Whenever I get a package of plain M&Ms, I make it my duty to continue the strength and robustness of the candy as a species. To this end, I hold M&M duels.
Taking two candies between my thumb and forefinger, I apply pressure, squeezing them together until one of them cracks and splinters. That is the "loser," and I eat the inferior one immediately. The winner gets to go another round.
I have found that, in general, the brown and red M&Ms are tougher, and the newer blue ones are genetically inferior. I have hypothesized that the blue M&Ms as a race cannot survive long in the intense theater of competition that is the modern candy and snack-food world.
Occasionally I will get a mutation, a candy that is misshapen, or pointier, or flatter than the rest. Almost invariably this proves to be a weakness, but on very rare occasions it gives the candy extra strength. In this way, the species continues to adapt to its environment.
When I reach the end of the pack, I am left with one M&M, the strongest of the herd. Since it would make no sense to eat this one as well, I pack it neatly in an envelope and send it to M&M Mars, A Division of Mars, Inc., Hackettstown, NJ 17840-1503 U.S.A., along with a 3x5 card reading, "Please use this M&M for breeding purposes."
This week they wrote back to thank me, and sent me a coupon for a free 1/2 pound bag of plain M&Ms. I consider this "grant money." I have set aside the weekend for a grand tournament. From a field of hundreds, we will discover the True Champion.
There can be only one.
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There Can Be Only One (Redux)
25 April 2013 - 06:21 PM
Out Of Sync...
19 April 2013 - 04:08 PM
It would appear the state rewind has gone to ****.
I can move, and fire as normal, my ping remains flat and under 100ms, but the actual game is 10-20 seconds ahead of what i am being shown. I can fire all day long at an atlas at point blank range and the crosshairs dont turn red even though i can see the hits on the target.
the tell tale give away is zooming in and out and the delay the game has in actually doing the zooming.
Is anyone else experiencing this non lag effect where you can move around and fire, but where you are firing there is nothing... like you are playing the game but 5-20 seconds behind the actual game?
and has anyone discovered a fix?
I can be relatively certain this is not a lag issue, or an ISP issue.
Edit:
Update: This issue is currently investigated by the network engineers.
Update #2
I can move, and fire as normal, my ping remains flat and under 100ms, but the actual game is 10-20 seconds ahead of what i am being shown. I can fire all day long at an atlas at point blank range and the crosshairs dont turn red even though i can see the hits on the target.
the tell tale give away is zooming in and out and the delay the game has in actually doing the zooming.
Is anyone else experiencing this non lag effect where you can move around and fire, but where you are firing there is nothing... like you are playing the game but 5-20 seconds behind the actual game?
and has anyone discovered a fix?
I can be relatively certain this is not a lag issue, or an ISP issue.
Edit:
Update: This issue is currently investigated by the network engineers.
Update #2
Spoiler
Neema Teymory, on 22 April 2013 - 09:10 AM, said:
Hey everyone,
We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.
The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.
For everyone experiencing this bug, hang in there, a fix is on the way.
We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.
The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.
For everyone experiencing this bug, hang in there, a fix is on the way.
Bug - Overheating Mechs Drop Locks, Again.
17 April 2013 - 04:49 PM
When a mech overheats, missle locks are lost... again.
this was fixed in a previous patch only to reoccur now.... again.
this was fixed in a previous patch only to reoccur now.... again.
Are Mg's Ballistics?
03 April 2013 - 02:30 AM
Because they aren't doing reduced damage at 3x their optimal range (270m) like all other ballistics.
They only start doing "damage" at 200m.
Add that to the pile of irregularities PGI....
They only start doing "damage" at 200m.
Add that to the pile of irregularities PGI....
Dude, Wheres My Team?
01 April 2013 - 12:25 AM
Over the course of 25 or so matches last night, 10 of my drops ended up with only 7 dropping, AND THEN included a disconnect, thereby creating 6v8 games.
Normally I wouldn't think much of it, except that that exact situation (7drop + an additional disconnect) happened in 1/3 of the drops.
So I have to ask PGI.... Dude, Wheres my team?
Normally I wouldn't think much of it, except that that exact situation (7drop + an additional disconnect) happened in 1/3 of the drops.
So I have to ask PGI.... Dude, Wheres my team?


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