturate an enemy position with overwhelming firepower. Their armor would protect them against explosive shrapnel (unless directly hit), as well as the contaminants in the air. Their helmet's vision assistance (if used properly) would let them see through the gas clouds, and the disoriented enemy would have a harder time concentrating their weapons on them. Additionally, their jetpacks (which this show suggests could be integrated into the suit itself), should allow properly trained PA troopers the ability to attack from unexpected angles (perhaps explaining their famed ability to destroy tanks).
But the BoS doesn't have all the resources the US Army does. Instead, they just field PA troopers with big assault rifles on the front lines as walking shields for unarmed soldiers. They're doing the best they can with the scraps from the old world. And against a mostly disorganized band of raiders, random townsfolk, mercenaries, or even smaller groups that are also just picking up whatever they can, this usually works.
But once they encounter an enemy with at least some decent organization, training, and supplies, they start facing issues. The exact moment people show up with fully powered cartridges is the moment PA troopers start facing serious danger - just like the soldiers killed in the Glow, the Enclave soldiers killed in Fallout 3 by raiders, my entire argument about Recon Squad Artemis and Gladius being whittled away by raider attacks, and the events at HELIOS One.
A common rebuttal was that the PA troopers in all those situations were killed by heavy explosives, overwhelming numbers, or advanced energy weapons. I believe this show presents further evidence that you can just use regular guns. You don't have to assume those troopers were killed by fancy weaponry when regular small arms are far more common and therefore a likelier answer.
As it is, season one seems to line up with my interpretation of canon. This may change in future games or season two. At which point, I will go back and revise my position. But right now, I think it makes sense.
You thoughts?
EDIT: This is a lore forum. Our own FAQ lays out the role of canon and dev comments:
This leaves certain pieces of supplemental material, such as game manuals, game guides, tabletop role playing games, and developer comments on lore as just that - supplementary to the main game series, as the games take precedent in all circumstances.
Hell, even rules 1 and 2 seem to suggest we should stick to lore and avoid talking about the devs.
It doesn't matter to me where the 2,500 J figure comes from. It could have been a clueless intern who has no knowledge about guns or it could have been the Ultimate Gun Afficionado on the team. It doesn't matter. The primary source of evidence is the games and the show, and in both of them, we see performance consistent with a 2,500 J figure and therefore takes precedence over whatever the writer may or may not have intended or may or may not have known about ballistic protection.
While I understand not everyone reads the FAQ or takes the "death of the author" argument seriously, and it is interesting to have background on the writers if we're doing a sort of literary analysis - here, I'm focusing solely on an a Watsonian interpretation of the technology as opposed to a Doylist one.
EDIT 2: For some reason, some of my responses to certain comments posting videos of real .50 BMG failing to penetrate Type IV armor aren't showing up, so I'll make them here.
Here is video from the Battle of the Griffith Observatory.
From 3:00 to 3:03 you can see one of the Ghoul's armor piercing rounds penetrate T-51 armor. Before someone (yet again), points out that he was aiming for the weak spot, we see this isn't necessary. Why? Because from 3:28 to 3:36, we see his rounds penetrate the back, shoulder, and chest area.
You can view this at 0.25 speed to verify it for yourself. Here's a screencap of the moment in question.
yeet-man-10000000000 brings up an image comparing the size of .50 BMG to 7.62 NATO.
Here's another shot to see the size of .50 BMG compared to a human hand. Here's another video of a guy frying a .50 BMG round, chosen because you can see its size compared to his hand.
Here's a shot of the rounds in the Ghouls' bandolier.
Here's a shot of the AP round in the Ghoul's hand.
Here's a final reminder that the Ghoul's AP rounds penetrate T-60 armor while being smaller than a .50 BMG M2 round.
submitted by Arrebios to falloutlore [link] [comments]


2024.04.12 20:25 Crafter235 Fixing Resident Evil: Village by changing the narrative, expand on horror, improve level design, and improve enemy gameplay

Back when I played RE8, while I had a good time, it felt quite lacking. Not like RE3 Remake where entire sections are blocked off by cars, obviously shortened levels, and clear cut content, though Dimitrescu Castle and a few other places are exceptions, but also in narrative and gameplay. After bringing up my ideas together, this is how I would have fixed RE8.
Part One: Changing the narrative
With how Lady Dimitrescu was overhyped with her Castle, only to be undermined by the less-interesting Mother Miranda, I would make it so that Dimitrescu is the current matriarch of the ruling village clan. For an idea, Lady Dimitrescu would be like Saruman, while Mother Miranda is more like Sauron, for comparison. During the events of the game, Mother Miranda is already dead, at least what we would consider as dead, and her "children" are left to govern everything. While we would never interact with Miranda directly, every information we would get would come from other characters and notes we find in the game. With the story, aside from typical power, the Four Houses are mainly trying to continue her research out of some sort of weird honor. Donna, the Bella sisters, and Moreau are the Yes-men to Lady Dimitrescu, while Heisenberg is more rebellious to yhr whole thing, hence why he is less about biological warfare and more on physical weaponry. Lady Dimitrescu's dragon boss fight will still be there, but it would be a fakeout to make us think she is dead. As for what will happen to Mother Miranda, I will explain about that on my next post for fixing the dlc.
If there's something that proves thst subverting expectations is not always clever or even a good idea, it's this game. With the villagers, I would've given them a much bigger role. For my version, I would make the village layout a mix of the RE3 city and RE2 Remake RPD, with roads and pathways being like hallways and entire village buildings being like rooms, some places containing entire puzzles. With that in mind, I would make Luiza's house one big saferoom, and everytime you stop by there, villagers could send you on optional sidequests, whether it be to check on something or find an item in the village. Ypu can talk to them through walkie-talkies, and at some point, you will hear them screaming in horror. If you go back to Luiza's house, it's all destroyed and burned down, with the huge beast there, implying a whole struggle occured and they lost. Bonus: It can be implied that the man who was wounded with his daughter actually turned into that giant Varcolac.
Part Two: Expand on the Horror
For some reason, Capcom toned down the horror because many found RE7 too scary. Well duh, it's a horror game. Personally, I can't see how could a horror game be "too scary", because that's part of the point of being horror, especially for a medium that has player interaction. If anything, I would tone up the horror, and let powerful weapons and the combat play a major role in it.
Part Three: Improve Level Design
For the setting were given, it feels too little. For how I would fix it, this includes:
The examples for Heisenberg's Factory include:
For another level design could be a laboratory underground the main village, and that's where the reveal about the "science" behind what was played off as supernatural. It could also be used to demonstrate how they were really being funded by something like Umbrella, and that it's most likely not the old, historical village we thought it was. It also reinforces the theory thst the villagers are really descendants of American scientists and workers who used to operate there, because of their American accents.
Part Four: Improve Enemy Gameplay
And for my final fix: Just Show Ethan's face st the very end, right before he blows himself up. I have no idea what Capcom was thinking.
And that is how I would fix Resident Evil: Village.
submitted by Crafter235 to fixingmovies [link] [comments]


2024.04.07 02:00 okok8080 Man, how do people play Hag?

I have some really good games as her, and then I get absolutely dominated and have no rebound whatsoever. At first I just didn't like her design much, but after playing more of her I see why she's so unpopular. She feels so bad sometimes... finally getting that perfect trap setup and then watching 3 gens pop is just humiliating. And it feels so wrong too, because she's supposed to be BETTER than Trapper, so why do I get the same outcome every other game? Especially on bigger maps, I just... don't know how to distribute my traps well enough. I hate it.
My build I was using was Pain Resonance, Grim Embrace, STBFL, and Agitation for reaching scourge hooks. It just isn't enough sometimes. I had a game on RPD today and every time I downed someone and tried to proc Pain Res, one or two gens popped immediately and my perks did nothing to help me.
To the one Hag main out there, how do you even manage?
submitted by okok8080 to deadbydaylight [link] [comments]


2024.04.01 08:05 TheFunkiestBunch Battlefield 1962: A full cold war gone hot scenario BF game concept

Basic Premise

Battlefield 1962 is set in an alternate timeline where the Cuban Missile Crisis went south, fast. 1962 will not sugar-coat such a scenario, this war is extremely short and bleak. WW3 will last a grand total of four days, and there is no winner. The entire game, and all future content, take place within the same week.

Factions

Factions work like Battlefield 1. Except in hardcore (or as an optional server setting), where they will be equipped with historically accurate gear. All factions have seperate cosmetics you can choose from.
Nato
United States: As the leading power of NATO, the US has troops stationed around the globe, and is set to guard the infamous Fulda Gap
United Kingdom: UK forces were on the smaller side of deployment. But as one of the partitioners of Berlin, UK forces would be at the forefront of the action there.
West Germany: The Bundeswehr was created in 1956 and since then German troops have been stationed around the flanks of US forces in Germany
Warsaw Pact/Communists
USSR: Fairly self explanatory. The USSR is by far the largest communist force in the world, and makes up the bulk of the forces in Europe. A tripwire unit of about 60,000 soldiers was also stationed on Cuba.
Czeckoslovakia: The Czechs sit at the southern flank of the Warsaw pact in Europe. While not one of the largest communist forces, the Czechs are the only ones to have their own arms industry and weapons
Cuba: The center of the crisis itself. Cuba is a small military that had kicked off US backed invasions just a year before.

Maps

BF1962 is set across two locations, Cuba and Germany. Unlike V and 2042, this is a limited selection of locations. This serves two purposes. The first is that it conveys how short the war is, with only a few flashes of viscious fighting before the board is wiped. The second is that it allows DICE to fully explore these locations, much more deeply than they could with one or two maps. These maps will require less new assets which should lead to more maps releasing in the live service.
The two locations would also compliment eachother. Cuba is warm, bright, and tropical while Germany is cold and muted. Cuba features the US invading, while Germany has the Soviets invading. Cuba provides opportunities for naval warfare while Germany provides mountainous terrain.
Battlefield 1962, like 1, splits its maps into a series of Operations.
Operation One, Berlin (UK vs USSR)
With the newly constructed Berlin wall meant that tensions were already high in the city. When war was declaired, NATO forces were encircled immediatley, and had to fend for themselves. Because of this, Berlin is the only combatant capital of Europe that was only reduced to rubble, instead of ash.
Berlin Wall is the name of the first map, and it predictably takes place at the Berlin wall. East Berlin on one side, West Berlin on the other, and in between is a stretch of barbed wire, trenches, and watchtowers. The width of the wall is slightly shrunken down for gameplay purposes. The map is mostly symmetrical.
Holdouts is the the second map. This is BF62's primary meat grinder map. Like operation underground, this is set in the German metro system. It is a linear map of 5 points and fairly standard meatgrinder design.
Operation Two, Fulda Gap (US vs USSR)
The fulda gap is a stretch of lowlands in central Germany perfect for the movement of tanks. It seems that Soviet strategy relied heavily on this gap, likely an attempt to reach NATO nuclear sites as fast as possible. The 8th Guards Tank Army was in spitting distance of the French border before it was wiped by a tactical nuclear strike.
Hessian Plains is a tank focused map akin to Golmud railway or Panzerstorm. Points form a ring around the large map, so that the perimeter is a set of towns, treelines, and cover, while the center is a large open plain for tanks to roam. This should solve allow infantry to have safety and quick combat without
Felsberg is a very "generic" battlefield map. It is similar to St Quentin's Scar, its a map with rolling hills and a village in the center. This map has one unique gimmick, at a random point sirens will begin to flare, and a nuke will go off a few miles away from the map. Players will be knocked to the ground, and blined if they stare at it. All glass shatters accross the entire map, and weakened structures will crumble, and fires will spontaneously appear.
Operation Three, Bavarian Alps (West Germany vs Czeckoslovakia)
As the fulda gap strategy was under way, other warsaw pact nations would fight to secure the flanks. Fighting would break out in the German-Czech border. Very little is known of these skirmishes, but evidence can be found in the Bavarian wilderness.
Bergfestung is set in a castle in the Bavarian alps. Several points are within the castle itself, while the gimme points dot the mountainside akin to Monte Grappa. The walls of the castle provide many strong vantage points, and hiddent paths can allow players to get the drop on unexpecting enemies.
Bayerwald is a forest map, akin to Solomon Islands or Argonne forest. Tight lanes formed by the Bavarian mountains and creeks funnel players around the map, while small mineshafts create shortcuts or makeshift bunkers. Tanks are available on this map.
Operation Four, Road to Havana (US vs Cuba)
On October 27th US forces would land on the beaches of Cuba with the goal of siezing nuclear missile sites before they can be used against American targets. US marines and airborne forces would make landings accross the island to sieze it as fast as possible. They were too late.
Playa Guanabo is a beach landing map akin to Gulf of Oman and Cape Helles. US forces start from a warship and take landing craft onto the beach, then move on to the resort towns behind it. Once the coast is taken the US will gain access to tanks.
Havana is a low-verticality urban map set in the Cuban capital. This is the most vibrant map in the game, and exception in an otherwise grim aptmosphere. Expect combat similar to Atacama desert, Ameins, or Pearl Market.
Operation Five, Guantanamo Bay (US vs USSR)
The United States had held a miliary base on the southern coast of Cuba since 1903, and has been a point of tension since the Cuban revolution. When war broke out, the Guantamo Bay Naval Base was an immediate flashpoint.
Guantanamo Bay is set in the infamous naval base, though it was not a prison at this point in history. US forces will be driving back Soviet forces from the docks and shipyards of the naval base. The coast curves inwars, so boats allow for quick maneuvering from point to point.
Cactus Curtain is set on the Guantanamo-Cuban border. Here the Cuban govern planted thousands of Cacti to form a barrer. In game these act like barbed wire and will hurt you. The area is also filled with guard towers and fortifications from the US government. The map plays similar to caspian border.

Classes & Weapons

As this is the early 1960's, assault rifles have still not become prolific weapons. Many nations still use semi automatics, automatic battle rifles, and submachine guns. The weapon roster should look akin to Battlefield V, but less reliant on rare weapons. This time period may be the best for the traditional 4 class system. Classes will be primarily based on Battlefield 1. The weapon list is not comprehensive.
Engineer
Engineers focus on driving and countering vehicles. Equiped with shotguns and SMGs, their weapons are good for personal defense on open maps, and make them cqc specialists on close quarters maps where their gadgets are less useful.
Primaries: M3 Grease Gun, Sterling Carbine, Uzi, Skorpion, PPsh41, Ithaca, Browning Auto
Gadget 1: RPG-7, M20 Bazooka, AT mines
Gadget 2: Repair tool
Medic
Medics have access to Battle Rifles and Assault Rifles. They have the most flexible weapons in the game, though the heavier BRs are less wieldy than the ARs people are used to. The medic has a limited pool of gadgets to choose from, which is made up for by desireable weapons.
Primaries: SKS, AKM, FN FAL, M14, M16, G3, vz58
Gadget 1: Health Crate, Health Pouch, Smoke Launcher
Gadget 2: Syringe
Support
Supports are the heavy weapons specialists of the team. In BF62 they are the only kit with anti-infantry explosives. They have a mix of LMGs and heavier MMGs, allowing them to lean into fire support or as a heavy assault class.
Primaries: Bren, RPK, RPD, M60, MG3, FNMAG, UK vz. 54
Gadget 1: C4, Grenade Launcher
Gadget 2: Ammo Crate, Ammo Pouch
Recon
Recons are equipped with bolt action rifles, a suprisingly tricky weapon type to find examples for at this point in history. They are equipped with a flare gun by default, which works like BF1, as well as some equipment to aid in sniping. Spawn beacons are not available, as they have a tendency to disturb map flow.
Mosin Nagant, Mas 36, Lee Enfield, M1903 Springfield, Model 70 Winchester, Kar98, PTRD
Gadget 1: Binoculars, tripwire bomb, sniper tent
Gadget 2: Flare gun

Vehicles

Vehicles work like in Battlefield 4. They are map specific.
Vehicles are usually shared by each side, so all of NATO has the same vehicles and all of the Warsaw Pact has the same vehicles. The usual vehicles are Main Battle Tanks (M60 & T62), Armored Personnel Carriers (M113 & BTR-50), Jeeps, & Motorcycles. Fast attack craft and motorboats can be found in the water.
Other vehicles inlclude the IS-3 heavy tank, PT-76 amphibious tank, Bulldog light tank, and the german Shutzenpanzer Infantry fighting vehicle. These are used by both sides due to there not being common real world equivalents for any of them at this time.
Aircraft is at an interesting point in 1962. Helicopters exist and are used by the military, but attack helicopters do not and wouldnt for another 5 years. So helicopters are primarily transport. Combat is done by early jet aircraft and heavy bombers. However, there are no guided missiles, meaning that these jet fighters will play more like BFV, but far faster.
Emplacements include heavy machine guns, AA guns (the main way for infantry to take down aircraft, 1962 just misses the invention of the MANPAD), and both AT guns and AT guided missiles.

Gamemodes

BF1962 gamemodes are chosen based on what new experience they bring to the table. Ideally a gamemode should scratch some itch, rather than simply mixing up objectives. The gamemodes are the following.
Conquest: Standard sandbox gamemode
Operations: Same as in Battlefield 1. Can also be played as a straight breakthrough playlist
Conquest Hardcore: Custom tailored hardcore mode. Hud is removed, damage is increased, and everyone's loadout is locked to faction accurate weapons. This makes it both more immersive and more balanced than previous hardcore modes.
Domination: Small scale infantry mode.
Armored: Domination, but its tanks only.
Air Assault: TDM with aircraft.

Music & Immersion

Music would be akin to Battlefield 1's apocalypse and TSNP DLCs, tense and orchestral. However, one key detail would be added. Akin to the film "Dunkirk", music will often contain a constant ticking in the background, a timer reminding players of just how little time is left before the bomb drops. Where WW1 focused on the "at the moment" grimness and brutality, WW3 is defined by what is going to happen after this battle, and the music needs a sense of existential tension.
BF1962 would have a narrator, like in BF1. This time the narrator is an in universe character, a historian who is recounting these events years after they happened. Due to the sheer destruction of the war, primary sources are scarce, and he is often unsure of what went down specifically, very few records are left. Therefore, BF1962 can explore a variety of real strategies for this WW3 scenario, instead of sticking to one strict cannon.
Visuals would be generally muted, with the exception of Havana. It would not be outright washed out like an older fallout game, but locals will tend to have more grit on them to reflect the tone of the game.
submitted by TheFunkiestBunch to Battlefield [link] [comments]


2024.03.27 09:36 Hoppse88 Server 2016 RDS and shared Printers

Good morning everyone
I'm coming to you with my favourite part of IT /s
We recently integrated a new company where people RDP into a server running Server16 Datacenter with RDS. Now people complained about the mass of printers they see.
Printer setup is a printserver with shared printers that are assigned to each user by GPO depending on which ad group they are member. That works fine for the other servers they RPD into but on this one server everyone sees every single printer from all other users that are connected to the server.

My understanding is that a shared printer is per user and it shouldnt even be possible to make a shared printer that any one user has connected available to any other user.

There are no printers installed directly on that server.

I understand there might be a f#ckton of reasons to why this happens but I have no idea and google only shows me threads where people ask on how to do exactly what I have here and everybody tells them its not possible at all because it is designed to not do this

maybe one of you had a similar issue and can help

in any case thanks for reading and possible help
submitted by Hoppse88 to sysadmin [link] [comments]


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Director, Strategic Sales EngineeSolutions Architect @ FactSet USD 160k - 200k US, Boston, MA, Chicago, IL, New York, NY
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9019 - FULLSTACK SOFTWARE ENGINEER – SHARED SERVICES @ Wind River USD 110k - 170k US
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Staff Software Engineer @ Eightfold AI USD 198k - 233k Remote, Santa Clara, CA, US
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Analyst @ Revenue.io USD 120k - 150k Los Angeles, CA
Senior Software Engineer BE @ TeamSnap USD 118k - 118k Remote
Senior iOS Engineer Ads @ TeamSnap USD 128k - 128k Remote
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Principal Engineer @ TeamSnap USD 170k - 170k Remote
Engineering Manager Ads @ TeamSnap USD 156k - 156k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Network Engineer @ ServiceNow USD 123k - 216k San Diego, CA, US
Senior Backend Engineer @ Ashby USD 160k - 230k Remote, LATAM, New York, NY, San Francisco, CA, Toronto, Ontario, Vancouver, British Columbia
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Staff Software Engineer @ Mural USD 163k - 203k Remote
Principal Software Engineer @ Mural USD 184k - 231k Remote
Director, BI & Data Engineering @ Babylist USD 208k - 312k US
Director, BI & Data Engineering @ Babylist USD 268k - 334k Canada
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
submitted by EchoJobs to echojobs [link] [comments]


2024.03.25 13:00 EchoJobs 🚀 Mar 25 - 100 new Software Engineer Jobs

Job Position @ company Salary Locations
Engineering Manager @ SeatGeek USD 125k - 210k
Engineering Manager @ SeatGeek USD 125k - 210k Remote, US
Forward Deployed AI Engineer @ Palantir Technologies USD 150k - 240k New York, NY, Remote Hybrid
Lead Software Engineer @ US Bank USD 139k - 171k US, Irving, TX
Agile Software Developer @ US Bank USD 114k - 150k Minneapolis, MN, US
Software Engineer Specialist @ FIS USD 115k - 193k US, Remote
Sr. Site Reliability Engineer @ Zscaler USD 140k - 155k US
Senior Sales Engineer @ Sophos USD 137k - 228k New York, NY, Remote
Software Engineer @ Socure USD 115k - 135k Remote, US
Senior Thermal Manufacturing Engineer @ NVIDIA USD 152k - 287k US, Santa Clara, CA
Senior Silicon Product Definition Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Signal and Power Integrity Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Product Development Engineer @ NVIDIA USD 128k - 247k US, Santa Clara, CA
Senior ASIC Design Engineer @ NVIDIA USD 164k - 304k Durham, NC, Santa Clara, CA, US
Site Lab Technical Project Manager @ NVIDIA USD 128k - 247k US, Santa Clara, CA
SR1006233 Resident Network Engineer @ Juniper Networks USD 110k - 168k US
PK1007819 Resident Network Engineer @ Juniper Networks USD 108k - 155k US
DevOps / Security Engineer 4 @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Software Engineer Staff @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Cloud Software Engineer Sr Staff @ Juniper Networks USD 179k - 257k Cupertino, CA, US
Escalation Engineer @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Optics Engineering Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Software Engineering Intern Network Security @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
AR1009991-Resident Network Engineer @ Juniper Networks USD 135k - 194k Sunnyvale, CA, US
Software Engineering Intern Test @ Juniper Networks USD 61k - 94k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Software Engineer 3 @ Juniper Networks USD 120k - 172k Sunnyvale, CA, US
Location QA Engineer @ Juniper Networks USD 120k - 172k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 83k US
Staff, Software Networking Test Engineer PPP, DHCP, VPWS Radius - DB1010324 @ Juniper Networks USD 140k - 201k US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Software Engineering Intern Cloud Application @ Juniper Networks USD 54k - 83k US
Software Engineering Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Software Engineering Intern Subscriber Services @ Juniper Networks USD 54k - 83k US
Product Management Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Cloud Networking Software Development Engineer @ Juniper Networks USD 159k - 228k Sunnyvale, CA, US
JA1010435-Cloud-Native Software Engineer Sr Staff @ Juniper Networks USD 143k - 206k US
Associate Sales Engineer @ Juniper Networks USD 76k - 110k US, Durham, NC
Senior Sales Engineer @ Juniper Networks USD 141k - 203k Minneapolis, MN, US
Software Engineering Intern RPD @ Juniper Networks USD 54k - 82k US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Software Engineering Intern PublishPal @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Staff Technical Support Engineer @ Juniper Networks USD 123k - 189k Sunnyvale, CA, US
Senior Web Application Developer @ Juniper Networks USD 179k - 257k Sunnyvale, CA, US
Consulting Sales Engineer Cloud @ Juniper Networks USD 181k - 261k Bellevue, WA, US
Technical Support Engineer 4 @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 54k - 83k US
Senior Manager, IT Systems Engineering - SS1010706 @ Juniper Networks USD 142k - 218k Sunnyvale, CA, US
Site Reliability Engineer 4 @ Juniper Networks USD 140k - 200k Cupertino, CA, US
Data Scientist @ Juniper Networks USD 140k - 202k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Sr. Data Engineer @ Adobe USD 124k - 234k US
Sr Product Manager @ Adobe USD 118k - 234k San Jose, CA, US
Engineering Manager @ Adobe USD 146k - 281k San Jose, CA, San Francisco, CA, US
Machine Learning Engineer @ Adobe USD 135k - 250k San Jose, CA, US
Senior Data Analyst @ Keybank USD 60k - 90k US, Remote
Senior Associate Application Engineer Full Stack @ Discover USD 71k - 121k US, Riverwoods, IL
Principal Application Engineer Full Stack @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Associate Application Engineer @ Discover USD 71k - 121k Riverwoods, IL, US
Senior Associate Application Engineer @ Discover USD 71k - 121k US, Riverwoods, IL
Application Engineer @ Discover USD 86k - 146k US, Riverwoods, IL
Application Engineer API @ Discover USD 86k - 146k Riverwoods, IL, US
Principal Application Engineer Adobe Target @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Software Engineer @ Coinbase USD 180k - 212k Remote, US
Analytics Data Engineer @ Cencora USD 84k - 120k Remote, US
Application Security Engineer @ Cencora USD 95k - 147k Remote, US
Data Analytics Support Engineer @ Cencora USD 95k - 147k Remote, US
UI Developer Lead @ FactSet USD 140k - 180k Boston, MA, Austin, TX, US, New York, NY
Director, Strategic Sales EngineeSolutions Architect @ FactSet USD 160k - 200k US, Boston, MA, Chicago, IL, New York, NY
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9019 - FULLSTACK SOFTWARE ENGINEER – SHARED SERVICES @ Wind River USD 110k - 170k US
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Staff Software Engineer @ Eightfold AI USD 198k - 233k Remote, Santa Clara, CA, US
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Analyst @ Revenue.io USD 120k - 150k Los Angeles, CA
Senior Software Engineer BE @ TeamSnap USD 118k - 118k Remote
Senior iOS Engineer Ads @ TeamSnap USD 128k - 128k Remote
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Principal Engineer @ TeamSnap USD 170k - 170k Remote
Engineering Manager Ads @ TeamSnap USD 156k - 156k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Network Engineer @ ServiceNow USD 123k - 216k San Diego, CA, US
Senior Backend Engineer @ Ashby USD 160k - 230k Remote, LATAM, New York, NY, San Francisco, CA, Toronto, Ontario, Vancouver, British Columbia
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Staff Software Engineer @ Mural USD 163k - 203k Remote
Principal Software Engineer @ Mural USD 184k - 231k Remote
Director, BI & Data Engineering @ Babylist USD 208k - 312k US
Director, BI & Data Engineering @ Babylist USD 268k - 334k Canada
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
submitted by EchoJobs to SoftwareEngineerJobs [link] [comments]


2024.03.25 13:00 EchoJobs 👋 Mar 25 - 100 new Software Engineer Jobs

Job Position @ company Salary Locations
Engineering Manager @ SeatGeek USD 125k - 210k
Engineering Manager @ SeatGeek USD 125k - 210k Remote, US
Forward Deployed AI Engineer @ Palantir Technologies USD 150k - 240k New York, NY, Remote Hybrid
Lead Software Engineer @ US Bank USD 139k - 171k US, Irving, TX
Agile Software Developer @ US Bank USD 114k - 150k Minneapolis, MN, US
Software Engineer Specialist @ FIS USD 115k - 193k US, Remote
Sr. Site Reliability Engineer @ Zscaler USD 140k - 155k US
Senior Sales Engineer @ Sophos USD 137k - 228k New York, NY, Remote
Software Engineer @ Socure USD 115k - 135k Remote, US
Senior Thermal Manufacturing Engineer @ NVIDIA USD 152k - 287k US, Santa Clara, CA
Senior Silicon Product Definition Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Signal and Power Integrity Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Product Development Engineer @ NVIDIA USD 128k - 247k US, Santa Clara, CA
Senior ASIC Design Engineer @ NVIDIA USD 164k - 304k Durham, NC, Santa Clara, CA, US
Site Lab Technical Project Manager @ NVIDIA USD 128k - 247k US, Santa Clara, CA
SR1006233 Resident Network Engineer @ Juniper Networks USD 110k - 168k US
PK1007819 Resident Network Engineer @ Juniper Networks USD 108k - 155k US
DevOps / Security Engineer 4 @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Software Engineer Staff @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Cloud Software Engineer Sr Staff @ Juniper Networks USD 179k - 257k Cupertino, CA, US
Escalation Engineer @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Optics Engineering Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Software Engineering Intern Network Security @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
AR1009991-Resident Network Engineer @ Juniper Networks USD 135k - 194k Sunnyvale, CA, US
Software Engineering Intern Test @ Juniper Networks USD 61k - 94k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Software Engineer 3 @ Juniper Networks USD 120k - 172k Sunnyvale, CA, US
Location QA Engineer @ Juniper Networks USD 120k - 172k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 83k US
Staff, Software Networking Test Engineer PPP, DHCP, VPWS Radius - DB1010324 @ Juniper Networks USD 140k - 201k US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Software Engineering Intern Cloud Application @ Juniper Networks USD 54k - 83k US
Software Engineering Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Software Engineering Intern Subscriber Services @ Juniper Networks USD 54k - 83k US
Product Management Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Cloud Networking Software Development Engineer @ Juniper Networks USD 159k - 228k Sunnyvale, CA, US
JA1010435-Cloud-Native Software Engineer Sr Staff @ Juniper Networks USD 143k - 206k US
Associate Sales Engineer @ Juniper Networks USD 76k - 110k US, Durham, NC
Senior Sales Engineer @ Juniper Networks USD 141k - 203k Minneapolis, MN, US
Software Engineering Intern RPD @ Juniper Networks USD 54k - 82k US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Software Engineering Intern PublishPal @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Staff Technical Support Engineer @ Juniper Networks USD 123k - 189k Sunnyvale, CA, US
Senior Web Application Developer @ Juniper Networks USD 179k - 257k Sunnyvale, CA, US
Consulting Sales Engineer Cloud @ Juniper Networks USD 181k - 261k Bellevue, WA, US
Technical Support Engineer 4 @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 54k - 83k US
Senior Manager, IT Systems Engineering - SS1010706 @ Juniper Networks USD 142k - 218k Sunnyvale, CA, US
Site Reliability Engineer 4 @ Juniper Networks USD 140k - 200k Cupertino, CA, US
Data Scientist @ Juniper Networks USD 140k - 202k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Sr. Data Engineer @ Adobe USD 124k - 234k US
Sr Product Manager @ Adobe USD 118k - 234k San Jose, CA, US
Engineering Manager @ Adobe USD 146k - 281k San Jose, CA, San Francisco, CA, US
Machine Learning Engineer @ Adobe USD 135k - 250k San Jose, CA, US
Senior Data Analyst @ Keybank USD 60k - 90k US, Remote
Senior Associate Application Engineer Full Stack @ Discover USD 71k - 121k US, Riverwoods, IL
Principal Application Engineer Full Stack @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Associate Application Engineer @ Discover USD 71k - 121k Riverwoods, IL, US
Senior Associate Application Engineer @ Discover USD 71k - 121k US, Riverwoods, IL
Application Engineer @ Discover USD 86k - 146k US, Riverwoods, IL
Application Engineer API @ Discover USD 86k - 146k Riverwoods, IL, US
Principal Application Engineer Adobe Target @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Software Engineer @ Coinbase USD 180k - 212k Remote, US
Analytics Data Engineer @ Cencora USD 84k - 120k Remote, US
Application Security Engineer @ Cencora USD 95k - 147k Remote, US
Data Analytics Support Engineer @ Cencora USD 95k - 147k Remote, US
UI Developer Lead @ FactSet USD 140k - 180k Boston, MA, Austin, TX, US, New York, NY
Director, Strategic Sales EngineeSolutions Architect @ FactSet USD 160k - 200k US, Boston, MA, Chicago, IL, New York, NY
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9019 - FULLSTACK SOFTWARE ENGINEER – SHARED SERVICES @ Wind River USD 110k - 170k US
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Staff Software Engineer @ Eightfold AI USD 198k - 233k Remote, Santa Clara, CA, US
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Analyst @ Revenue.io USD 120k - 150k Los Angeles, CA
Senior Software Engineer BE @ TeamSnap USD 118k - 118k Remote
Senior iOS Engineer Ads @ TeamSnap USD 128k - 128k Remote
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Principal Engineer @ TeamSnap USD 170k - 170k Remote
Engineering Manager Ads @ TeamSnap USD 156k - 156k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Network Engineer @ ServiceNow USD 123k - 216k San Diego, CA, US
Senior Backend Engineer @ Ashby USD 160k - 230k Remote, LATAM, New York, NY, San Francisco, CA, Toronto, Ontario, Vancouver, British Columbia
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Staff Software Engineer @ Mural USD 163k - 203k Remote
Principal Software Engineer @ Mural USD 184k - 231k Remote
Director, BI & Data Engineering @ Babylist USD 208k - 312k US
Director, BI & Data Engineering @ Babylist USD 268k - 334k Canada
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
submitted by EchoJobs to ProgrammingJobs [link] [comments]


2024.03.25 13:00 EchoJobs ✋ Mar 25 - [Hiring] 100 new Software Engineer Jobs

Job Position @ company Salary Locations
Engineering Manager @ SeatGeek USD 125k - 210k
Engineering Manager @ SeatGeek USD 125k - 210k Remote, US
Forward Deployed AI Engineer @ Palantir Technologies USD 150k - 240k New York, NY, Remote Hybrid
Lead Software Engineer @ US Bank USD 139k - 171k US, Irving, TX
Agile Software Developer @ US Bank USD 114k - 150k Minneapolis, MN, US
Software Engineer Specialist @ FIS USD 115k - 193k US, Remote
Sr. Site Reliability Engineer @ Zscaler USD 140k - 155k US
Senior Sales Engineer @ Sophos USD 137k - 228k New York, NY, Remote
Software Engineer @ Socure USD 115k - 135k Remote, US
Senior Thermal Manufacturing Engineer @ NVIDIA USD 152k - 287k US, Santa Clara, CA
Senior Silicon Product Definition Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Signal and Power Integrity Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Product Development Engineer @ NVIDIA USD 128k - 247k US, Santa Clara, CA
Senior ASIC Design Engineer @ NVIDIA USD 164k - 304k Durham, NC, Santa Clara, CA, US
Site Lab Technical Project Manager @ NVIDIA USD 128k - 247k US, Santa Clara, CA
SR1006233 Resident Network Engineer @ Juniper Networks USD 110k - 168k US
PK1007819 Resident Network Engineer @ Juniper Networks USD 108k - 155k US
DevOps / Security Engineer 4 @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Software Engineer Staff @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Cloud Software Engineer Sr Staff @ Juniper Networks USD 179k - 257k Cupertino, CA, US
Escalation Engineer @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Optics Engineering Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Software Engineering Intern Network Security @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
AR1009991-Resident Network Engineer @ Juniper Networks USD 135k - 194k Sunnyvale, CA, US
Software Engineering Intern Test @ Juniper Networks USD 61k - 94k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Software Engineer 3 @ Juniper Networks USD 120k - 172k Sunnyvale, CA, US
Location QA Engineer @ Juniper Networks USD 120k - 172k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 83k US
Staff, Software Networking Test Engineer PPP, DHCP, VPWS Radius - DB1010324 @ Juniper Networks USD 140k - 201k US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Software Engineering Intern Cloud Application @ Juniper Networks USD 54k - 83k US
Software Engineering Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Software Engineering Intern Subscriber Services @ Juniper Networks USD 54k - 83k US
Product Management Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Cloud Networking Software Development Engineer @ Juniper Networks USD 159k - 228k Sunnyvale, CA, US
JA1010435-Cloud-Native Software Engineer Sr Staff @ Juniper Networks USD 143k - 206k US
Associate Sales Engineer @ Juniper Networks USD 76k - 110k US, Durham, NC
Senior Sales Engineer @ Juniper Networks USD 141k - 203k Minneapolis, MN, US
Software Engineering Intern RPD @ Juniper Networks USD 54k - 82k US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Software Engineering Intern PublishPal @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Staff Technical Support Engineer @ Juniper Networks USD 123k - 189k Sunnyvale, CA, US
Senior Web Application Developer @ Juniper Networks USD 179k - 257k Sunnyvale, CA, US
Consulting Sales Engineer Cloud @ Juniper Networks USD 181k - 261k Bellevue, WA, US
Technical Support Engineer 4 @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 54k - 83k US
Senior Manager, IT Systems Engineering - SS1010706 @ Juniper Networks USD 142k - 218k Sunnyvale, CA, US
Site Reliability Engineer 4 @ Juniper Networks USD 140k - 200k Cupertino, CA, US
Data Scientist @ Juniper Networks USD 140k - 202k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Sr. Data Engineer @ Adobe USD 124k - 234k US
Sr Product Manager @ Adobe USD 118k - 234k San Jose, CA, US
Engineering Manager @ Adobe USD 146k - 281k San Jose, CA, San Francisco, CA, US
Machine Learning Engineer @ Adobe USD 135k - 250k San Jose, CA, US
Senior Data Analyst @ Keybank USD 60k - 90k US, Remote
Senior Associate Application Engineer Full Stack @ Discover USD 71k - 121k US, Riverwoods, IL
Principal Application Engineer Full Stack @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Associate Application Engineer @ Discover USD 71k - 121k Riverwoods, IL, US
Senior Associate Application Engineer @ Discover USD 71k - 121k US, Riverwoods, IL
Application Engineer @ Discover USD 86k - 146k US, Riverwoods, IL
Application Engineer API @ Discover USD 86k - 146k Riverwoods, IL, US
Principal Application Engineer Adobe Target @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Software Engineer @ Coinbase USD 180k - 212k Remote, US
Analytics Data Engineer @ Cencora USD 84k - 120k Remote, US
Application Security Engineer @ Cencora USD 95k - 147k Remote, US
Data Analytics Support Engineer @ Cencora USD 95k - 147k Remote, US
UI Developer Lead @ FactSet USD 140k - 180k Boston, MA, Austin, TX, US, New York, NY
Director, Strategic Sales EngineeSolutions Architect @ FactSet USD 160k - 200k US, Boston, MA, Chicago, IL, New York, NY
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9019 - FULLSTACK SOFTWARE ENGINEER – SHARED SERVICES @ Wind River USD 110k - 170k US
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Staff Software Engineer @ Eightfold AI USD 198k - 233k Remote, Santa Clara, CA, US
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Analyst @ Revenue.io USD 120k - 150k Los Angeles, CA
Senior Software Engineer BE @ TeamSnap USD 118k - 118k Remote
Senior iOS Engineer Ads @ TeamSnap USD 128k - 128k Remote
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Principal Engineer @ TeamSnap USD 170k - 170k Remote
Engineering Manager Ads @ TeamSnap USD 156k - 156k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Network Engineer @ ServiceNow USD 123k - 216k San Diego, CA, US
Senior Backend Engineer @ Ashby USD 160k - 230k Remote, LATAM, New York, NY, San Francisco, CA, Toronto, Ontario, Vancouver, British Columbia
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Staff Software Engineer @ Mural USD 163k - 203k Remote
Principal Software Engineer @ Mural USD 184k - 231k Remote
Director, BI & Data Engineering @ Babylist USD 208k - 312k US
Director, BI & Data Engineering @ Babylist USD 268k - 334k Canada
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
submitted by EchoJobs to YoungJobs [link] [comments]


2024.03.25 13:00 EchoJobs 🦄 Mar 25 - [Hiring] 100 new Software Engineer Jobs

Job Position @ company Salary Locations
Engineering Manager @ SeatGeek USD 125k - 210k
Engineering Manager @ SeatGeek USD 125k - 210k Remote, US
Forward Deployed AI Engineer @ Palantir Technologies USD 150k - 240k New York, NY, Remote Hybrid
Lead Software Engineer @ US Bank USD 139k - 171k US, Irving, TX
Agile Software Developer @ US Bank USD 114k - 150k Minneapolis, MN, US
Software Engineer Specialist @ FIS USD 115k - 193k US, Remote
Sr. Site Reliability Engineer @ Zscaler USD 140k - 155k US
Senior Sales Engineer @ Sophos USD 137k - 228k New York, NY, Remote
Software Engineer @ Socure USD 115k - 135k Remote, US
Senior Thermal Manufacturing Engineer @ NVIDIA USD 152k - 287k US, Santa Clara, CA
Senior Silicon Product Definition Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Signal and Power Integrity Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior Product Development Engineer @ NVIDIA USD 128k - 247k US, Santa Clara, CA
Senior ASIC Design Engineer @ NVIDIA USD 164k - 304k Durham, NC, Santa Clara, CA, US
Site Lab Technical Project Manager @ NVIDIA USD 128k - 247k US, Santa Clara, CA
SR1006233 Resident Network Engineer @ Juniper Networks USD 110k - 168k US
PK1007819 Resident Network Engineer @ Juniper Networks USD 108k - 155k US
DevOps / Security Engineer 4 @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Software Engineer Staff @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Cloud Software Engineer Sr Staff @ Juniper Networks USD 179k - 257k Cupertino, CA, US
Escalation Engineer @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Optics Engineering Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Software Engineering Intern Network Security @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
AR1009991-Resident Network Engineer @ Juniper Networks USD 135k - 194k Sunnyvale, CA, US
Software Engineering Intern Test @ Juniper Networks USD 61k - 94k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Software Engineer 3 @ Juniper Networks USD 120k - 172k Sunnyvale, CA, US
Location QA Engineer @ Juniper Networks USD 120k - 172k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 83k US
Staff, Software Networking Test Engineer PPP, DHCP, VPWS Radius - DB1010324 @ Juniper Networks USD 140k - 201k US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Software Engineering Intern Cloud Application @ Juniper Networks USD 54k - 83k US
Software Engineering Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Software Engineering Intern Subscriber Services @ Juniper Networks USD 54k - 83k US
Product Management Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Cloud Networking Software Development Engineer @ Juniper Networks USD 159k - 228k Sunnyvale, CA, US
JA1010435-Cloud-Native Software Engineer Sr Staff @ Juniper Networks USD 143k - 206k US
Associate Sales Engineer @ Juniper Networks USD 76k - 110k US, Durham, NC
Senior Sales Engineer @ Juniper Networks USD 141k - 203k Minneapolis, MN, US
Software Engineering Intern RPD @ Juniper Networks USD 54k - 82k US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Software Engineering Intern PublishPal @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Staff Technical Support Engineer @ Juniper Networks USD 123k - 189k Sunnyvale, CA, US
Senior Web Application Developer @ Juniper Networks USD 179k - 257k Sunnyvale, CA, US
Consulting Sales Engineer Cloud @ Juniper Networks USD 181k - 261k Bellevue, WA, US
Technical Support Engineer 4 @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 54k - 83k US
Senior Manager, IT Systems Engineering - SS1010706 @ Juniper Networks USD 142k - 218k Sunnyvale, CA, US
Site Reliability Engineer 4 @ Juniper Networks USD 140k - 200k Cupertino, CA, US
Data Scientist @ Juniper Networks USD 140k - 202k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Sr. Data Engineer @ Adobe USD 124k - 234k US
Sr Product Manager @ Adobe USD 118k - 234k San Jose, CA, US
Engineering Manager @ Adobe USD 146k - 281k San Jose, CA, San Francisco, CA, US
Machine Learning Engineer @ Adobe USD 135k - 250k San Jose, CA, US
Senior Data Analyst @ Keybank USD 60k - 90k US, Remote
Senior Associate Application Engineer Full Stack @ Discover USD 71k - 121k US, Riverwoods, IL
Principal Application Engineer Full Stack @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Associate Application Engineer @ Discover USD 71k - 121k Riverwoods, IL, US
Senior Associate Application Engineer @ Discover USD 71k - 121k US, Riverwoods, IL
Application Engineer @ Discover USD 86k - 146k US, Riverwoods, IL
Application Engineer API @ Discover USD 86k - 146k Riverwoods, IL, US
Principal Application Engineer Adobe Target @ Discover USD 104k - 175k US, Riverwoods, IL
Senior Software Engineer @ Coinbase USD 180k - 212k Remote, US
Analytics Data Engineer @ Cencora USD 84k - 120k Remote, US
Application Security Engineer @ Cencora USD 95k - 147k Remote, US
Data Analytics Support Engineer @ Cencora USD 95k - 147k Remote, US
UI Developer Lead @ FactSet USD 140k - 180k Boston, MA, Austin, TX, US, New York, NY
Director, Strategic Sales EngineeSolutions Architect @ FactSet USD 160k - 200k US, Boston, MA, Chicago, IL, New York, NY
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9019 - FULLSTACK SOFTWARE ENGINEER – SHARED SERVICES @ Wind River USD 110k - 170k US
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Staff Software Engineer @ Eightfold AI USD 198k - 233k Remote, Santa Clara, CA, US
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Analyst @ Revenue.io USD 120k - 150k Los Angeles, CA
Senior Software Engineer BE @ TeamSnap USD 118k - 118k Remote
Senior iOS Engineer Ads @ TeamSnap USD 128k - 128k Remote
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Principal Engineer @ TeamSnap USD 170k - 170k Remote
Engineering Manager Ads @ TeamSnap USD 156k - 156k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Network Engineer @ ServiceNow USD 123k - 216k San Diego, CA, US
Senior Backend Engineer @ Ashby USD 160k - 230k Remote, LATAM, New York, NY, San Francisco, CA, Toronto, Ontario, Vancouver, British Columbia
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Staff Software Engineer @ Mural USD 163k - 203k Remote
Principal Software Engineer @ Mural USD 184k - 231k Remote
Director, BI & Data Engineering @ Babylist USD 208k - 312k US
Director, BI & Data Engineering @ Babylist USD 268k - 334k Canada
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
submitted by EchoJobs to jobbit [link] [comments]


2024.03.25 13:00 EchoJobs 👋 Mar 25 - [HIRING] 95 new Python Jobs

Job Position @ company Salary Locations
Engineering Manager @ SeatGeek USD 125k - 210k
Engineering Manager @ SeatGeek USD 125k - 210k Remote, US
Forward Deployed AI Engineer @ Palantir Technologies USD 150k - 240k New York, NY, Remote Hybrid
Senior Signal and Power Integrity Engineer @ NVIDIA USD 164k - 304k US, Santa Clara, CA
Senior ASIC Design Engineer @ NVIDIA USD 164k - 304k Durham, NC, Santa Clara, CA, US
SR1006233 Resident Network Engineer @ Juniper Networks USD 110k - 168k US
PK1007819 Resident Network Engineer @ Juniper Networks USD 108k - 155k US
DevOps / Security Engineer 4 @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Software Engineer Staff @ Juniper Networks USD 159k - 228k Cupertino, CA, US
Cloud Software Engineer Sr Staff @ Juniper Networks USD 179k - 257k Cupertino, CA, US
Escalation Engineer @ Juniper Networks USD 108k - 166k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Optics Engineering Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Software Engineering Intern Network Security @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
AR1009991-Resident Network Engineer @ Juniper Networks USD 135k - 194k Sunnyvale, CA, US
Software Engineering Intern Test @ Juniper Networks USD 61k - 94k US
Sr. Sales Engineer @ Juniper Networks USD 141k - 203k US
Software Engineer 3 @ Juniper Networks USD 120k - 172k Sunnyvale, CA, US
Location QA Engineer @ Juniper Networks USD 120k - 172k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 83k US
Staff, Software Networking Test Engineer PPP, DHCP, VPWS Radius - DB1010324 @ Juniper Networks USD 140k - 201k US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Software Engineering Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
Software Engineering Intern Subscriber Services @ Juniper Networks USD 54k - 83k US
Product Management Intern @ Juniper Networks USD 61k - 94k US, Sunnyvale, CA
JA1010435-Cloud-Native Software Engineer Sr Staff @ Juniper Networks USD 143k - 206k US
Senior Sales Engineer @ Juniper Networks USD 141k - 203k Minneapolis, MN, US
Software Engineering Intern RPD @ Juniper Networks USD 54k - 82k US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Sr. Sales Engineer @ Juniper Networks USD 155k - 223k US
Senior Web Application Developer @ Juniper Networks USD 179k - 257k Sunnyvale, CA, US
Consulting Sales Engineer Cloud @ Juniper Networks USD 181k - 261k Bellevue, WA, US
Project Manager Intern @ Juniper Networks USD 54k - 83k US
Site Reliability Engineer 4 @ Juniper Networks USD 140k - 200k Cupertino, CA, US
Data Scientist @ Juniper Networks USD 140k - 202k Cupertino, CA, US
Software Engineering Intern @ Juniper Networks USD 54k - 82k Sunnyvale, CA, US
Project Manager Intern @ Juniper Networks USD 61k - 94k Sunnyvale, CA, US
Sr. Data Engineer @ Adobe USD 124k - 234k US
Sr Product Manager @ Adobe USD 118k - 234k San Jose, CA, US
Machine Learning Engineer @ Adobe USD 135k - 250k San Jose, CA, US
Senior Data Analyst @ Keybank USD 60k - 90k US, Remote
Senior Associate Application Engineer Full Stack @ Discover USD 71k - 121k US, Riverwoods, IL
Principal Application Engineer Full Stack @ Discover USD 104k - 175k US, Riverwoods, IL
Application Security Engineer @ Cencora USD 95k - 147k Remote, US
Principal Cloud Architect @ FactSet USD 168k - 220k US, Remote, New York, NY, Austin, TX, Columbus, OH, Columbus, GA
8902 - Star Lab - Field Applications Engineer, System Architect @ Wind River USD 189k - 263k US, Washington, D.C., Huntsville, AL, San Antonio, TX
9004 - Cloud Security Engineer @ Wind River USD 110k - 175k US
9053 - Member of Technical Staff - Cloud DevOps Engineer @ Wind River USD 118k - 202k US
Software Engineer @ Eightfold AI USD 99k - 99k Remote, Santa Clara, CA
Lead Solutions Architect @ Eightfold AI USD 164k - 193k US, Remote
Senior Software Engineer @ Eightfold AI USD 142k - 177k Remote, Santa Clara, CA
Machine Learning Engineer @ Eightfold AI USD 144k - 144k US, Remote, Santa Clara, CA
Staff Machine Learning Engineer @ Eightfold AI USD 220k - 259k US, Remote, Santa Clara, CA
Salesforce Engineer @ Revenue.io USD 147k - 168k Los Angeles, CA
Senior Data Engineer @ TeamSnap USD 130k - 130k Remote
Staff Network Engineer @ ServiceNow USD 137k - 240k US
Staff Cloud Engineer @ GoFundMe USD 150k - 200k Remote
Senior Backend Engineer @ Alma USD 160k - 200k Remote, US
DevSecOps Engineer @ Tecton USD 165k - 201k Remote, US, San Francisco, CA, New York, NY
Claims Data Analytics Engineer @ GEICO USD 207k - 207k Tucson, AZ, Indianapolis, IN, Honolulu, HI, US, Virginia Beach, VA
Staff Engineer @ GEICO USD 100k - 236k US, Remote
Senior Engineer @ GEICO USD 82k - 185k US, Remote
Junior Engineer @ GEICO USD 70k - 157k US, Remote
Senior Avionics Engineer @ Astranis USD 140k - 200k San Francisco, CA
Director, Principal Engineer Stratus Programs @ Pfizer USD 161k - 269k US, New York, NY, Remote
Senior Software Engineer @ dbt Labs USD 154k - 208k US, Remote
Director, Solutions Architecture @ Simon Data USD 140k - 190k Remote Hybrid, Remote, US, New York, NY
Site Reliability Engineer @ Business Wire USD 150k - 200k Remote
Data Scientist @ PayIt USD 85k - 105k Salt Lake, UT
Data Scientist @ PayIt USD 85k - 105k Kansas City, MO
Data Scientist @ PayIt USD 85k - 105k Austin, TX
Data Scientist @ PayIt USD 85k - 105k Remote
Data Engineer II Remote @ Openly USD 132k - 198k Remote, US
Senior Data Analyst @ Calendly USD 103k - 140k Remote
Sales Data Analytics Engineer @ Samsara USD 82k - 110k Atlanta, GA
Growth Engineer @ Samsara USD 94k - 122k Canada, Remote
Growth Engineer @ Samsara USD 93k - 125k Remote, US
Lead Axiom Developer @ Wells Fargo USD 111k - 237k San Francisco, CA, US, Charlotte, NC
Executive DIrector Finance Transformation @ Wells Fargo USD 173k - 359k New York, NY, US, Charlotte, NC
Staff Cloud Engineer @ Classy USD 150k - 200k Remote
Software Engineer @ Modular USD 135k - 242k US, Canada
Compiler Engineer Intern @ Intel USD 63k - 166k Remote, US
Staff Software Engineer @ Zscaler USD 178k - 210k San Jose, CA, US
Senior Software Engineer @ Datafold USD 175k - 245k US, Remote, Canada, Mexico, LATAM
Data Scientist II @ Expedia USD 112k - 179k Seattle, WA, UK, London, UK, US
Senior Software Engineer II @ Cruise USD 178k - 210k US, Remote
Lead Full Stack Engineer @ Capital One USD 170k - 194k US, Remote, McLean, VA
Manager, Software Engineer, Full Stack @ Capital One USD 201k - 229k New York, NY, US
Sr. Cyber Analytics Engineer @ Capital One USD 165k - 188k New York, NY, US, McLean, VA, Richmond, VA
Senior Software Engineer Backend @ Capital One USD 165k - 188k New York, NY, US, McLean, VA
Senior Lead Engineer @ Capital One USD 234k - 283k Atlanta, GA, US, Cambridge, MA, Richmond, CA, Plano, TX, McLean, VA, Chicago, IL, San Francisco, CA, New York, NY, Richmond, VA, Wilmington, MA
GPU Senior Verification Engineer @ Intel USD 123k - 185k US, San Diego, CA, Santa Clara, CA
LTD RET Software Research Engineer @ Intel USD 74k - 111k Remote, US
Senior Software Engineer @ Celonis USD 164k - 214k Los Angeles, CA, US
submitted by EchoJobs to PythonJobs [link] [comments]


2024.03.25 05:09 theatrenerd2021 Nomad Yautja Build Brainstorm

Ok this intro is gonna be semi-tangential, but hear me out. Before "Orion" becomes an actual game and not just something to speculate on, I want to finish 2.0+PL a total of 4 times because of the existence of the game end save files.
A personal headcanon for each lifepath, and one final ultimate headcanon that I intend to use as the primary save if/when a sequel happens for my initial blind playthrough (and RP'd to be as close to Pondsmith's idea of a March-July timeline of V's story.
As of now, I'm wrapping up my Streetkid Headcanon (can't decide which ending since I have em all unlocked including possibly Tower), so I'm in the initial planning phases of my Nomad playthrough.
NOW FOR THE ACTUAL TOPIC
I wanna base it on our good ol cloaking alien assassin, The Predator. Essentially where I'm at rn is a Tech Ping build that focuses on Nekomata type Primary (to represent the Plasma Caster), TBD secondary, Tomahawk modded out to be a Smart Disc with Boomerang (because I intend to base the character design on Prey since it was the first Predator movie I loved since the first one). Definitely Cyberdeck OS for the gauntlet cpu, Mantis Blades (because of course) and that's about where my inspiration ends.
I could use some help with devising the stat spread and perk distribution as well as some other ideas for cyberware/weapons, be it thematic or practical. Thanks for hearing out my idea, y'all, and any help will be appreciated.
submitted by theatrenerd2021 to LowSodiumCyberpunk [link] [comments]


2024.03.20 21:57 willida33 Add 4in filter?

Add 4in filter?
So this is the return for my air handler providing ac to the first floor. The empty spot near the support bracket can hold a 20x20x1 filter. There is no filter there currently and a 14x20x1 filter at the return (only one for this system). Two part question…is there enough space here to add the housing for a 4” filter in place of the 1” filter and would the juice be worth the squeeze?
submitted by willida33 to hvacadvice [link] [comments]


2024.03.17 03:48 Savings-Shelter-6376 can a gun trademark sue me for making a 3d model and using it on my own free to play game?

Hi, im currently making two FREE TO PLAY games which had lots and lots and lots of many different kind of guns, my question is if im going to have trouble with the gun's trademarks or companies since i plan to make the 3D models in High fidelity to real models. any advice on this or is there something i should have in mind? Here's the list of guns i've plan to put into the game:
Weapons Availeable:
Pistols (Auto and semi auto): Colt 1911 Ballester molina Beretta 92F Beretta 92 A1 Beretta 92x Performance Beretta 92two Sig sauer P220 Sig sauer p230 Sig sauer p330 heckler & koch p30L Heckler & koch Usp match .45 acp Heckler & koch usp match .9mm Heckler & koch Usp socom Heckler & koch mark 23 socom Baby desert eagle .357 magnum Desert eagle .44 magnum IWI Desert Eagle .50 Action Express Magnum Sig sauer p226R Walther p99 Sig Sauer 1911 Emperor Scorpion Glock 18c Glock 17 Glock 17x Glock 18 Glock 18x Glock 18 Auto Glock 17 Devgru Glock 34 Bersa Tpr9 9mm Beretta Raffica / Enforcer 9mm OTS 33 Pernach Yaryigin Grach Smith & wesson 1911A1 Springfield Armory XD Sig sauer P365 Cz Auto Cz Semi auto FN Five seven FN FNP 45T GSh - 18 S3000 Sphinx Springfield Operator TRP Makarov Pistol (Pm) Aps (Like makarov but Fully automatic blyat launcher) PMM 12
Revolvers: Dan wesson 357 magnum 686 Smith & wesson 686 357 magnum Colt Python 357 magnum Colt Python Elite 357 Magnum Smith & Wesson Stealth Hunter .44 magnum Colt Kobra .357 magnum Colt King cobra .44 magnum Colt anaconda .44 magnum Colt King anaconda .44 magnum Smith & Wesson .500 Magnum Taurus Raging Bull .44 magnum Taurus Raging bull .454 Casull Magnum Taurus Raging Judge .15 gauge Shotgun Shells Colt Official Police "sheriff" Colt 1886 "Navy" Colt detective .38 special
Very compact Sub Machineguns (even one handed): Skorpion Iwi Mini uzi Iwi Micro Uzi IWI Uzi Pro Mac 10 Mac 11 S2RM Versek (or Veresk) Dragunov's KDR
Sub Machineguns: Sig Sauer Mpx Scorpion Evo 3 Pp 90 M1 PP Bizon / Bizon - 2B H&K Mp5 / Mp5ssd1 / mp5 ssd4 / mp5 ssd 5 / mp5k /mp5A4 /mp5 Socom H&K Ump .45 acp / Ump .9mm H&k Mp7a1 / Mp7a4 B&T Mp9 Kac Pdw Magpul PDRc Smg Kriss Vector Fn P90 / P90 Devgru Thompson 1940 Thompson 1950 Italian Version Steyr Mp40 Pa3
Automatic Assault Rifles Heckler & Koch g36 / g36k / g36c Heckler & Koch 416 / 417 Ar 15 / 14 / 10 IWI X95R Colt M4a1 /M4a4 / M4a1 Socom / M4 Devgru Colt M16a1 / m16a4 IWI Tavor 21 FN2000 H&K XM8 Famas F1 / G2 Aug A1 / A3 SA Ak 47 / Akm Ak 74 / Ak74u Ak 105 Ak 107 Ak 110 Ak 12 AN 94 Fn Scar L / H Ak 302 S3rm Vss Vintorez (.9mm) As Val / As Val .mod 3/ As val Kobra FN Fal / DSA Sa 58 Special Groza Imbel IA 2 ImI Galil / Galil ACE21 Cz Bren 2 Mk18 AMB 17 LR 300 STG 44 Noveske Diplomat 7.5 DesertTech MDR 9A-91 ACR C AEK 971 DesertTech MDRc
Heavy rifles B.A.R Browning .50 cal ShAK 12
"Light" Machine guns (LMG M249 / M240 / para mini Usa military Armory Minigun PKM / PKP Pecheneg Rpk 74 / Rpk 110/ Rpk 16 M60 Mk48 Ares 16 MG34 / 42 DeGytarev (RPD) H&K 243 Colt IAR Negev
Auto Sniper Rifles / Designated Marksman Rifles: Walther Wa2000 Barrett 1982A4 / M107A1 Fn Scar SSR Dragunov / SVD-S SVU - AS Knight's Armory M110 H&K G3A36 (i think it was this name) TKPD Sniper / Storm H&K PsO M1 Garand Dt SRS / SRS MK 2 Vikhlop M14 EB EBR Marksman / MK 14 EBR CQB SvT SKS Remington R11 winchester 1886 Kel Tec RFB
Bolt Action Sniper rifles: mosin nagant Springfield 1903A1 Steyr Mauser Kar98k Argentine Mauser Sv 98 At 308 Awm / Awp Steyr Scout Ssg 009 Barrett M99 Barrett Mrad Remington M700 CheyTac M200 Barrett M98 Bravo M40A6 Orsis T-5000
12 gauge Shotguns: Taurus Stg 12 MR 27 m Mosberg 500 Benelli tactical m3 Benelli M4 super 90 Franchi Spas 12 Daewoo Usas 12 AA12 Kel tec KSG Dp 12 DA Grizzly 8.5 Remington 870 DM SRM 1212 / 1216 winchester 1897 Winchester boomstick Six 12 FD 12 Vepr12 Saiga 12 XTR 12 Fostech Origin 12
submitted by Savings-Shelter-6376 to Ask_A_Gun_Enthusiast [link] [comments]


2024.03.17 03:32 Savings-Shelter-6376 i need some help or advice with guns trademarks

Hi, im currently making two FREE TO PLAY games which had lots and lots and lots of many different kind of guns, my question is if im going to have trouble with the gun's trademarks or companies since i plan to make the 3D models in High fidelity to real models. any advice on this or is there something i should have in mind? Here's the list of guns i've plan to put into the game:
Weapons Availeable:
Pistols (Auto and semi auto): Colt 1911 Ballester molina Beretta 92F Beretta 92 A1 Beretta 92x Performance Beretta 92two Sig sauer P220 Sig sauer p230 Sig sauer p330 heckler & koch p30L Heckler & koch Usp match .45 acp Heckler & koch usp match .9mm Heckler & koch Usp socom Heckler & koch mark 23 socom Baby desert eagle .357 magnum Desert eagle .44 magnum IWI Desert Eagle .50 Action Express Magnum Sig sauer p226R Walther p99 Sig Sauer 1911 Emperor Scorpion Glock 18c Glock 17 Glock 17x Glock 18 Glock 18x Glock 18 Auto Glock 17 Devgru Glock 34 Bersa Tpr9 9mm Beretta Raffica / Enforcer 9mm OTS 33 Pernach Yaryigin Grach Smith & wesson 1911A1 Springfield Armory XD Sig sauer P365 Cz Auto Cz Semi auto FN Five seven FN FNP 45T GSh - 18 S3000 Sphinx Springfield Operator TRP Makarov Pistol (Pm) Aps (Like makarov but Fully automatic blyat launcher) PMM 12
Revolvers: Dan wesson 357 magnum 686 Smith & wesson 686 357 magnum Colt Python 357 magnum Colt Python Elite 357 Magnum Smith & Wesson Stealth Hunter .44 magnum Colt Kobra .357 magnum Colt King cobra .44 magnum Colt anaconda .44 magnum Colt King anaconda .44 magnum Smith & Wesson .500 Magnum Taurus Raging Bull .44 magnum Taurus Raging bull .454 Casull Magnum Taurus Raging Judge .15 gauge Shotgun Shells Colt Official Police "sheriff" Colt 1886 "Navy" Colt detective .38 special
Very compact Sub Machineguns (even one handed): Skorpion Iwi Mini uzi Iwi Micro Uzi IWI Uzi Pro Mac 10 Mac 11 S2RM Versek (or Veresk) Dragunov's KDR
Sub Machineguns: Sig Sauer Mpx Scorpion Evo 3 Pp 90 M1 PP Bizon / Bizon - 2B H&K Mp5 / Mp5ssd1 / mp5 ssd4 / mp5 ssd 5 / mp5k /mp5A4 /mp5 Socom H&K Ump .45 acp / Ump .9mm H&k Mp7a1 / Mp7a4 B&T Mp9 Kac Pdw Magpul PDRc Smg Kriss Vector Fn P90 / P90 Devgru Thompson 1940 Thompson 1950 Italian Version Steyr Mp40 Pa3
Automatic Assault Rifles Heckler & Koch g36 / g36k / g36c Heckler & Koch 416 / 417 Ar 15 / 14 / 10 IWI X95R Colt M4a1 /M4a4 / M4a1 Socom / M4 Devgru Colt M16a1 / m16a4 IWI Tavor 21 FN2000 H&K XM8 Famas F1 / G2 Aug A1 / A3 SA Ak 47 / Akm Ak 74 / Ak74u Ak 105 Ak 107 Ak 110 Ak 12 AN 94 Fn Scar L / H Ak 302 S3rm Vss Vintorez (.9mm) As Val / As Val .mod 3/ As val Kobra FN Fal / DSA Sa 58 Special Groza Imbel IA 2 ImI Galil / Galil ACE21 Cz Bren 2 Mk18 AMB 17 LR 300 STG 44 Noveske Diplomat 7.5 DesertTech MDR 9A-91 ACR C AEK 971 DesertTech MDRc
Heavy rifles B.A.R Browning .50 cal ShAK 12
"Light" Machine guns (LMG M249 / M240 / para mini Usa military Armory Minigun PKM / PKP Pecheneg Rpk 74 / Rpk 110/ Rpk 16 M60 Mk48 Ares 16 MG34 / 42 DeGytarev (RPD) H&K 243 Colt IAR Negev
Auto Sniper Rifles / Designated Marksman Rifles: Walther Wa2000 Barrett 1982A4 / M107A1 Fn Scar SSR Dragunov / SVD-S SVU - AS Knight's Armory M110 H&K G3A36 (i think it was this name) TKPD Sniper / Storm H&K PsO M1 Garand Dt SRS / SRS MK 2 Vikhlop M14 EB EBR Marksman / MK 14 EBR CQB SvT SKS Remington R11 winchester 1886 Kel Tec RFB
Bolt Action Sniper rifles: mosin nagant Springfield 1903A1 Steyr Mauser Kar98k Argentine Mauser Sv 98 At 308 Awm / Awp Steyr Scout Ssg 009 Barrett M99 Barrett Mrad Remington M700 CheyTac M200 Barrett M98 Bravo M40A6 Orsis T-5000
12 gauge Shotguns: Taurus Stg 12 MR 27 m Mosberg 500 Benelli tactical m3 Benelli M4 super 90 Franchi Spas 12 Daewoo Usas 12 AA12 Kel tec KSG Dp 12 DA Grizzly 8.5 Remington 870 DM SRM 1212 / 1216 winchester 1897 Winchester boomstick Six 12 FD 12 Vepr12 Saiga 12 XTR 12 Fostech Origin 12
submitted by Savings-Shelter-6376 to Advice [link] [comments]


2024.03.15 14:31 CuteMochiBunny Help! I’m going on a fancall later and don’t know what to say!

I am going on a fancall later today with OnlyOneOf with all six members (presumably, Wookjin may/may not do it) and am lost at what to say or do. I want to have a at least a few questions to ask each of them that are all different or do a game for some! A friend suggested a photocard tournament. If there are any general things to say or ask too, that would be helpful because it’s my first fancall 😃
Edit: After the fancall, I had a great time! Thank you all of those who replied because they helped me so much! I also had my friend help me come up with some ideas before the fancall! I still have to edit the audio over the fancall, but everything went smoothly to :) I also combined some of your questions to make it more specific with the members 💕 I have screen shots too but I don’t know how to add them because I don’t post on reddit often enough to know 😅 some questions I asked for each member: Yoojung: favorite girl group dance (I have to go back and watch it because I could hear what he said haha) also said the iconic line Jay from San Diego because I said I’m from San Diego Junji: Asked him his favorite type of food to eat for mukbangs on his day off. Korean food 😃 I also gave him recommendations for places to go in LA KB: Asked him how much he lifts and how to become a hot guy. I’ll have to go back and see how much exactly but it’s around 130-150 kg for all of them except for legs, he doesn’t squat. He also said bravery, justice, and being a star (he pointed to my jacket because it had stars on it) Mill: asked him his favorite nickname, favorite sport to play, and his favorite part about recording a drama. He said cheetah shu shu and soccer for the first two, and he didn’t understand the recording question but he was cute about it LMAO Rie: I told him that there will be an LA RPD before the concert and asked him questions about how to perform their songs, I specifically asked about designer and give me love bitxx. He told me the specifics for what facial expressions I should use.
Ask for Wookjin, he’s on break until the Japan your (I assume) so they just had the camera covered for the 2 minute section he was supposed to have! My questions for him would’ve been how he learnt the guitar, how he learnt music production (as the group’s main producer),
The experience was very positive and I would totally enter in a raffle again!
submitted by CuteMochiBunny to kpophelp [link] [comments]


http://activeproperty.pl/