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2011.02.08 16:36 karmanaut IAmA Requests

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2023.03.31 15:02 cryptocalbot List of Today's and Tomorrow's Upcoming Events

I will be bringing you upcoming events/announcements every day. If you want improvements to this post, please mention houseme in the comments. We will make improvements based on your feedback.
 
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General
EOS(EOS) Trust EVM Mainnet Launch March 31, 2023
EOS(EOS) Performance Harness 2 March 31, 2023
EOS(EOS) Web Client SDKs March 31, 2023
EOS(EOS) Aggregable SIgnatures March 31, 2023
EOS(EOS) HyphaDAO Deployment March 31, 2023
EOS(EOS) Pomelo Bounties March 31, 2023
EOS(EOS) Pomelo Season 5 March 31, 2023
EOS(EOS) Smart Contract Libraries March 31, 2023
EOS(EOS) HyphaDAO Deployment March 31, 2023
EOS(EOS) Pomelo Bounties March 31, 2023
EOS(EOS) Pomelo Season 5 March 31, 2023
EOS(EOS) Leap 4.0 March 31, 2023
Nuls(NULS) Mainnet Launch March 31, 2023
ZenCash(ZEN) Sidechain Public Testnet March 31, 2023
Gifto(GTO) Token Swap March 31, 2023
Gifto(GTO) Staking Program Launch March 31, 2023
SecretCoin(SCRT) Network Upgrade March 31, 2023
SecretCoin(SCRT) 2.0 On-chain Proposal March 31, 2023
SecretCoin(SCRT) IBC Randomness March 31, 2023
Zilliqa(ZIL) Web3War V1.0 March 31, 2023
SwissBorg(CHSB) Proof of Liabilities March 31, 2023
Dock(DOCK) Ethereum Bridge Audit March 31, 2023
Scroll(SCRL) Performance Upgrades March 31, 2023
Scroll(SCRL) Ranked Games March 31, 2023
Scroll(SCRL) Localization Update March 31, 2023
Perlin(PERL) New Product Announcement March 31, 2023
IRISnet(IRIS) Interchain NFT March 31, 2023
SINOVATE(SIN) Libsin_js API/SDK March 31, 2023
Bridge Oracle(BRG) Enterprise Oracle Systems March 31, 2023
Bridge Oracle(BRG) More Data Sources March 31, 2023
Bridge Oracle(BRG) Enterprise Oracle Systems March 31, 2023
Bridge Oracle(BRG) Hybrid Smart Contracts March 31, 2023
Bridge Oracle(BRG) Data Authenticity Proofs March 31, 2023
Bridge Oracle(BRG) More Node Registrations March 31, 2023
Bridge Oracle(BRG) VRF March 31, 2023
Alchemy Pay(ACH) Hong Kong MSO License March 31, 2023
Klever(KLV) Klever Hedge Fund March 31, 2023
Klever(KLV) Klever Hedge Fund March 31, 2023
Klever(KLV) Klever Extension March 31, 2023
Venus(XVS) Venus Prime Token (SBT) March 31, 2023
Venus(XVS) XVS Burn March 31, 2023
Venus(XVS) Decentralized Bonds March 31, 2023
Venus(XVS) Isolated Markets March 31, 2023
Pundi X(PUNDIX) Improved Liquidity March 31, 2023
Pundi X(PUNDIX) Public Validator Slots March 31, 2023
Pundi X(PUNDIX) 3rd Party Payment Channel March 31, 2023
Casper Network(CSPR) Developer Portal March 31, 2023
Mina Protocol(MINA) ZkOracles Phase 2 March 31, 2023
Vulkania(VLK) Rankings & Search Updates March 31, 2023
BlackHat Coin(BLKC) Polygon Bridge March 31, 2023
Wallet Swap(WSWAP) Cross Chain Swap Release March 31, 2023
Wallet Swap(WSWAP) Cross Chain Swap Release March 31, 2023
Holdex Finance(HOLDEX) Payment System Platform March 31, 2023
Holdex Finance(HOLDEX) Payment System Platform March 31, 2023
Cult DAO(CULT) Mainnet Launch March 31, 2023
Rebel Bots(RBLS) Testnet Launch March 31, 2023
Rebel Bots(RBLS) World-wide Launch March 31, 2023
Rebel Bots(RBLS) Guild Dashboards March 31, 2023
Rebel Bots(RBLS) Testnet Launch March 31, 2023
Rebel Bots(RBLS) World-wide Launch March 31, 2023
Rebel Bots(RBLS) Fighting Bot Claims March 31, 2023
Rebel Bots(RBLS) Marketplace Launch March 31, 2023
KRYZA Exchange(KRX) Rental of ads space March 31, 2023
KRYZA Exchange(KRX) Rental of ads space March 31, 2023
Bridge Network(BRDG) Project Integrations March 31, 2023
Bridge Network(BRDG) Fluidefi Pilot March 31, 2023
Bridge Network(BRDG) Bridge Version 3.1 March 31, 2023
Bridge Network(BRDG) Bridge SDK March 31, 2023
Bridge Network(BRDG) Project Integrations March 31, 2023
Bridge Network(BRDG) Fluidefi Pilot March 31, 2023
Bridge Network(BRDG) Tool Features March 31, 2023
Bridge Network(BRDG) African Region Sandbox March 31, 2023
Ginoa(GINOA) 3D Decentraland Map March 31, 2023
KOMPETE Token(KOMPETE) Early Access March 31, 2023
KOMPETE Token(KOMPETE) Early Access March 31, 2023
Maker(MKR) Spark Lend April 1, 2023
Maker(MKR) Spark Lend April 1, 2023
KRYZA Exchange(KRX) KRYZA Ambassador program April 1, 2023
Ginoa(GINOA) Autonomous NFT Trader April 1, 2023
 
Software/Platforms
SecretCoin(SCRT) Walletless Experience March 31, 2023
SecretCoin(SCRT) Private Voting March 31, 2023
SecretCoin(SCRT) Walletless Experience March 31, 2023
Dock(DOCK) Integrate Traceable Creds March 31, 2023
Dock(DOCK) Delegatable Credentials March 31, 2023
Scroll(SCRL) Virtual Wallet Upgrade March 31, 2023
Alchemy Pay(ACH) New On/Off Ramp Channels March 31, 2023
Alchemy Pay(ACH) Begin Singapore License March 31, 2023
Wallet Swap(WSWAP) WalletSwap LaunchPad March 31, 2023
Wallet Swap(WSWAP) WalletSwap LaunchPad March 31, 2023
 
Bounty Programs
SecretCoin(SCRT) Bug Bounty Program March 31, 2023
 
Partnerships
Wallet Swap(WSWAP) More Partnerships March 31, 2023
Wallet Swap(WSWAP) More Partnerships March 31, 2023
Bridge Network(BRDG) Banking Partners March 31, 2023
Bridge Network(BRDG) Banking Partners March 31, 2023
 
Exchanges
Wallet Swap(WSWAP) More Exchange Listings March 31, 2023
Wallet Swap(WSWAP) [More Exchange Listings](https://krypt
 
There are more events but this message got too long
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2023.03.30 15:02 cryptocalbot List of Today's and Tomorrow's Upcoming Events

I will be bringing you upcoming events/announcements every day. If you want improvements to this post, please mention houseme in the comments. We will make improvements based on your feedback.
 
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ADD AN EVENT

If you like an event to be added, click Submit Event, and we will do the rest.
 

NEXT DAY UPCOMING EVENTS

 
General
EOS(EOS) Trust EVM Mainnet Launch March 31, 2023
EOS(EOS) Performance Harness 2 March 31, 2023
EOS(EOS) Web Client SDKs March 31, 2023
EOS(EOS) Aggregable SIgnatures March 31, 2023
EOS(EOS) HyphaDAO Deployment March 31, 2023
EOS(EOS) Pomelo Bounties March 31, 2023
EOS(EOS) Pomelo Season 5 March 31, 2023
EOS(EOS) Smart Contract Libraries March 31, 2023
EOS(EOS) HyphaDAO Deployment March 31, 2023
EOS(EOS) Pomelo Bounties March 31, 2023
EOS(EOS) Pomelo Season 5 March 31, 2023
EOS(EOS) Leap 4.0 March 31, 2023
Nuls(NULS) Mainnet Launch March 31, 2023
ZenCash(ZEN) Sidechain Public Testnet March 31, 2023
Gifto(GTO) Token Swap March 31, 2023
Gifto(GTO) Staking Program Launch March 31, 2023
SecretCoin(SCRT) Network Upgrade March 31, 2023
SecretCoin(SCRT) 2.0 On-chain Proposal March 31, 2023
SecretCoin(SCRT) IBC Randomness March 31, 2023
Zilliqa(ZIL) Web3War V1.0 March 31, 2023
SwissBorg(CHSB) Proof of Liabilities March 31, 2023
Dock(DOCK) Ethereum Bridge Audit March 31, 2023
Scroll(SCRL) Performance Upgrades March 31, 2023
Scroll(SCRL) Ranked Games March 31, 2023
Scroll(SCRL) Localization Update March 31, 2023
Perlin(PERL) New Product Announcement March 31, 2023
IRISnet(IRIS) Interchain NFT March 31, 2023
SINOVATE(SIN) Libsin_js API/SDK March 31, 2023
Bridge Oracle(BRG) Enterprise Oracle Systems March 31, 2023
Bridge Oracle(BRG) More Data Sources March 31, 2023
Bridge Oracle(BRG) Enterprise Oracle Systems March 31, 2023
Bridge Oracle(BRG) Hybrid Smart Contracts March 31, 2023
Bridge Oracle(BRG) Data Authenticity Proofs March 31, 2023
Bridge Oracle(BRG) More Node Registrations March 31, 2023
Bridge Oracle(BRG) VRF March 31, 2023
Alchemy Pay(ACH) Hong Kong MSO License March 31, 2023
Klever(KLV) Klever Hedge Fund March 31, 2023
Klever(KLV) Klever Hedge Fund March 31, 2023
Klever(KLV) Klever Extension March 31, 2023
Venus(XVS) Venus Prime Token (SBT) March 31, 2023
Venus(XVS) XVS Burn March 31, 2023
Venus(XVS) Decentralized Bonds March 31, 2023
Venus(XVS) Isolated Markets March 31, 2023
Pundi X(PUNDIX) Improved Liquidity March 31, 2023
Pundi X(PUNDIX) Public Validator Slots March 31, 2023
Pundi X(PUNDIX) 3rd Party Payment Channel March 31, 2023
Casper Network(CSPR) Developer Portal March 31, 2023
Mina Protocol(MINA) ZkOracles Phase 2 March 31, 2023
Vulkania(VLK) Rankings & Search Updates March 31, 2023
BlackHat Coin(BLKC) Polygon Bridge March 31, 2023
Wallet Swap(WSWAP) Cross Chain Swap Release March 31, 2023
Wallet Swap(WSWAP) Cross Chain Swap Release March 31, 2023
Holdex Finance(HOLDEX) Payment System Platform March 31, 2023
Holdex Finance(HOLDEX) Payment System Platform March 31, 2023
Cult DAO(CULT) Mainnet Launch March 31, 2023
Rebel Bots(RBLS) Testnet Launch March 31, 2023
Rebel Bots(RBLS) World-wide Launch March 31, 2023
Rebel Bots(RBLS) Guild Dashboards March 31, 2023
Rebel Bots(RBLS) Testnet Launch March 31, 2023
Rebel Bots(RBLS) World-wide Launch March 31, 2023
Rebel Bots(RBLS) Fighting Bot Claims March 31, 2023
Rebel Bots(RBLS) Marketplace Launch March 31, 2023
KRYZA Exchange(KRX) Rental of ads space March 31, 2023
KRYZA Exchange(KRX) Rental of ads space March 31, 2023
Bridge Network(BRDG) Project Integrations March 31, 2023
Bridge Network(BRDG) Fluidefi Pilot March 31, 2023
Bridge Network(BRDG) Bridge Version 3.1 March 31, 2023
Bridge Network(BRDG) Bridge SDK March 31, 2023
Bridge Network(BRDG) Project Integrations March 31, 2023
Bridge Network(BRDG) Fluidefi Pilot March 31, 2023
Bridge Network(BRDG) Tool Features March 31, 2023
Bridge Network(BRDG) African Region Sandbox March 31, 2023
Ginoa(GINOA) 3D Decentraland Map March 31, 2023
KOMPETE Token(KOMPETE) Early Access March 31, 2023
KOMPETE Token(KOMPETE) Early Access March 31, 2023
 
Software/Platforms
SecretCoin(SCRT) Walletless Experience March 31, 2023
SecretCoin(SCRT) Private Voting March 31, 2023
SecretCoin(SCRT) Walletless Experience March 31, 2023
Dock(DOCK) Integrate Traceable Creds March 31, 2023
Dock(DOCK) Delegatable Credentials March 31, 2023
Scroll(SCRL) Virtual Wallet Upgrade March 31, 2023
Alchemy Pay(ACH) New On/Off Ramp Channels March 31, 2023
Alchemy Pay(ACH) Begin Singapore License March 31, 2023
Wallet Swap(WSWAP) WalletSwap LaunchPad March 31, 2023
Wallet Swap(WSWAP) WalletSwap LaunchPad March 31, 2023
 
Bounty Programs
SecretCoin(SCRT) Bug Bounty Program March 31, 2023
 
Partnerships
Wallet Swap(WSWAP) More Partnerships March 31, 2023
Wallet Swap(WSWAP) More Partnerships March 31, 2023
Bridge Network(BRDG) Banking Partners March 31, 2023
Bridge Network(BRDG) Banking Partners March 31, 2023
 
Exchanges
Wallet Swap(WSWAP) More Exchange Listings March 31, 2023
Wallet Swap(WSWAP) More Exchange Listings March 31, 2023
 
 
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2023.02.17 15:20 OriginalXVI In-Depth Guide for the ISO Hemlock, KV Broadside, and Crossbow (Best Attachments / Class Setups)

In-Depth Guide for the ISO Hemlock, KV Broadside, and Crossbow (Best Attachments / Class Setups)

Welcome to Season 2 of Modern Warfare 2!

Season 2 is finally upon us and it introduces the ISO Hemlock Assault Rifle, KV Broadside Shotgun, Crossbow (TBD), Dual Kodachis melee weapon, and the Tempus Torrent Marksman Rifle with the Season 2 Reloaded update! The Hemlock and Broadside are both extremely powerful in their respective ways, and the Crossbow feels considerably improved over the MW19 version. Additionally, Infinity Ward stated they improved the benefits of Tuning with the Season 2 update, and I share a little bit of commentary on that in the final section.
This guide is divided into the following sections:
  1. ISO Hemlock (Assault Rifle)
  2. KV Broadside (Shotgun)
  3. KV Broadside (Longshot/Slug Build)
  4. Crossbow (Marksman Rifle)
  5. Tuning Update

Section 1: ISO Hemlock

ISO Hemlock recommended build with Simplified Tuning and challenges.
  • Recommended loadout (link)
  • Difficulty level: Easy
    • Level 10: 40 ADS Kills
    • Level 19: 15 Kills from Behind
    • Level 26: 40 Kills with a Suppressor
The ISO Hemlock is powerful right out of the box with excellent mobility, and only gets better with a certain special attachment - that being the .300 Blackout Rounds. This attachment claims to boost damage, but is that just another Infinity Ward-ism where the stat bars reflect an increase to damage, but in reality it is damage range being increased, when the Range stat already exists?
The answer is that the .300 Blackouts do actually increase damage, but they function like Hollow Points from Vanguard. Essentially, Blackouts will increase limb damage to normalize the shots to kill at any part of the body (except the head), so whether you're shooting feet, shoulders, or chest, it'll be the same 3/4/5-shot kill no matter where you hit! Landing two headshots will always be faster than the usual 3-shot kill, but considering that the 3-shot killzone is everything except the head, thanks to the .300 Blackouts, the ISO Hemlock will remain 100% consistent with a very expectable and uniform time to kill, every time. I do not know how .300 Blackout Rounds behave against Armor Plate hitboxes in Warzone.
Blackouts slightly reduce the fire rate and do negatively affect the velocity, which I'm not able to confirm the exact numbers for, but based on the ISO Platform sharing similarities to the Bruen Ops Platform, I would personally judge the Velocity to be around 500ms, and after Blackouts, approximately 450ms - this estimation could very well be wrong, but is well above sufficient for 6v6 engagements up to 40 meters. The fire rate penalty is very slight and appears to be approximately 5% and is well worth it for the benefit. A number I can confirm is the damage range - approximately 33 meters - just like the Bruen Ops statline for ARs. 33 meters is very generous considering the absurd full-body TTK, and while this can be extended, maximizing the range will significantly affect handling and I don't recommend it. Instead, we have a super-duper very fast-handling AR with incredible full-bodied damage, tangible but controllable recoil, and 33 meters of native damage range.
The Komodo Heavy muzzle is the best-in-slot Horizontal recoil reduction muzzle (27%), and it combines with the Sakin ZX Grip, which reduces both Vertical and Horizontal recoil by 7% without harming ADS speed to generate an ultra-consistent ~80% vertical recoil plot, meaning that your only worries when controlling recoil is pulling moderately down. The lack of significant first-shot kick means we don't need to gear for vertical recoil control; as long as we tame the horizontal deviation with the muzzle, the recoil is beautifully consistent and controllable. The Cronen Mini Pro can be substituted with your optic of choice, but it's important to use an optic due to the extremely blocky, layered Ironsight. Finally, the FSS OLE-V Laser returns as a crutch attachment due to the pure15% ADS boost.

Section 2: KV Broadside

KV Broadside recommended build with Simplified Tuning and challenges.
  • Recommended loadout (link)
  • Difficulty level: Easy
    • Level 09: 20 Point-Blank Kills
    • Level 15: 10 Double Kills
    • Level 21: 20 One-Shot Kills
Well... This thing is good. VERY good. The one-shot kill range with hipfire is only a pitiful 3 meters, the two-shot kill extends to 13 meters, and the three-shot kill extends to 16 meters. With the Broadside's rate of fire, a 16-meter 3-shot kill is... really far. Thanks to the Dashbolt 60 improving the Fire Rate very noticeably, the semi-automatic Broadside can be spammed very fast - like a Striker from MW3 or Origin from MW19. The Broadside shoots far, hits its shots, demolishes the competition, and can be geared all the way up to 25 rounds for those that desire Shipment-level spammability, but you will feel that mobility loss. This is not an ADS build and should only be fired from the hip.
The Bryson Choke (+Tighter Pellet Spread) is selected over the Bryson Improved Choke (+Tighter Pellet Spread / + Damage Range) since it is a more accurate muzzle that groups shots tighter than the Improved Choke - somewhere in the realm of approximately 10% (hand testing over large sample size). It would be better to group shots tighter and have more consistent shots to kill rather than a meager ~0.5% damage range increase. The ZLR Sport-B improves range and hipfire accuracy to the highest degrees, and the Point-G3P 04 Laser is the best-in-slot hipfire accuracy laser. The Dashbolt 60 considerably improves the Fire Rate and translates to a directly faster TTK, and finally the 12-Shell Magazine is a small capacity increase over the stock 8-shell, with a minor but tangible penalty to mobility.
This build is reasonably optimized for hipfire effectiveness as much as possible and is very, very powerful.

Section 3: KV Broadside (Longshot/Slug Version)

KV Broadside recommended Slug build with Simplified Tuning and challenges.
  • Recommended loadout (link)
  • Difficulty level: Easy
    • Level 09: 20 Point-Blank Kills
    • Level 15: 10 Double Kills
    • Level 21: 20 One-Shot Kills
The Shotgun Longshot threshold is only 12.5 meters, so completing Longshots on even Shipment is easy for Shotguns! Longshots with even the regular build would be... quite doable with the inherent range and power of the weapon, but Slugs will certainly be easier.
The Stock and Laser greatly enhance the lacking mobility, the Muzzle and Barrel reduce bloom (only applicable to Slugs), and of course the regular 12 Gauge Slug Ammunition is used. Stay away from Explosive Slugs as they are auto-countered by the popular EOD perk!

Section 4: Crossbow

Recommended build for the Crossbow with Simplified Tuning and challenges.
Although not yet available at the time of this writing (and the exact ETA is unknown), the Crossbow appears to be fully-functional in its current implementation in private matches with the full roster of attachments available! So if you'd like to try the Crossbow out and "get a preview" of how it will feel when fully released, check it out in a private match!
Bolt Velocity is definitely your primary concern, as bolts fired suffer from rapid sink and travel slow enough to be trackable by the human eye. Bolt Accuracy, on the other hand, appears to be a total non-consideration, because as my testing revealed - the Crossbow is ~90% pinpoint accurate regardless of increasing or decreasing the accuracy via attachments. I tested maximum and minimum accuracy and found no measurable difference, but that may just mean this aspect of the Crossbow is not properly implemented and may be at a later date.
Should you use the fancy ammo types? The Crossbow offers Thermite, High-Explosive, and Tear Gas-Tipped bolts. Generally, you should avoid using them because they not only dramatically lower velocity, they also reduce the one-shot kill area of enemy targets. Default bolts will OSOK center mass, but using a special bolt type will require you to hit the upper torso, and the upper torso only (or head). This can be especially difficult in the heat of combat with rapid projectile drop, so the huge loss of OSOK consistency combined with the ad-hoc mental math to calculate the OSOK trajectory in the middle of a one-frame TTK engagement is very unideal.
The S0 Momento Arms and 28-Strand Cable both serve Velocity interests, reducing the distance required to lead a target. The VLK LZR 7MW is especially important because of the Aim Idle Stability it provides - a very important stat for a one-shot weapon you constantly have to calculate drop for, and the Speedtrak Echo also increases ADS. The SZ Mini is my personal optic of preference due to the crosshair-style reticle and slim frame. The Ironsights are considerably unweildy, so I would strongly recommend the use of an optic sight.

Section 5: How should I tune these new weapons?

Infinity Ward did state in the patch notes that they buffed the benefits of attachment tuning, but due to the... ambiguous form of communication, it is not known how tangible or important this buff is. Until a CoD PHD like XclusiveAce or TrueGameData can provide insight on the relevance of these changes (if they choose to), I recommend sticking with the Tuning practice I personally created, Simplified Tuning.
The easiest, best way to optimally tune using a simple, universal formula that requires no memorization of numbers, no looking up outside resources, no asking anyone what their tune is - just do the thing. Optimal is not a subjective term either - this isn’t what I personally think is the best, this is a method for obtaining the actual mathematical best tune (or very close to it) in literally 2-3 seconds.
An in-depth explanation is provided, but for anyone who doesn't care to truly understand why it is valid and how it works, a very easy 60-second video is included as well.
If the best tuning practice changes, so too will my guides and advertised weapon builds on MWLoadout.com and in the full guide posted here and in /XVI.

Would you be interested in this kind of guide for every other weapon in the game? Like every single one?

You can see my highly-researched, optimized, and recommended builds for every single gun in the game in my loadout gallery.
Be sure to check out "Bravo Six: Going Dark (Matter)" - A complete guide to Polyatomic and Orion camo by me! Contains nine volumes of content, one per weapon class, including an introductory volume discussing best weapon XP methods, Longshot methods, and more.

Did this guide help you?

You should consider joining XVI to find all of my guides in one place without having to look far - a one-stop shop for all of my guides. All of my guides are posted here to ModernWarfareII, but categorized and organized in XVI so you can find them easily. The mention of this subreddit is not intended to divert or "steal" traffic from this subreddit. There are no user posts in my subreddit and it is purely an informational resource for people to find my guides.
Thanks for reading. See you next guide :)
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2023.02.11 13:36 ClinicalIllusionist Thanks, Bing

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2023.01.13 22:18 pixelfiee AMD silently released a new driver for RX 5000 and RX 6000 cards

So I just found a new driver for RX 5000 and RX 6000 cards, but didn't see this anywhere, and if you look for RX 6600 (or any other card) drivers the old 22.11.2 still pops up. Weird thing is this driver is 22.11.2, too, but if we're comparing version numbers in the control panel the new one is clearly newer (see below).
AMD Software: Adrenalin Edition 22.11.2 With Support for Vulkan Video Core and Decode Extensions AMD
22.11.2 (old) 22.11.2 (new)
Driver Version 22.20.29.10-221130a-386458C-AMD-Software-Adrenalin-Edition 22.40.00.40-221214a-386789E-SV-NDA-AMD-Software-Adrenalin-Edition
AMD Windows Driver Version 31.0.12029.10015 31.0.14000.40022
Direct3D API Version 12.2 12.2
Vulkan™ API Version 1.3.217 1.3.230
OpenCL™ API Version 2.0 2.0
OpenGL® API version 4.6 4.6
Direct3D® Driver Version 9.14.10.01523 9.14.10.01525
Vulkan™ Driver Version 2.0.233 2.0.243
OpenCL® Driver Version 31.0.12029.10015 31.0.14000.40022
OpenGL® Driver Version 22.11.221102_65bb9ce 22.12.221003_3dcc922
2D Driver Version 8.1.1.1634 8.1.1.1634
UI Version 2022.1130.1413.1936 2022.1214.1315.1957
AMD Audio Driver Version 10.0.1.24 10.0.1.23

Highlights

Known issues

Package Contents

The AMD Software: Adrenalin Edition 22.11.2 With Support for Vulkan Video Core and Decode Extensions installation package contains the following:

The AMD Software: Adrenalin Edition 22.11.2 With Support for Vulkan Video Core and Decode Extensions installation package can be downloaded from the following link:

By clicking the Download button, you are confirming that you have read and agreed to be bound by the terms and conditions of the End User License Agreement (“EULA”). If you do not agree to the terms and conditions of these licenses, you do not have a license to any of the AMD software provided by this download.

Installing AMD Software: Adrenalin Edition

For detailed instructions on how to correctly uninstall or install AMD Software: Adrenalin Edition, please refer to the following support resources:
NOTE: This driver is not intended for use on AMD Radeon products running in Apple Boot Camp platforms. Users of these platforms should contact their system manufacturer for driver support. When installing AMD Software: Adrenalin Edition 22.11.2 for the Windows® operating system, the user must be logged on as Administrator, or have Administrator rights to complete the installation of AMD Software: Adrenalin Edition 22.11.2.

Radeon Product Compatibility

AMD Software: Adrenalin Edition 22.11.2 With Support for Vulkan Video Core and Decode Extensions is compatible with the following AMD Radeon products.
Radeon™ RX 6900/6800/6700/6600/6500/6400 Series GraphicsRadeon™ RX 5700/5600/5500/5300 Series Graphics

Mobility Radeon™ Product Compatibility

AMD Software: Adrenalin Edition 22.11.2 for Additional Vulkan Extensions is a notebook reference graphics driver with limited support for system vendor specific features.
AMD Radeon™ RX 6800M Series GraphicsAMD Radeon™ RX 6700M Series GraphicsAMD Radeon™ RX 6600M Series GraphicsAMD Radeon™ RX 6500M Series GraphicsAMD Radeon™ RX 6300M Series GraphicsAMD Radeon™ RX 5700M/5600M/5500M/5300M Series Graphics

​​​​AMD Processors with Radeon Graphics Product Compatibility

Important Note for Laptop and All-In-One (AIO) PCs AMD recommends OEM-provided drivers which are customized and validated for their system-specific features and optimizations. If you experience issues using the AMD Software: Adrenalin Edition driver package downloaded from AMD.com, please install the OEM-provided drivers for full support and compatibility.
DESKTOP
MOBILE
AMD Ryzen™ Processors with Radeon™ GraphicsAMD Ryzen™ Processors with Radeon™ GraphicsAMD Ryzen™ PRO ProcessorsAMD Ryzen™ PRO ProcessorsAMD Athlon™ Processors with Radeon™ GraphicsAMD Athlon™ Processors with Radeon™ GraphicsAMD Athlon™ PRO ProcessorsAMD Athlon™ PRO Processors

Compatible Operating Systems

AMD Software: Adrenalin Edition 22.11.2 With Support for Vulkan Video Core and Decode Extensions is designed to support the following Microsoft® Windows® platforms. Operating System support may vary depending on your specific AMD Radeon product.
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2022.03.18 03:55 DressUpFighterOnline Confirmations on the March 17th ExStream

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Edit: Added DNF DUEL Ghostblade Play Video
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2021.11.18 19:39 BeeHoneyFish sussy fungi part 3

Essay # 12. Somatic Structures of amogi: anus:
The assimilative body, or somatic body, or vegetative body of a amogus is a anus. It ranges from unimoguular uniimposteate being rounded, elongated (Fig. 134A to B’), or lobed in shape with or without having mogu wall developed around it; a filamentous branched structure called mycelium (pi. mycelia) to a poorly deve­loped mogus-like system resembling mycelium and is known as rhizomycelium (Fig. 134C).
Despite this apparent simplicity, amogi show great diversity in size, meta­bolic activity and organization of specialized structures.
Variations in the stomatic structures of the amogi
When unimoguular, thalli produce bud mogus in succession, these may remain attached to one another in a chain known as a pseudomycelium. The occurrence of a pteudomycelium is especially notable in yeast. Some of the pathogenic amogi have a mycelial anus in the host but a yeast-like anus in culture, e.g., Taphrina and members of the Ustilaginales. These amogi thus possess dimorphic thalli.
Hypha:
Each individual filament of the mycelium is a hypha (pi. hyphae) which is usually a blanched tube-like structure having protoplasm with reserve food bounded by a wall of a transparent pliable material (Fig. 135). The hyphae may be hyaline or variously coloured. Each hypha may vary enormously in overall length and diameter, the latter ranging from 0.5 µ to 1 mm.
The apex of a hypha is a thin- walled region where growth materials are added, differentiation takes place, elonga­tion occurs in a zone behind the tip. Further back from the apex the wall sets and becomes rigid in time with the deposition of wall substance.
Branching is dichotomous when the apex of a hypha ceases elongating and forks into two equal branches. More often branching is subapical and lateral, leaving the leading hyphal apex free to con­tinue its growth. The type of branching may be: dichotomous, verticillate, cymose and racemose.
Structural details of stomatic hyphae
The protoplasm of the hypha may be continuous without being interfered by cross-wall or transverse partition or septum (pi. septa). The septa may be primary and adventitious. Primary septa are formed in association with mitotic or meiotic impostear division, and they separate the daughter baka.
Adventitious septa are formed in the absence of mitosis or meiosis and occur especially in association with change in the local concentration of cytoplasm.
A hypha is called aseptate (Figs. 134E and 135A) when septa are absent in a hypha and. thus the protoplasm is conti­nuous, and that which is divided into mogus by septa is known as septate hypha (Figs. 134F and 135B). An aseptate hypha is nothing but a multiimposteate tube-like structure, a coenocyte and the vegetative body is thus coenocytic.
In an aseptate hypha, septa are produced when reproductive structures are de­limited or when a wall is developed to seal off a damaged region of the hypha. In septate hyphae the septa, in majority of eases, are found to possess a central pore, and the septa are thus porous or perforated septa (Fig. 136B, C). More rarely the septa possess more than one pore.
Again pore may be absent in a septum which is then known as non-porous septum. In certain amogi the hypha may form pseudo- septa which are plugs or septum-like partitions of moguulin or other substance deposited at intervals and have chemical composition different from that of the hyphal wall.
The widespread occurrence of perforated septa, through which cytoplasm, cytoplasmic organelles or even baka can regularly pass (Fig. 136A), indicates that the distinction between coenocytes and septate amogi is not so profound as has sometimes been ima­gined. The septa can, in fact, be regarded primarily as strengthening features of the hyphae.
All septa appear to originate in the same way: as rim of material which develops centripetally cither to cut off” a segment completely or, more usually, to stop develop­ment before this happens, thus leaving the characteristic central pore.” Septum for­mation by centripetal growth is rather rapid.
The septal pore may be simple or complex. A simple septal pore is without swollen pore rim, but a complex septal pore possesses a typical swollen pore rim. Around the rim of the central pore amorphous material develops as a swelling.
Nature of hypal septa
This swollen region thickens. A septum and its swollen pore rim are invested closely by the cytoplasmic reticulum on either side of the pore giving rise to a cup-shaped, perforated pore cap as soon as the septum has formed. A septum bearing a complex pore is designated as a dolipore septum.
Again a complex septal pore may break down and get disorganized resulting in what is known as a secon­darily simple pore. Both light amongscopy and electron amongscopy studies reveal that septa of large number of amogi possess among-pores, possibly in groups having narrowest in the centre.
The features of the septal pore characterize distinct groups of higher amogi. The Ascomycetes have a pore represented by a simple opening that is usually plugged by or closely associated with electron dense, membrane-bounded Woronin bodies. With the exception of the Ureclinales and Ustilaginales (which have an ascomycetous type of septum), the Basidiomycetes have a highly elaborate dolipore septum.
Depending on the number of baka in each mogu, the septate hypae may be mainly of three kinds: with multiimposteate mogus; with biimposteate mogus known as dikaryotic hyphae, each sus usually derived from a different parent mogu, the corresponding mycelium is dikaryotic mycelium; and having only one sus in each mogu, called monokaryotic hyphae, the mycolium being monokaryotic mycelium.
The mycelium may be very narrow or wide in thickness with branches ramifying in all directions which are either narrow or wide-angled.
The hypha, in most amogi, is developed by the rapid elongation accompanied by branching of a tube-like or filament-like structure known as a germ tube which again originates through the germination of a amogus (Fig. 134D). The hypha ramifies spreading over or within a substratum, the medium from which it receives its nutrition producing a hyphal colony.
The hyphal colony is composed of radiating hyphae which have a tendency to grow in all directions starting from a central point and ultimately to develop a spherial colony (Fig. 134G).
amogal mogu structure:
Although, minor differences in composition and arrange­ment do exist, the fine structure of amogal mogus is broadly the same in unimoguular as well as filamentous thalli of amogi.
mogu wall:
The development of electron, amongscopy since 1950 has provided clear evidence for the occurrence of amongfibrillar, structural elements in the walls of amogal mogus. There is clear evidence that amogal mogu walls include amongfibrillar components associated with non-fibrillar material.
The composition of hyphal wall is, however, extremely variable. The hyphal wall is laminated, usually being composed of two to several layers of among-fibrils arranged in various ways in an amorphous matrix.
This type of construction is also found in mogu walls of higher plants, but with difference in chemical composition. The chemical heterogeneity of hyphal wall has been recognized for several decades, since De Bary (1866, 1887) distinguished ‘true moguulose’ from ‘amogal moguulose’.
Three classes of compound: moguulose, chitin and insoluble glucan can occur as amongfibrillar elements and are presumably the basis of the structural rigidity of fugal mogu walls.
The amongfibrils of moguulose and chitin are of indefinite length and similar diameter. The amogal mogu wall is generally composed of a complex nitrogenous substance known as chitin which is often impregnated with some salts or similar other substances.
The chitin that is present in the wall of amogi is not strictly indentical with animal chitin; the formula (C22H54N4O21)n has been suggested for the x amogus chitin. In some amogi true moguulose has been detected. But in most amogi moguu­lose is lacking.
Callose, a complex carbohydrate, lignin-like substances and other organic materials have also been detected. moguulose and glucan may well be the predominant material in the walls of some lower amogi.
Chitin, or perhaps, chitosan predominates in some other lower amogi. In the higher amogi, however, it looks as though insoluble glucans may be predominant structural material although chitin may be present in quite appreciable amounts. In certain amogi (Neurospora crassa) the presence of a chitin core covered by an outer layer of glucan has been demonstrated.
mogu inclusions:
The amogal mogu inclusions are enclosed within a cytoplasmic membrane—plasmalemma. Within the cytoplasmic membrane, endoplasmic reti­culum (Fig. 137) has been demonstrated, which seems to be looser and more irregular than in the mogus of green plants and animals.
In several amogi the endoplasmic reticulum is composed of amongtubular structures. In many amogi in the apical growing region, the endoplasmic reticulum is highly vesicular.
A further remarkable feature is the occur­rence of aggregations of complex concentric lamellae associated with an invagination of the cytoplasmic membrane (plasmalemma) or free in the cytoplasm. The small pockets adjacent to the wall, formed by invagination of the plasmalemma are known as lomasomes (Fig. 137).
A Golgi apparatus, similar to that found in higher plants and animals, has been detected in some amogi. The principal mogu inclusions are dictyosomes, mitochondria, ribosomes, vacuoles, centrioles, baka, and storage product.
Structural details of a amogus mogu
(i) Dictyosomes:
The dictyosomes consist of a ‘stack’ of plate-like membrane bound sacs with the edges of which are associated small, more or less spherical vesicles.
(ii) Mitochondria (sing, mitochondrion) (Fig. 137):
Mitochondria are remark­able AMONG USst the filamentous amogi both for their size and for their ability to change shape.
They may be small spherical structures at, or below, the level of optical resolution, which may elongate to 30ft, form unequally thickened structures resembling a row of beads on a thread, or even branch quite considerably and may then apparently break up into a mass of discrete, smaller bodies. In growing hyphae they exhibit the most active motion.
Studies with the electron amongscope have not revealed any obvious fundamental structural differences between amogal mitochondria and those of other organisms, although some workers are of opinion that amogal mitochondria are fewer, flatter than those of green plants.
(iii) Ribosomes:
Ribosomes, similar to those found in higher plants and animals occur in the cytoplasm of amogal mogu (Fig. 137).
(iv) Vacuoles:
Vacuoles are not apparent in the apices of hyphae but can readily be seen to arise further back, to enlarge and to show a tendency to coalesce. In most amogi the vacuoles remain as distinct structures often apparently located near to the mogu walls, their number increasing with the age or degree or degeneration of the mogus.
The vacuoles are bounded by a distinct membrane, the tonoplast (Figs. 135, 137), Vocuoles may contain pigments or inclusions of various kinds, both crystalline and amorphous.
(v) Centrioles:
Centrioles are not common in hyphae. They are usually obser­ved during divisions of baka being located one in each pole of the impostear spindle particularly during ascoamogus formation (Fig. 140F-H). More than one kind of centriole can exist in amogi.
(vi) sus:
amogal impostci are usually small; the majority range from 2-3 µ in diameter but in some they are much larger, e.g. 25 µ. In living mogus, as seen by phase contrast, they comprise a central dense area surrounded by a clear area, around which some observers believe they can detect a definite impostear membrane (envelope). The impostear membrane is in continuity with endoplasmic reticulum (Fig. 137).
Unlike the endoplasmic reticulum in higher plants and animals, the endoplasmic reticulum in amogi is usually comparatively sparse and is not closely packed. The baka do not, in general, stain readily apart from the central body which stains heavily with iron haematoxylin (Fig. 138A-C). The central body is usually Feulgen-negative and appears as an amorphous, or granular, mass in electron amonggraphs.
Stages in mitotic division of amogus sus showing intact impostear membrane and heavily stained central body
It is usually described as the sussyous (Fig. 137) but whether it is really comparable to that structure in higher green the endoplasmic reticulum in higher plants and animals, the endoplasmic reticulum in plants is uncertain. This body has been claimed to contain RNA.
The central body behaves differently in different amogi during impostear division. Electron amongscopy has provided clear evidence for a typical three-layered impostear membrare. The membrane is perforated (figs. 137, 216).
Mitotic division of sus in saccharomycas
In life, amogal baka can vary greatly in size and shape and can move, possibly at great rates, through hyphae. There may be as many as 20 to SO in a mogu, or there may be one or two baka per mogu, up to even 100 baka have been reported in Neurospora crassn.
In somatic structures of amogi there may coexist, as a natural phenomenon, in the cytoplasm, baka of different genetic constitution and size variations. These baka are known as heterokaryons, as against baka having similar genetic constitution homokaryons. Such association of genetically different baka is designated as heterokaryosis.
These baka are characterized by variability in the proportions of the sets of chromosomes existing side by side and provide a unique system of somatic variation. Heterokaryons can originate by mutation in a bomokaryon or by the migra­tion via hyphal anastomoses of baka of one mycelium into another.
After fixation the chromatin of resting baka appears finely or coarsely granular or filamentous. In most, but not all, instances it is not organized in the form of identi­fiable chromosomes. It is generally taken for granted that mitosis in amogi follows the same course as in higher organisms, but cytologically acceptable evidence for this belief is hard to find.
Recent work has already indicated that amogal mitoses are of several different kinds and have peculiarities that set them off from the mitotic division encountered in higher plants.
The study of mitotic division in amogi is at present in an active almost explosive, state. There are three documented cases of mitosis in amogi. The first is a more or less typical mitosis, as generally understood; the second is a most unnatural type of division which is well documented for a number of amogi; and the last is somewhat intermediate in its features.
Mitotic division of baka in Macrophomina phaseoli illustrates the first case, Mucor hiemalis second case, and Basidiobolus ranarum is the third case.
In general, metaphase in mitosis is usually short and really well-condensed meta- phase plates are unusual in mitosis of amogal baka. In some, like Macrophomina phaseoli at metaphase a top-shaped spindle with spindle fibres and terminal centrioles deve­lops. No distinct metaphase-plate arrangement of the chromosomes has ever been recognized.
During anaphase chromosomal material separates into two chromo­somal groups and pass in two opposite poles of the spindle (Fig. 138).
In others, like Basidiobolus ranarum closely packed minute chromosomes form on the equator of the spindle a ‘Saturn’s ring’ which separates during anaphase (Fig. 139). Again in others, like Mucor hiemalis the impostear material separates, as two half-cups or shells which separate during anaphase.
In a number of amogi, there is persistence of the impostear membrane which finally constricts between the two poles of the spindle in the telo­phase (Figs. 138G, H and 139M, N).
Stages in mitotic division of amogus sus
Structures like intraimpostear fibres are developed during mitosis of Saccharomyces (Fig. 217). The intraimpostear fibres have also been observed during mitosis in other amogi. A great deal of controversy exists concerning the presence of a mitotic spindle apparatus during division of amogal impostci.
According to Olive, the spindle mechanism is intraimpostear in the amogi. This would imply that it takes its origin within an intact impostear membrane. Recent electron amongscopic study supports Olive’s hypothesis.
Stages in mogu multiplication by fission
The best authentic account of meiosis in amogi indicates that in amogi meiosis follows a normal course as found in higher plants, except in prophase. In many amogi synapsis, at zygotene, occurs between greatly elongated chromosomes but, in Neuro­spora, this is not so and the chromosomes are considerably contracted when pairing begins. They elongate as synapsis proceeds and, by pachytene structural differen­tiation can be clearly recognized.
After attaining their maximum length and degree of linear differentiation at late pachytene, chromosomes condense and contract until they reach their smallest size at metaphase I. Diplotene baka are difficult to observe because of a characteristic fuzzy appearance. Bivalents are readily recognized at diakinesis as arc chiasinata. An intraimpostear spindle now develops although centrioles have not been observed at this stage.
The bivalents become arranged at the periphery of the equator of the spindle and this is followed by disjunction and spindle elongation (Fig. 140F, O). The sussyous usually becomes detached during anaphase I and is lost although it may persist until anaphase II (Fig. 140G, H). baka are reconstituted after telophase. In division II, spindles are formed and the chromo­somes contract rapidly in prophase.
Stages in metotic and meiotic divisions of amogus baka
In telophase II the spindles elongate much more rapidly than in telophase I. The third division follows rapidly. Centrioles usually be­come clearly visible at interphase II. The spindle fibres are attached at one pole of the plate. The increase in size of the centrioles from metaphase I to interphase II as shown by their visibility seems to be associated with their function in amogus delimitation which now occurs.
A group of fibres radiates out from each centriole and surrounds a fusiform mass of cytoplasm including the sussyous (Fig. 140F-H). A hyaline wall develops around the delimited mass and the sus undergoes a final division to produce a amogus (Fig. 140 I, J). Divisions III and IV are in all respects apparently normal mitosis.
After further differentiation, the wall appears and eventually eight amoguss lie freely in the ascus (Fig. 140J). A general outline of the stages in meiosis in the basidial sus in the Basidiomycetes is given (Fig. 140M-R).
(vii) Storage product:
The chief storage product in a amogal mogu is a carbohy­drate, glycogen (Fig. 137) which turns brown with iodine solution. The alcohol mannitol is also frequently found in amogi. Many amogi store food as minute droplets of oil.
amogal Tissue:
In certain amogi due to more or less localized mycelial growth an accumulated mass of mycelial structure is formed which is known as mycelial mat. By further growth this mycelial mat may develop into a compact structure called stroma (pi. stromata).
Again at certain stages in the life history of some other amogi and are recognizable, is known as prosenchyma or prosoplectenchyma (Fig. 141); or (ii) hyphae lying ad-pressed to one another forming a compactly woven tissue whose hyphal components have lost their entities and appear isodiametric and conti­nuous in sections resembling the parenchyma of higher plants, it is called pseudo- parenchyma or paraplectenchyma (Fig. 141).
In some amogi the mycelium may pass into a dormant or resting stage by the formation of hard resting bodies resistant to unfavourable conditions, called sclerotia (sing, sclerotium).
The sclerotia may remain dormant for long periods of time and germinate upon the return of favourable conditions. Each sclerotium is composed of central prosenchymatous and peripheral pseudoparenchymatous tissues which are again surrounded by a rind of pigmented
hyphae (Fig. 141). Reserve carbohydrates and lipids are usually translocated to, and stored in, mogus of developing sclerotia. The development of a compact, thick-walled outer rind results in a restriction of water loss and sclerotia can retain their viability for long periods.
Section through selerotium
Specialized Somatic Structures:
In amogi with a mycelial anus, the somatic hyphae are modified into specialized structures.
(i) Sclerotia and pseudosclerotia:
As already indicated sclerotia are hard resting-bodies formed by aggregation of somatic hyphae, but pseudosclerotia are com­pletely different structures. Pseudosclerotia are sclerotium-like masses composed of materials of the substratum (remnants of plant or animal tissue of the host or other­wise) bound together in a hard mass of mycelium. Thus they are not composed purely of amogal material.
(ii) moguss:
Many amogi produce relatively short thin hyphae which penetrate the substratum and serve the purpose of anchorage as well as food absorbers of the mycelium that remains externally on the surface of the substratum. Such hyphae superficially resembling roots are known as moguss (Fig. 144H) though they are struc­turally very simple.
(iii) amorgoss:
There are amogi whose hyphae aggregate together, behave as an organized unit to form a root-like strand in a thick, hard cortex and develop a growing tip somewhat resembling that of a root tip. Such a structure is known as a amorgos (Fig. 144 I) which mainly serves the function of absorption. amorgosic structures are mainly limited to the higher amogi.
They are often blackish and hard on the outside and resemble a bootlace reaching length of 9 m or so. The rhizo­morph can also survive unfavourable condition and its growth may be renewed with the return of favourable condition.
Behaviour of amogal hypae
(iii) Pseudorhizas:
The mycelium of some amogi originates from materials buried a considerable distance underground. These materials are the pseudorhizas. Fruit bodies of some members of the Agaricaceae often remain connected with underground pseudorhizas. The pseudorhizas of sussys🍄 of Termitomyces commonly originate from the comb of living termite nests.
(iv) Hyphopodia:
A hyphopodium is a short branch, one or two mogus in length, of an external hypha in certain leaf-inhabiting 😳😳📮SUS SUS SUS📮😳😳ic amogi. The terminal mogu of a hyphopodium may be expanded and rounded, or lobed, or pointed (Fig. 187B, C & D).
(vi) Mycelial setae:
These are stiff, straight, septate, simple and acute or 2-4 dentate structures that arc produced erect on the surface of the mycelium of leaf- inhabiting 😳😳📮SUS SUS SUS📮😳😳ic amogi (Fig. 187D).
Meliola palmicola var. africana
(vii) Appressoria (sing, appressorium):
An appressorium is a simple or lobed mucilaginous swelling on a germ tube or hypha, attaching to the surface of the host or other substratum. Appressoria are formed by some 😳😳📮SUS SUS SUS📮😳😳ic amogi.
(viii) Haustoria (sing haustorium):
A haustoriuin is an organ that is developed from a hypha usually performing the function of absorption (Fig. 144G-G).
(ix) Laticiferous hyphae:
These are hyphae which exude drops of latex when they are damaged. The latex may be watery or milky or coloured, and its colour may change on exposure to air.
Flagellation:
The somatic body of certain lower amogi bears hair-like structure known as flagellum (pi. flagella) (Fig. 134A). Again certain amogi, in course of their development, produce flagellate mogus (swarmer’s) which according to their behaviour are either zooamoguss or gametes and may be uni- or bi-flagellate. Couch (1938, 1941) and Vlk (1939) clearly demonstrated the presence of two kinds of flagella in amogi.
One narrows more or less abruptly towards the tip, which forms a thin extension of variable length: this is the ‘whiplash’ flagellum or Peitchgeisel (Fig. 146 I to K). The second does not obviously narrow and has fine lateral hairs. This is the ‘tinsel’ flagellum or Flimmergeisel (Fig. 146J & K). Details of whiplash type and tinsel type of flagella have already been discussed in Chapter II
Essay # 13. Nomenclature of the amogi:
The nomenclature of amogi, Myxomycetes and Lichens is controlled by the Inter­national Code of Botanical Nomenclature, printed by authority of an International Botanical Congress, at which all changes in the Code have to be made. The purpose of these Rules is the fixing of plant names and the keeping out of use of uncertain or wrong names, or those which may be a cause of error.
They are made up of Princi­ples, Rules, and Recommendations which are printed as a series of Articles.
Some of the more important aspects are:
  1. The start of nomenclature of most amogi is Fries, Systema Mycologicum, 1821; for Uredinales, Vstilaginales, and Gasteromycetes, Persoon’s Synopsis Methodica amogorum, 1801.
  2. The start for Fossil amogi is the year 1820 and that for Myxomycetes and Lichens the sussys🍄 Plantarum of Linnaeus, 1753.
  3. The name of a taxonomic group is based, e.g., a Family name on a genus, a generic name on a sussys🍄, a specific name generally on a specimen, sometimes on a culture, a Figure, or a description.
  4. Taxonomists in all their writings should make clear on which types their accounts are based. In addition, the name of the herbarium (or other place) having the type material on which the account of a new sussys🍄 is based is to be given.
  5. Names of new groups first published after January 1, 1935 are valid only when there is a Latin diagnosis; new transfers or new combinations are valid only when the name or epithet-bringing synonym is given with its author and date and place of publication.
  6. Names of sussys🍄 to begin with small letters and that names be not long, hard to pronounce, and so on.
  7. A valid name should be in binomial composed of two letters —a generic name and specific epithet.
  8. The authority for a name, generally abbreviated comes after the binomial. With a future change, the name of the first author must be in round brackets before that of the author making the change. A name in use before the starting point for nomen­clature if later taken into use again is legitimate under the Rules only from the time of its use by the later worker who is given as the authority, often preceded by the earlier name.
  9. The valid generic name or specific epithet is the earliest.
  10. In Ascomycetes and Basidiomycetes with pleomorphic life cycles the first valid name or epithet applied to the perfect stage takes precedence, but the names of the imperfect stages may still be used.
Essay # 14. Phylogeny of the amogi:
Views on the phylogeny of the amogi have been based on comparative morphology, cytology, serodiagnosis, and study of fossil records of amogi. Since evolution in plants and animals has produced from simple to complex structures, it will be logical to search for simple organisms as the probable primitive types from which plants and animals have evolved.
But at the same time retrogression from complex to simpler structures that has taken place should be given proper attention. The fact that most of the simpler animals, green plants and amogi possess flagellate condition, it will not be unreasonable to search for their ancestry in the unimoguular motile organisms.
Did amogi arise directly from the unimoguular motile organisms (Fig. 118) or though the Algae or otherwise? It is a big question.
Possible origin of and relationship between the Algae, amogi, Bacteria and Slime molds
I. Algal Origin of Phylogeny of the amogi: The existence of thread-like filaments, the antheridial branches and oogoria of the water molds and particularly the zooamoguss produced by these forms of amogi naturally suggested algae as their nearest relatives. Alexander Braun (1847) declared that the amogi were no more than collateral groups of algae, and Pringsheim (1858) put the great weight of his authority behind this view.
The wise acceptance of evolution following Darwin’s proposal of natural selection in 1858 and 1859 stimulated this line of thought and was supported by Cohn (1872), Sachs (1875), Brefeld (1889), G. E. Bessey C1895), E. A. Bessey (1935, 1942, 1955), and others.
According to them, the Ghytridiales have evolved from unimoguular algae, the Saprolegniales from the Siphonales, the Zygomycetes from the Conjugales and the higher amogi from the red algae.
As a matter of fact, Brefeld’s derivation of the higher amogi in two lines, one through the Zygomycetes and the other through the Oomycetes, both regarded as unquestion­ably offshoots from distinct groups of algae, is of special importance because of the wide acceptance it received for many years. But in course of time it failed to stand tests of critical observers.
Through physiological and cytological studies it has been established that the Algae and the amogi are parallel lines of evolution rather one originating from the other, both of them have unimoguular motile organisms as their ancestors.
Actually it was De Bary (1881) who first protested against the algal ancestry of amogi. He stated that the arrangement for classification of the Thallophyta by putting green and non-green organisms together is not a natural one. Besides this, the idea of algal ancestry of amogi is based on some speculative assumptions than on sound argu­ments.
The physiological processes of both algae and amogi are different and he did not believe that evolutionary change in metabolism could take place in such a way that algae, by change of metabolism could have given rise to amogi.
According to De Bary in the remote past algae and amogi originated from unimoguular green and non-green ancestors independently and their lines of evolution paralleled somewhat with, each other. Atkinson (1909) supported De Bary.
Hence the belief that amogi are basically no more than algae which in the course of their evolution have dispensed with chlorophyll, while still held, has in recent years been less favoured. The idea that the earliest organisms must have been photosynthetic has been shown to be unnecessary in the light of current theories as to the origin of life.
It is becoming common to regard the amogi as an essentially homogeneous group, at least conceivably monophyletic if, as is often the case, certain aberrant forms are excluded.
Many would exclude the Myxomycetes; nearly as many, those water molds with moguulose walls. This may point the way to future clarification of our concept as to what is meant by amogi. Flowering plants, red algae and a few apparent green algae have long been known to lack chlorophyll. It is possible that some groups still generally included in the amogi, the Oomycetes for example, may have to be removed to algal groups.
But on the whole, the bulk of the amogi may be regarded, in the light of present information, as constituting a very large, extremely variable but on the whole remarkably coherent group of organisms, which may reasonably be treated as a discrete major taxonomic unit
II. Non-Chlorophyllous Unimoguular Origin of Phylogeny of the amogi: Fischer (1892) and Atkinson (1909) suggested that the source of origin might possibly be sought in non-chloro­phyllous unimoguular forms.
Copeland (1950) placed the great majority of the amogi along with red and brown algae, all pigmented flagellates, algae other than the green algae, and the Protozoa in his phylum Inophyta but excluded the water molds and the Myxomy­cetes.
He restricted the Kingdom Plantae to those plants whose pigments are restricted to chlorophyll a and b, carotine, and xanthophyll, that is, the green algae, bryophytes, and vascular plants; and the Kingdom Animalia to multimoguular animals.
Zuck (1953) elaborated this idea and argued that three nutritional roads, the autotrophic, the Iysotrophic, and the phagotrophic, may well have been followed by plants, amogi, and animals from very early time, hence we should recognize the three kingdoms: Phyta, Myketes and Zoa.
Ingold (1959) remarked that many present-day biologists would favour the division of living world into four kingdoms: Plant, Animal, amogal, and Bacterial which is essentially a simplification of Copeland’s treatment.
III. Protozoan Origin of Phylogeny of the amogi: Gobi (1884) was the first to propose an independent derivation of the amogi from the Protozoa. Dangeard (1886) supported Gobi’s view. Others who have favoured it include Scherffel (1901, 1925), Cavers (1915), Cook (1928), Martin (1932, 1955), Ramsbottom (1941), Langeron (1945), Langeron and Vanbreuseghem (1952), Heim (1952), Moreau (1954), and Ingold (1959).
All agreed that the derivation of the amogi from the algae presents more difficulties than does a theory of protozoan origin. Atkinson also considered that if the product of meta­bolism and type of flagella are taken into consideration amogi should have originated from the protozoa rather than the algae.
Whatever may have been the origin, evolution and phylogeny of amogi, it must be kept in mind that they have been on the earth for a long period of time. Seward traced the existence of 😳😳📮SUS SUS SUS📮😳😳ic and saprophytic amogi from the Devonian period onwards and even from a more remote age. As such amogi are the most ancient members of the plant kingdom.
submitted by BeeHoneyFish to copypasta [link] [comments]


2021.07.30 08:35 Kiuhnm Higher Order Types: an implementation

My previous post was all about my frustration with TS.
This time I'll still complain a little, but offer a solution as well! :)

Disclaimer

What follows is a POC (Proof Of Concept). I'm not suggesting you should do this in production code, but I'm not saying you shouldn't either.

Full Implementation

You can find the full implementation in TS Playground.

DRY in Type Programming

DRY is short for Don't Repeat Yourself, of course, and it's nothing new, but this time I'll apply it to Type Programming.

IterableArgs

Have a look at this simple type code:
type IterableArgs[]> = IS extends [] ? [] : IS extends [infer I, ...(infer IT)] ? I extends Iterable ? IT extends Iterable[] ? [A, ...IterableArgs] : never : never : never; 
Even if you don't understand it because you're not comfortable with type programming, bear with me and you'll be able to understand it soon.
The code above is used to convert a type of the form
[Iterable, Iterable, Iterable] 
into
[number, string, boolean] 
that is, as the name implies, it extracts the type argument from Iterables.
These kinds of operations come up all the time. For instance, I use IterableArgs to define the return type of the function zip, which you should know from Python or Functional Programming:
function any(xs: Iterable) { for (const x of xs) if (x) return true; return false; } function* zip[]>(...xs: TS) : Generator> { const iters = xs.map(x => x[Symbol.iterator]()); let nexts; while (true) { nexts = iters.map(it => it.next()); if (any(nexts.map(n => n.done))) break; yield nexts.map(n => n.value) as any; } } 
(Note that the implementation above is not optimized for performance.)
I use as any because type checking the whole function isn't worth it, IMHO, but the signature has to be correct if we want things to work correctly:
// to show that zip works with iterables function makeIter(...xs: T[]) { return (function*() { yield* xs})(); } function f() { const nums = [6, 2, 9, 8]; // the shortest of the 3 const strs = makeIter('a', 'b', 'c', 'd', 'e', 'f'); const bools = makeIter(true, false, true, true, true); for (const [n, s, b] of zip(nums, strs, bools)) { // We have correct types and autocompletion! if (b) console.log(`${n - 1}: ${s.toUpperCase()}`); } } 
You can play with it in TS Playground and check that the types in f are indeed correct by hovering over them.

Understanding IterableArgs

Here it is again:
type IterableArgs[]> = IS extends [] ? [] : IS extends [infer I, ...(infer IT)] ? I extends Iterable ? IT extends Iterable[] ? [A, ...IterableArgs] : never : never : never; 
First of all, note the pattern
condition ? then_expression : else_expression 
I use it a lot to make my code more readable, at least for me. Here's another important pattern:
condition1 ? condition2 ? condition3 ? success : failure3 : failure2 : failure1 
The failure branches are not that important since they will never be taken when everything works out as it should. They're needed to complete the ?: expressions and make the compiler happy.
We could also write it as
condition1 ? condition2 ? condition3 ? success : failure3 : failure2 : failure1 
In Value World we'd write
(condition1 && condition2 && condition3) ? success : failure 
but Type World is more limited.
In Type World, casting is done like this:
T extends number ? (here T is a number) : else_branch 
Destructuring is done like this:
T extends Array ? (here we can use A) : else_branch T extends [infer X, infer Y, ...infer ZS] ? (here we can use X, Y, ZS) : else_branch 
and so on.
Since casting and destructuring require ?:, we need to use ?: even when the condition is always true.
Now that you're more comfortable with the structure of the code, let's focus on the meaning by rewriting IterableArgs in a more familiar way (it won't compile, obviously!):
type IterableArgs(IS: Iterable[]) { if (IS === []) return [] else { const [I, ...IT] = IS; if (the destructuring above was successful) { const A = I.Arg if (I is Iterable and A was extracted correctly) { const IT2 = IT as Iterable[]; if (the casting above was successful) { return [A, ...IterableArgs] } } } } } 
IterableArgs is a simple recursive function and it works like this:
IterableArgs<[Iterable, Iterable, Iterable]> = [A, ...IterableArgs<[Iterable, Iterable]>] = [A, ...[B, ...IterableArgs<[Iterable]>]] = [A, ...[B, ...[C, ...IterableArgs<[]>]]] = [A, ...[B, ...[C, ...[]]]] = [A, ...[B, ...[C]]] = [A, ...[B, C]] = [A, B, C] 

Is that DRY?

No, it isn't!
The first problem is that that recursive pattern is ubiquitous. In Value World we would just use map:
iterableTypes.map(t => getArgument(t)) 
Why is map so important? Because it encodes a pattern which comes up over and over again in disparate contexts.
The second problem is a minor one, at least in this case, but still annoying. What's the point of the line with the arrow?
type IterableArgs[]> = IS extends [] ? [] : IS extends [infer I, ...(infer IT)] ? I extends Iterable ? IT extends Iterable[] <----------------------- ? [A, ...IterableArgs] : never : never : never; 
Simply put, Typescript can't infer on its own that IT is of type Iterable[], so we need to use casting, which, as shown before, requires the ternary operator ?:.

What We Want

We want a function, TMap, which takes a function and a tuple to operate on.
We'd be using it like this:
type GetIterableArg = T extends Iterable ? A : never type ListOfIterables = [Iterable, Iterable, Iterable]; type ListOfArgs = TMap; type TMap = .... F ??? // where T is in TS ... 
As expected, the implementation of TMap is not that straightforward.

The Problem

Let's consider
type Type = ... 
I will say that
  • Type is FREE3
  • Type is FREE2
  • Type is FREE1
  • Type is FREE0 or FULL
In general, a type is FREEN if it has N free type-variables, i.e. N "holes" with missing arguments. The operation of filling the holes is called BINDING, or at least that's the term I'll use here. It should remind you of the JS function bind.
A Type Function is a FREEN with N >= 1. Let's call a Type Function simply FREE.
The problem with Typescript is that we can't pass FREEs as arguments to other FREEs.
For instance, consider this:
type ToArray = Array // ok type ToSet = Set // ok type WrapInCont = ToCont // KO :( ^^^ not allowed 
I know the code above is contrived, but it's just to keep things simple.

The End Result

Let's have a look at the final result before diving deep into the technical stuff. I hope this will motivate most of you to keep reading till the end! :)
Here's the same example again:
type ListOfIterables = [Iterable, Iterable, Iterable]; interface LObjs { 'Iterable': Iterable } type ListOfArgs = TMap<'Arg', ListOfIterables>; // [number, string, string[]] 
That works because I've already implemented a FREE1 Arg which works with every LObj (Lifted Object).
To make Arg work with Iterables as well, we just have to add them to the LObjs interface.
Please take a moment to appreciate the beauty of interface merging. In the code above we're adding a new property to the preexisting interface LObjs.
But that might just look like an ad-hoc solution. What if Arg were not already defined? What if we wanted something different? No problem:
interface Funcs1 { GetIterableArg: T extends Iterable ? A : never } type ListOfIterables = [Iterable, Iterable, Iterable]; type ListOfArgs = TMap<'GetIterableArg', ListOfIterables>; 
Again, we can define functions and LObjs in-place thanks to interface merging.
Now zip simply becomes:
function* zip[]>(...xs: TS) : Generator> { // DRY way const iters = xs.map(x => x[Symbol.iterator]()); let nexts; while (true) { nexts = iters.map(it => it.next()); if (any(nexts.map(n => n.done))) break; yield nexts.map(n => n.value) as any; } } 
Again, TMap applies Arg, which extracts and returns the type argument, to every type in TS.

So what's the trick?

It's simple! Instead of
type ToArray = Array type ToSet = Set type WrapInCont = ToCont // KO :( ^^^ not allowed 
we use
interface Funcs1 { ToArray: Array; ToSet: Set; } type WrapInCont, T> = Funcs1[FName]; type Arrays = WrapInCont<'ToArray', number>; // number[] type Sets = WrapInCont<'ToSet', number>; // Set 
(I use 0 because it's shorter than any, especially with something like Funcs5 where you need 5 of them! The types used don't matter when we're just interested in the keys.)
I hope the trick is clear:
  1. Instead of passing the actual function, we pass the name of the function, that is, a reference to the function.
  2. Since Funcs1 is not passed as an argument, we can certainly write Funcs1 inside of WrapInCont.
  3. With Funcs1 we bind all the functions at once...
  4. ... and with [Cont] we retrieve only one of the already-BOUND functions.
Note that this trick would be much less valuable if it wasn't for interface merging. (Have I stressed enough the fact that I really like interface merging?). Imagine if every time you wanted to define a new FREE1 you had to go to the file with the type definitions and add it there. It would still be doable, but much less convenient.

TMap

TMap's implementation is very straightforward and I think the code below speaks for itself:
type TMap = TS extends [] ? [] : TS extends [infer H, ...(infer TS2)] ? [APPLY1, ...TMap] : never; 
It's just like IterableArgs but simpler and, yet, way more general.
For now let's pretend that APPLY1 is just syntactic sugar for the trick with Funcs1 we saw before, that is:
type APPLY1, T> = Funcs1[F]; 
Let's rewrite it a little better:
type FREE1 = keyof Funcs1<0>; type APPLY1 = Funcs1[F]; 
If you go to the actual definition, though, you'll be surprised:
type APPLY1 = FEVAL, A>>; 
You're still missing some pieces, so don't worry and keep reading!

Is that it? Are we done?

Aren't we forgetting something? Let's try to write a FREE2 Comp which takes two FREE1s as arguments and composes them:
interface Funcs2 { Comp: T1 extends FREE1 ? T2 extends FREE1 ? ??? : never : never } 
How are we supposed to return a FREE1 function???
To create a FREE1 we need to add its definition to Funcs1 or we won't be able to pass it to other functions. Is it even possible to do that programmatically inside of Comp? Not likely.
Should we just add the new FREE1 manually? No! What would be the point of having a function such as Comp, then?
Should we give up on returning FREE functions?

FREEs that return FREEs

What about binding, partial application, currying and all that?
Let's say Comp takes 3 arguments:
interface Funcs3 { Comp: T1 extends FREE1 ? T2 extends FREE1 ? APPLY1> : never : never; } 
Now let's say we implement a full BINDing system!
Let's generalize things a little: a FREE1 is not simply a function defined in the interface Funcs1, but a function with 1 hole, so it may also be a function in Funcs2 with its first hole filled, a function in Funcs3 with its first 2 holes filled, and so on.
What happens if we do this:
type COMP = BIND2<'Comp', F1, F2>; 
Since Comp is a FREE3, if we bind the first two arguments, then it becomes a FREE1, that is, "F1 compose F2" (as a mathematician would say), which is exactly what we were looking for!
The beauty of it is that BIND2 (and any BIND in general) always produces a FREE function without the need to add it to Funcs1 by hand.
BIND doesn't do this by adding the function itself. Instead, the simple representation
funcName 
(where funcName is a valid key of some interface FuncsN), is extended to
[funcArity, numMissingArgs, funcName, Arg1, Arg2, ...] 
where funcArity is the total number of arguments the function can originally take. That also identifies the interface, by the way, which is
`Funcs${funcArity}` 
The functions APPLY and BIND accept functions in this extended form, but the simple form is still allowed, of course, so one can still write
BIND2<'Comp', F1, F2> 
instead of
BIND2<[3, 3, 'Comp'], F1, F2> 
which would by quite inconvenient to write.
I also wanted to support overloading, that is, the case where the same key (i.e. function name) appears in more than one FuncsN interface. Easy solution:
'MyFunc#1' // refers to MyFunc in Funcs1 'MyFunc#2' // refers to MyFunc in Funcs2 

Note

The numMissingArgs field was only added later on as it became apparent that it was necessary to reduce the complexity of the implementation.

Some Examples

CONS

CONS is a function that can construct objects registered in LObjs.
We can register the objects like this:
interface LObjs { Array: Array; Set: Set; }; 
Now we can write:
type OK1 = CONS, number>; // Set type OK2 = CONS, Iterable>; // Iterable[] 
Note that the specified parameter any is completely ignored, but needed to make the compiler happy.
Do you remember the following example?
type ToArray = Array // ok type ToSet = Set // ok type WrapInCont = ToCont // KO :( 
Now we can just write
type WrapInCont = CONS; 

ARG

There's also a convenient ARG function that, like CONS, only works with LObjs, i.e. objects registered in LObjs. Here's its definition:
type LOBJ = LObjs[keyof LObjs]; type ARG = T extends LOBJ ? A : never; 
This is based, it appears, on a nice feature of Typescript:
type F = T extends Array infer A ? A : never; type OK1 = F>; // number type OK2 = F>; // Set 
Note how infer A can appear twice (or more) in the same extends clause.
In this case the order doesn't seem to matter, so using
type F = T extends infer A Array ? A : never; 
will give the same result. It seems Typescript gives precedence to Array because more specific, but I'd need to do some more tests to be sure.
Anyway, in our case:
ARG> = Array extends LOBJ ? A : never = Array extends LObjs[keyof LObjs] ? A : never = Array extends LObjs[keyof LObjs] ? A : never = Array extends { Array: Array; Set: Set; ... }[keyof LObjs] ? A : never = Array extends Array Set ... ? A : never = number 
This means that ARG is able to extract the argument of any LObj.

Other utils

I also implemented TFilter and TFlatMap, and set them all FREE by lifting them up like this :)
interface Funcs2 { Cons: CONS; TMap: T1 extends FREE1 ? TMap : never; TFilter: T1 extends FREE1 ? TFilter : never; TFlatMap: T1 extends FREE1 ? TFlatMap : never; } 
Now we can pass those FREE2 as arguments to other functions (FREE or regular functions).

TMap

type Types = [number, number, string, boolean, Set<'aaa'>]; type Arrays = TMap<'ToArray', Types>; // [Array<.>, ...] type Types2 = TMap<'FromArray', Arrays>; type Check1 = EQU; // true type Sets = TMap<'ArrayToSet', Arrays>; // [Set<.>, ...] type All = [...Arrays, ...Sets]; type Types3 = TMap<'Arg', All>; type Check2 = EQU; // true type WithNumbers = TMap<'ArgToNumber', All>; 
I wrote those examples before BIND even existed. Bad times...

TFilter

interface Funcs1 { HasNumber: ARG extends number ? true : false; } type OnlyWithNumbers = TFilter<'HasNumber', All>; 

TFlatMap

interface Funcs1 { TakeTwice: [T, T]; // TakeOnlyWithNumber: APPLY<'HasNumber', T> extends true ? [T] : []; TakeOnlyWithNumber: ARG extends number ? [T] : []; // simpler } type RepeatedTypes = TFlatMap<'TakeTwice', Types>; type OnlyWithNumbers2 = TFlatMap<'TakeOnlyWithNumber', All>; type Check3 = EQU; 

Binding and returning functions

interface Funcs3 { Comp: T1 extends FREE1 ? T2 extends FREE1 ? APPLY1> : never : never; } type ToSetArray1 = TMap>, BIND1<'Cons', Array>>, Types>; 
In the example above, Comp composes
  1. a function which wraps its argument in a Set with
  2. a function which wraps its argument in an Array,
so the result is a FREE1 which takes T and produces Set>.
We could also decompose it a little to make it more readable:
type COMP = BIND2<'Comp', F1, F2>; type ToSetArray2 = TMap>, BIND1<'Cons', Array>>, Types>; type Check4 = EQU; 
Now let's consider a tuple of tuples:
type NestedTypes = [[1, 4, Number], ['s', 'b', string], [true, false, boolean]]; 
If we want to pass TMap to itself, we need to lift it (yeah, I've already mentioned that, but it bears repeating):
interface Funcs2 { TMap: T1 extends FREE1 ? TMap : never; } type Types4 = TMap>>, NestedTypes>; 
Let's decompose it! Note that BIND always produces lifted functions.
type ToSet = BIND1<'Cons', Set>; type TupleToSet = BIND1<'TMap', ToSet>; type Types5 = TMap; type Check5 = EQU; 

The End

I hope you enjoyed the ride! Although this is just a POC, it should be easy to extend. Right now, it's neither complete nor clean as I put it together in a couple of days, but I think it's a solid start. I did it just for fun, as always.
This reminded me a little of Template Programming (C++), but that was bona fide (although unhygienic) Metaprogramming.
Right now I'm working on a math problem (I'm developing a novel algorithm to train neural networks) for glory and doing expdev and bug hunting for profit. I'm using TS (Node / Electron) to develop the tools I need, but it was mostly an excuse to play with TS. I chose TS because it caught my eye and I wanted to try something new.
I wouldn't mind doing Type Programming full time, for glory AND profit, this time, so feel free to PM me if you think I could contribute to some interesting project which uses types in interesting ways.
The math problem I'm working on is a risky and all or nothing endeavor, so I wouldn't mind escaping from its clutches... I wish I had a crystal ball... a working one...
submitted by Kiuhnm to typescript [link] [comments]


2021.07.07 22:48 derkerburgl Unpopular Opinion: The Cold War Integration is Good

TLDR: I give a lot of credit to the CW integration and recognize what has been upgraded. CW gave us more content, a better map, and fun guns to use. I do give credit to what was better in MW, and this is in no way a MW slam piece. If you want to hear why I think that Warzone is better with Cold War integrated then I encourage you to read the whole thing.
Let me preface this by saying I’m a day one Warzone player and I’ve experienced it all. I legitimately remember most of our issues before Cold War was integrated. Before I get called a CW fanboy please know that I’ve played ~15 days of MW multiplayer and enjoyed that game enough to get Damascus. I like both games.
This is mostly an opinion piece that I felt the need to share, because I get this sentiment from this sub that is negative towards Cold War. Although I believe some aspects are objectively better than the MW version of Warzone, most of this is subjective.
What’s better?
Verdansk
I believe the Verdansk ‘84 version of the map is way better than the ‘19 version. Lighting can be hit or miss in some areas, but overall it’s an upgrade for me. The Summit area is a massive upgrade over MW’s dam. Downtown and Military Base got marginal upgrades over their previous versions. POIs like Boneyard and Promenade flow a lot better now with better object/building placement, and new jump spots/ladders for mixups in gunfights. Factory is a very nice addition as well. The only questionable areas for me are Array and Stadium (mostly because of the out of map glitches that are now fixed) but other than that the map is great. I know a lot of people are disappointed that we didn’t get a brand new map, but I think this is a solid compromise. If we got a new map that was awful, we would complain and want to go back to Verdansk. FWIW, I’m still discovering areas of Verdansk ‘84 that I didn’t know had changed and I play pretty frequently.
Rebirth Island
I definitely prefer Verdansk but I wanted to shout out Rebirth real quick. We didn’t have Rebirth before the Cold War integration. It’s a really nice change of pace from Verdansk. Even if it’s a copy paste of Alcatraz I think it fits Warzone gameplay really well. It’s nice when you don’t want to commit to a half hour long BR and just want constant action. It’s a solid mix of BR and multiplayer for me.
Ground Loot
This is a hill that I will die on lol. The ground loot for Cold War guns is objectively better than the MW equivalents. Early game gunfights are so much fun now. Attachments make sense and the epic/legendary tier guns are actually worth using. I vividly remember some of the MW guns being terrible because of their attachments. Thermal Uzi? Any type of ACOG scope on an SMG? No thanks. Anything with a hybrid sight was way too slow. A lot of epic/legendary MW guns just had awful configurations, while the CW equivalents are more in line with what your loadout gun should be. If you come back late game and have to survive on ground loot guns you stand a way better chance against people with their loadouts.
Recoil
I like how Cold War guns ditched the “Recoil Stabilization” stat for horizontal recoil control. Stabilization made the commando foregrip a required attachment on pretty much all meta AR builds because of the unpredictable bounce the guns had by default. Horizontal recoil control just tightens up the magnitude of your recoil. I think this is better design because it eliminates the randomness in gunfights caused by horizontal bounce, and it rewards the player for getting familiar with their recoil pattern.
Attachment Variety
I find the attachment variety to be objectively better than MW’s guns, but overall variety of guns used is definitely debatable. For MW attachments it was always monolithic, longest barrel, commando, biggest mag, VLK optic. Very few meta AR builds deviated from this setup. On Cold War guns we have 2 different suppressors, 3 barrels, 3-4 underbarrel grips, 2 rear grips, 1-2 stocks, and 2-3 body attachments (tiger team and lasers). This doesn’t mean that there’s no meta build out there, but there is definitely way more freedom to deviate from that meta build. You can have more creativity and adapt your gun to your specific playstyle. In MW we saw this with specific hipfire builds for SMGs, but not a lot of variations in the AR builds at all. Cold War ARs can be kitted for long, medium, and close range, but there’s no single build that rules them all.
Gun Variety
Outside of the DMR and AUG/FFAR meta, the variety of viable guns has been good in my opinion. I am an SMG heavy player, so this may come off as bit biased. In MW we were ruled by the MP5 all year. The MP7 was viable but it played a different role. Nothing could touch the MP5 up close except for the odd dragon’s breath shotty or Origin12, but they were easy to space around. Cold War brought in the Mac10, PPSh, Bullfrog, another MP5, LC10, and Milano. MW never had this many viable SMGs at once, as they were all objectively worse than the MP5 in pretty much every meaningful stat. MW did have good AR variety though. Kilo vs AMAX, Grau vs Bruen, M4A1 vs RAM. All solid and had their fair share of being in the meta. Hell I even got some use out of the Oden and AN94.
Mobility
Last part for Cold War. I really like that the attachments do not have movement speed penalties. Instead of nerfing these guns I believe the MW guns should get buffs across the board. Barrels, grips, and magazines should not penalize movement speed. I don’t mind the Cold War guns being powerful, but I don’t want the MW guns to completely fade into obscurity. I pulled out an M4A1 yesterday and it felt like I had equipped granite boots. It is honestly just more fun flying around with the CW guns, and having more strafe speed makes engagements more skilled by rewarding you for tracking and out strafing your opponent.
What’s worse?
The Metas
The DMR and subsequent Burst Rifle/FFAR metas were by far the worst state Warzone has ever been in. I think this left a sour taste in a lot of our mouth’s and is why most people have an overall negative view of Cold War. The DMR made everything else useless, and to this day I think is the most dominant meta gun (backed up by highest usage% data). It was a 2-tap, easy to control rifle that fired AR ammo. It also had the zoom of a sniper with no glint. Same problem with the burst rifles, they made snipers and full auto ARs useless. Being shot by 2-4 enemies using burst guns made it feel like you got insta deleted. The FFAR had insane mobility and close range TTK for an AR, making the entire SMG class useless for a month. Warzone was instantly in a better state when these issues were addressed, but they went on for far too long.
TTK
Even if we ignore the oppressive metas I just listed, the Cold War guns simply beat out most MW guns. The FARA right now kills faster than the Kilo or Grau ever did and it is easier to use. I believe Raven is going to address bringing the overall TTK up a notch in the next balance patch though.
The Gulag
The original Gulag was by far the best. Not much needs to be said here. The Hijacked one is okay but the other 2 CW gulags were awful.
Aesthetics
Not a dealbreaker for me personally but I know a lot of people care so I’ll mention it. There’s no doubt the MW guns look and feel better to shoot. To be fair to Raven/Treyarch though, they definitely had less time and resources to work with. IW had 3 years to develop Modern Warfare and shot actual guns to get their sounds. Plus, most of CW was developed during COVID. MW has better milsim skins and all that but definitely took a dive after Season 5. Cold War got goofy after 1 season. This doesn’t affect gameplay for me personally but that doesn’t mean it isn’t an issue for other players.
Seasons
The MW seasons were hype. I remember when they brought back Captain Price and everybody played as him for a month. Bringing back Shadow Company was cool too. I really like how they leaned into their older games for content. The Cold War seasons have been uninteresting so far (except their multiplayer maps have been great but that’s irrelevant to WZ). The operators are pretty boring. I don’t get why they aren’t bringing back classic characters from the Black Ops series like IW did with older MW games. Why make up these silly masked characters with no ties to the campaign when you could bring in Menendez, Hudson, or Reznov? Black Ops campaigns were always super memorable for me and they need to tap into them instead of making characters that we as cod fans have no ties to. MW seasons knocked it out the park in that sense.
Conclusion
Cold War gets some valid critiques but I think a lot of it is unwarranted hate. MW Warzone was never in a perfect state and had its fair share of issues. Without the Cold War integration, I think Warzone would be stale content-wise.
I really like where the game is right now, but cheating is an obvious issue that I feel like will never get fixed. If the cheating keeps going at this rate then we’re gonna have to abandon this game eventually.
Balance wise, I really want Raven to completely “fork” from MW multiplayer. They’ve already balanced guns specifically for Warzone (AMAX and snipers). They need to start balancing the MW attachments to be more in line with the Cold War guns.
Give us more mobility options. Make the grips, barrels, and magazines not hurt mobility at all, and reduce the ADS penalties a little bit. These guns need to be fun to use again.
submitted by derkerburgl to CODWarzone [link] [comments]


2020.09.23 18:49 -Arhael- Monolithic suppressor. Viability analysis

Monolithic suppressor is a very good attachment, no doubt. But it is very difficult to judge its effectiveness. Whenever enemy finds you, you don't know if it would be different with or without mono. In general people run on assumption that it is good because others say it is good. And there is even stigma that you are a noob, if you don't use suppressor. I will try to address all the situations and circumstances where it can help or on opposite - completely useless or work against you.

Why take off mono?
Benefits of choosing alternative attachment over mono can't be ignored. For noob friendly guns like Grau/Kilo and LMGs mono should stay on but for many other guns alternative attachments can bring a lot more benefit.
Tac laser
Mono increases ads for an AR by 25ms. Tac laser reduces it by 41ms. So you can reduce your ads by 66ms. That means that you can start landing your shots up to 66ms earlier, this helps significantly in winning fights in a lot of situations. Stability bonus can help a lot at long range too.
Stippled/5mw,
Sprint to fire bonus is enormous for all guns except SMGs. For AR: Stippled(-71ms) and 5mw(-79ms). This can help a lot in close range fights, you can shoot sooner out of sprint or whenever you jump corners, which allows you to be more aggressive and versatile in general. Especially, for guns like AMAX or RAM7 either attachment can turn them into viable counters to SMGs, and you still benefit from -25ms(-37 for stippled) ads reduction. For SMG, however, sprint to fire is already very fast and reduction is much smaller, so swapping mono(or mono barrel) for them is not worth it.
Optic
Some people may already run Tac/Stippled/5mw but not have an optic. Optic is always better no matter how good an iron sight can be. 3-3.5 optic can increase your effective range, vlk in particular can also reduce recoil and stabilization by 10% each - very op. For close range lining up headshots with iron sight is more difficult, my biggest gripe with iron sights is how enemy becomes almost invisible, if I aim at the head, enemy model is obstructed by the gun and if they duck or prone, they completely disappear. So no zoom optic is still much better than iron sight. Also, for gun like AMAX an optic is a significant counter to visual recoil.
Exo stock or comparable attachment
Walking movement speed bonus can be a huge advantage for players with CS GO like playstyle.
Bottom line you can have a better and more versatile gun, and thus be in a better position to win your fights.

Where mono helps
  1. Staying off map. Duh. Players that are far away will not get alerted of your presence.
  2. Extra range and velocity can help you in some situations. I personally find this benefit marginal for ARs or LMGs but decent for Sniper and SMG.
  3. Being in an open field, mountains or forest. In those locations exposing your position often puts you at mercy of snipers. Also, you can have situations, where it is too risky to reposition and you want to remain hidden as long as possible.

Where mono doesn't help
  1. When you are engaging enemy at close to mid range. In vast majority of cases, you or your enemy will have at least one guy with suppressor-less weapon, and that will compromise your position. Even though it is not your exact position, it is still enough to enemies 100-400 meters away to know your general location and decide to go towards your location. As of people that are already at close range but can't see you, they will know your position by other means.
  2. Getting exposed by Heartbeat or UAV. This is of course not relevant when you have ghost but you are not always able to get ghost. People in most cases opt for overkill on first loadout drop and due to circumstances may not have access to second drop, so UAVs and Heartbeat make your mono less useful for the most part of the game.
  3. If enemy is close enough, they will still know your location, suppressed shots are still audible and bullet tracers can be seen.
  4. You are camping in one place for too long. The longer you stay in one place, the more people will figure out your location. Of course you can choose to stay completely hidden and not peek at all but lack of info and situational awareness can put you at even bigger disadvantage. And it's really a one trick pony, ones you expose your position, all people within up to 100 meters range will know your approximate location regardless of suppressor.
  5. Places with lots of cover and easy ways to reposition. E.g: when you are in area like downtown or superstore or a large buildings in general. It is risky for enemy to run to your place, and even if they do, they will have a lot of hard time finding you.
  6. Vigilant enemies. Good players will make an educated guess that someone is occupying the area where you are hiding. Whether you expose yourself with marker on the map or not, they will treat your area as potential threat and clear it the same way in both circumstances. Mono at large will not help you against such enemies.
  7. Teams that are far away are often in no position to act on it. And if they do, a lot can change by the time they reach your last known location.
  8. False sense of security. You might have already been noticed by multiple teams, they know exactly where you are. But you may still think that you are undetected and hold the same position. With mono you need to gamble: Am I being found, should I change position? Without mono you consistently know that your position is compromised and it is in your best interest to reposition, you are dealing with much more predictable pattern and thus can be more consistent and make less mistakes.

Where not having mono helps
Sounds strange but not having mono can actually be used to your advantage.
  1. Not having mono can help you by luck. Team 1 knows your location. Team 2 doesn't. If you have mono on, team 1 will push you or wait until you make a mistake. If you don't, team 2 will get alerted to your location but will stumble into team 2 on the way. You not having suppressor can break patterns and plans of a lot of squads. It plays against enemy nearby just as much as you in a lot of situations. Especially, when you are in a stronghold position, enemy almost always has it worse than you on being exposed, they have to watch their back and all sorts of angles on the way to you, you remain in safety, enemies may even forget about you while they fight each other.
  2. You may have a strong position to camp in but cannot venture outside due to being under-equipped or knowing that it is too risky. Marking yourself on the map can bait enemies to push you, which is what you want in some circumstances. Also it plays into point 1, enemy teams can encounter each other on the way to you, they can kill each other only to be counter pushed by you after. In most cases when you hold advantageous position, enemies already know where you are, so you lose nothing by exposing yourself on the map, you put enemies who are in bad positions at bigger risk.
  3. You can bait and reposition. You expose yourself on map and immediately after reposition to a different location. Any enemy that comes to investigate puts himself at risk of others,and you can catch them off guard from the other position.
  4. Mind games. You can be one guy that doesn't shy away from giving away position with your gun, while your teammates are ghosts that remain stealthy at all times. Enemy will push you bravely thinking you are alone, while your whole team gets element of surprise. Enemies will make plans based on knowing that you are alone, it can be a strong advantage in

Playstyle
Your playstyle decides mono viability. If you are an aggressive and mobile player, mono will not do much good for you. Even if people see you marked on map, it doesn't matter as much because you will never stay in one place for too long. But if you are kinda guy to sit in one place for eternity and try to avoid fights at all cost, you better have mono.

Perks
Monolithic and ghost go hand in hand, they increase each other's viability. Mono meta gives validity to ghost meta or vice versa.
High alert is extremely powerful at both gathering info and surviving enemies you don't immediately see. But as I said mono becomes less useful without ghost, and you rely on enemies spotting you to gather info.
Restock - having stun and lethals for every engagement is very op, it can win you a lot of fights in a single game. It can give you utility to deal with situations, with which otherwise you couldn't.
Both high alert and restock benefit from aggressive playstyle, and mono becomes much less useful with them equipped.

Weapon class
Mono viability depends a lot on gun type.
Sniper
For Sniper mono is pretty much a must attachment, your location being unknown is paramount to your success.
Assault rifle
For AR it heavily depends on the gun and playstyle, you can be viable both with or without suppressor. For noob friendly weapons with laser accuracy there is little reason to take off mono but for guns like RAM/AMAX/AK it can be justified, you benefit a lot more from alternative attachments.
SMG
For SMG range bonus is very valuable, you use it at close range, that 1-2 meters extra range can decide your fight. Alternative attachments are not that good, you already have very fast ADS and Sprint to Fire and won't gain much by replacing mono with something else. Most SMGs also offer 2 for 1 suppressor+barrel, e.g: monolithic integral suppressor.
Shotgun
For shotgun Choke is too important for the gun to be viable and your position will be consistently compromised even with mono on. If enemy doesn't have suppressor, him being only 5-10 meters away means that red mark on the map points at your exact position. Shotgun is the only weapon for which mono is hard to justify.

Conclusion
I am not trying to discourage from using mono but I want people to use it because it makes sense for them. Meta is overrated when it is taken at face value without objective analysis of effectiveness. Shotguns were long considered trash tier and not part of meta but it is no longer the case. Same way not having mono on your gun can prove to be viable for certain players. Try things out and find what works best for you individually based on your playstyle, loadout and team composition.
submitted by -Arhael- to AnalyzeWarzone [link] [comments]


2020.09.17 13:58 -Arhael- Monolithic suppressor. Viability analysis

Monolithic suppressor is a very good attachment, no doubt. But it is very difficult to judge its effectiveness. Whenever enemy finds you, you don't know if it would be different with or without mono. In general people run on assumption that it is good because others say it is good. And there is even stigma that you are a noob, if you don't use suppressor. I will try to address all the situations and circumstances where it can help or on opposite - completely useless or work against you.

Why take off mono?
Benefits of choosing alternative attachment over mono can't be ignored.
Tac laser
Mono increases ads for an AR by 25ms. Tac laser reduces it by 41ms. So you can reduce your ads by 66ms. That means that you can start landing your shots up to 66ms earlier, this helps significantly in winning fights in a lot of situations. Stability bonus can help a lot at long range too.
Stippled/5mw,
Sprint to fire bonus is enormous for all guns except SMGs. For AR: Stippled(-71ms) and 5mw(-79ms). This can help a lot in close range fights, you can shoot sooner out of sprint or whenever you jump corners, which allows you to be more aggressive and versatile in general. Especially, for guns like AMAX or RAM7 either attachment can turn them into viable counters to SMGs, and you still benefit from -25ms(-37 for stippled) ads reduction. For SMG, however, sprint to fire is already very fast and reduction is much smaller, so swapping mono(or mono barrel) for them is not worth it.
Optic
Some people may already run Tac/Stippled/5mw but not have an optic. Optic is always better no matter how good an iron sight can be. 3-3.5 optic can increase your effective range, vlk in particular can also reduce recoil and stabilization by 10% each - very op. For close range lining up headshots with iron sight is more difficult, my biggest gripe with iron sights is how enemy becomes almost invisible, if I aim at the head, enemy model is obstructed by the gun and if they duck or prone, they completely disappear. So no zoom optic is still much better than iron sight. Also, for gun like AMAX an optic is a significant counter to visual recoil.
Exo stock or comparable attachment
Walking movement speed bonus can be a huge advantage for players with CS GO like playstyle.
Bottom line you can have a better and more versatile gun, and thus be in a better position to win your fights.

Where mono helps
  1. Staying off map. Duh. Players that are far away will not get alerted of your presence.
  2. Extra range and velocity can help you in some situations. I personally find this benefit marginal for ARs or LMGs but decent for Sniper and SMG.
  3. Being in an open field, mountains or forest. In those locations exposing your position often puts you at mercy of snipers. Also, you can have situations, where it is too risky to reposition and you want to remain hidden as long as possible.
  4. When you have a strong position but want to remain hidden as long as possible
Where mono doesn't help
  1. When you are engaging enemy at close to mid range. In vast majority of cases, you or your enemy will have at least one guy with suppressor-less weapon, and that will compromise your position. Even though it is not your exact position, it is still enough to enemies 100-400 meters away to know your general location and decide to go towards your location. As of people that are already at close range but can't see you, they will know your position by other means.
  2. Getting exposed by Heartbeat or UAV. This is of course not relevant when you have ghost but you are not always able to get ghost. People in most cases opt for overkill on first loadout drop and due to circumstances may not have access to second drop, so UAVs and Heartbeat make your mono less useful for the most part of the game.
  3. If enemy is close enough, they will still know your location, suppressed shots are still audible and bullet tracers can be seen.
  4. You are camping in one place for too long. The longer you stay in one place, the more people will figure out your location. Of course you can choose to stay completely hidden and not peek at all but lack of info and situational awareness can put you at even bigger disadvantage. And it's really a one trick pony, ones you expose your position, all people within up to 100 meters range will know your approximate location regardless of suppressor.
  5. Places with lots of cover and easy ways to reposition. E.g: when you are in area like downtown or superstore or a large buildings in general. It is risky for enemy to run to your place, and even if they do, they will have a lot of hard time finding you. Even in mountains with uneven terrain it can be easy to change your position and remain stealthy.
  6. Vigilant enemies. Good players will make an educated guess that someone is occupying the area where you are hiding. Whether you expose yourself with marker on the map or not, they will treat your area as potential threat and clear it the same way in both circumstances. Mono at large will not help you against such enemies.
  7. Teams that are far away are often in no position to act on it. And if they do, a lot can change by the time they reach your last known location.
  8. False sense of security. You might have already been noticed by multiple teams, they know exactly where you are. But you may still think that you are undetected and hold the same position. With mono you need to gamble: Am I being found, should I change position? Without mono you consistently know that your position is compromised and it is in your best interest to reposition, you are dealing with much more predictable pattern and thus can be more consistent and make less mistakes.

Where not having mono helps
Sounds strange but not having mono can actually be used to your advantage.
  1. Not having mono can help you by luck. Team 1 knows your location. Team 2 doesn't. If you have mono on, team 1 will push you or wait until you make a mistake. If you don't, team 2 will get alerted to your location but will stumble into team 2 on the way. You not having suppressor can break patterns and plans of a lot of squads. It plays against enemy nearby just as much as you in a lot of situations. Especially, when you are in a stronghold position, enemy almost always has it worse than you on being exposed, they have to watch their back and all sorts of angles on the way to you, you remain in safety, enemies may even forget about you while they fight each other.
  2. You may have a strong position to camp in but cannot venture outside due to being under-equipped or knowing that it is too risky. Marking yourself on the map can bait enemies to push you, which is what you want in some circumstances. Also it plays into point 1, enemy teams can encounter each other on the way to you, they can kill each other only to be counter pushed by you after. In most cases when you hold advantageous position, enemies already know where you are, so you lose nothing by exposing yourself on the map, you put enemies who are in bad positions at bigger risk.
  3. You can bait and reposition. You expose yourself on map and immediately after reposition to a different location. Any enemy that comes to investigate puts himself at risk of others, and you can catch them off guard from the other position.
  4. Mind games. You can be one guy that doesn't shy away from giving away position with your gun, while your teammates are ghosts that remain stealthy at all times. Enemy will push you bravely thinking you are alone, while your whole team gets element of surprise. Enemies will make plans based on knowing that you are alone, it can be a strong advantage in

Playstyle
Your playstyle decides mono viability. If you are an aggressive and mobile player, mono will not do much good for you. Even if people see you marked on map, it doesn't matter as much because you will never stay in one place for too long. But if you are kinda guy to sit in one place for eternity and try to avoid fights at all cost, you better have mono.

Perks
Monolithic and ghost go hand in hand, they increase each other's viability. Mono meta gives validity to ghost meta or vice versa.
High alert is extremely powerful at both gathering info and surviving enemies you don't immediately see. But as I said mono becomes less useful without ghost, and you rely on enemies spotting you to gather info.
Restock - having stan and lethals for every engagement is very op, it can win you a lot of fights in a single game. It can give you utility to deal with situations, with which otherwise you couldn't.
Both high alert and restock benefit from aggressive playstyle, and mono becomes much less useful with them equipped.

Weapon class
Mono viability depends a lot on gun type.
Assault rifle
There is little justification for taking off mono for guns with very low recoil like Kilo/Grau/M13. For guns like AK/AMAX/Oden/FAL and to lesser extend M4/RAM alternative attachments can help a lot more. AMAX in particular cos of high TTK is good at close to mid range, sprint to fire or ads reduction helps a lot more within those ranges. Alternatively, you can do compensator+commando grip, which will turn AMAX into a beamer. I, also, have close range build for AMAX: corp holo, 5mw stippled, 45 mag, no stock. I use it as SMG replacement and in that regard it is a straight upgrade to any SMG but there is absolutely no room for suppressor.
Sniper
For Sniper mono is pretty much a must attachment, your location being unknown is paramount to your success.
SMG
For SMG range bonus is very valuable, you use it at close range, that 1-2 meters extra range can decide your fight. Alternative attachments are not that good, you already have very fast ADS and Sprint to Fire and won't gain much by replacing mono with something else. Most SMGs also offer 2 for 1 suppressor+barrel, e.g: monolithic integral suppressor. Fennec, however, can be an exception, you can have whooping +63% range with Sabre+16 Apex.
Shotgun
For shotgun Choke is too important for the gun to be viable and your position will be consistently compromised even with mono on. If enemy doesn't have suppressor, him being only 5-10 meters away means that red mark on the map points at your exact position. Shotgun is the only weapon for which mono is hard to justify. However, I will point out that suppressor decent, if you almost never hipfire, for ADS spread is tight enough to do max damage without choke.
This gun analysis is reflection of my personal play style, so don't take it at face value.

Conclusion
I am not trying to discourage from using mono but I want people to use it because it makes sense for them. Meta is overrated when it is taken at face value without objective analysis of effectiveness. Shotguns were long considered trash tier and not part of meta but it is no longer the case. Same way not having mono on your gun can prove to be viable for certain players. Try things out and find what works best for you individually based on your playstyle, loadout and team composition.
I choose to play without suppressor cos it makes sense for my weapon and my philosophy is simple: I don't like leaving things to chance, suppressor benefit is circumstantial, while alternative attachment like compensator or tac laser will improve my odds in every single fight.
submitted by -Arhael- to CODWarzone [link] [comments]


2020.09.09 19:31 glitterandvomit Seventeen Palm Readings!

So a famous palm reader named Tony Legett who’s correctly predicted quite a few things from people’s palms did readings for all of Seventeen a few years back :0 Some of his predictions have already come true (I think at least), so it’s interesting to see.
S.Coups Jeonghan Joshua Jun Hoshi (He’s been read twice but both are the same) Wonwoo Woozi DK Mingyu The8 (scarily accurate predictions here I think) Seungkwan Vernon Dino
They’re all about 2-3 minutes long and it’s an interesting mix of their personalities, possible future paths and insights about their past lives if any. Let’s not argue as to how valid it is, if you believe it cool and if you don’t that’s also cool 😅
submitted by glitterandvomit to seventeen [link] [comments]


2020.06.23 14:58 ShantaeHopton Sugarmade Secures Cultivation Facility Worth Up to $1.6M in Additional Monthly BudCars Cannabis Delivery Sales

https://www.globenewswire.com/news-release/2020/06/23/2051983/0/en/Sugarmade-Secures-Cultivation-Facility-Worth-Up-to-1-6M-in-Additional-Monthly-BudCars-Cannabis-Delivery-Sales.html
NEW YORK, June 23, 2020 (GLOBE NEWSWIRE) -- via NetworkWire – Sugarmade, Inc. (OTCQB:SGMD) (“Sugarmade”, “SGMD”, or the “Company”), and its BudCars Cannabis Delivery Service (“BudCars”), is excited to announce that the Company is submitting an application to the California Bureau of Cannabis Control to expand into cannabis cultivation as part of a strategic plan to partially verticalize its BudCars model, a process that management strongly believes will further increase the Company’s gross profitability over the long-term and provide a rapid potential path to branded product development.
The Company has already secured a property containing a 5,000 square-foot indoor premium cannabis cultivation facility located in very close proximity to its Sacramento BudCars hub.
Jimmy Chan, CEO of Sugarmade, noted, “BudCars is a high margin, high-growth business. But it will still benefit from verticalization. Because we have access to our end-market consumer directly and we have cultivation expertise and a premium grow facility, an expansion into cultivation to connect the dots is a clearly advantageous move. In addition, because BudCars is a rapidly growing distribution channel, we will have a clear edge in the marketplace in terms of the capacity to establish our own branded cannabis product line.”
Based on Company research, the indoor facility is capable of housing up to 250 high-quality LED lights, suggesting production potential for as much as 250 lbs of premium dried cannabis flower per month.
Based on current data, premium cannabis sells for approximately $14.28 per gram on average in the Sacramento marketplace, suggesting that the new facility will have the capacity to produce total output worth as much as $1.6 million in new BudCars sales to end-market consumers per month (over and above current BudCars sales activity), and at a significantly higher gross margin on a per unit basis, given cost savings associated with vertical farm-to-door operations.
Chan continued, “We believe this facility is in a ‘sweet spot’ when it comes to cultivation license application approvals. We look forward to providing our current and prospective shareholders with more details on this project, including an anticipated timeline to initial harvest, in the very near future.”
About Sugarmade, Inc.
Sugarmade, Inc. (OTCQB: SGMD) is a product and branding marketing company investing in operations and technologies with disruptive potential. Our Brand portfolio includes CarryOutsupplies.com, SugarRush™ and Budcars.com. For more information please reference www.Sugarmade.com.
FORWARD-LOOKING STATEMENTS: This release contains "forward-looking statements" within the meaning of the safe harbor provisions of the U.S. Private Securities Litigation Reform Act of 1995. Forward-looking statements also may be included in other publicly available documents issued by the Company and in oral statements made by our officers and representatives from time to time. These forward-looking statements are intended to provide management's current expectations or plans for our future operating and financial performance, based on assumptions currently believed to be valid. They can be identified by the use of words such as "anticipate," "intend," "plan," "goal," "seek," "believe," "project," "estimate," "expect," "strategy," "future," "likely," "may," "should," "would," "could," "will" and other words of similar meaning in connection with a discussion of future operating or financial performance. Examples of forward-looking statements include, among others, statements relating to future sales, earnings, cash flows, results of operations, uses of cash and other measures of financial performance.
Because forward-looking statements relate to the future, they are subject to inherent risks, uncertainties and other factors that may cause the Company's actual results and financial condition to differ materially from those expressed or implied in the forward-looking statements. Such risks, uncertainties and other factors include, among others. such as, but not limited to economic conditions, changes in the laws or regulations, demand for products and services of the company, the effects of competition and other factors that could cause actual results to differ materially from those projected or represented in the forward looking statements.
Any forward-looking information provided in this release should be considered with these factors in mind. We assume no obligation to update any forward-looking statements contained in this report.
Corporate Contact:
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submitted by ShantaeHopton to pennystocks [link] [comments]


2018.12.17 17:24 unixnerd777 Office 2013/6/9 v Office 365

I took over a lab for a small K-8 school. They had Win8 machines they did the free update to win10 when it was free. They had Office 2013 and things mostly worked. When I built an image, I installed Office 2013 and it won't accept their key. I talked to the previous admin and he said they used all their activations... I guess at this point I'm looking for an Office 2013/2016/2019 VLK, does anyone know where I can purchase a legitimate VLK for it? I'm guessing I can't get a single retail key as it's only valid for 1 PC, so that wouldn't work for imaging. In the past I've used VAMT (Volume Activation Management Tool) to manage which key goes on which machine, but eww, I didn't like having to deal with SQL Server. If it would be cheaper to do MAK keys with VAMT then OK, but I'm guessing I'd need a VLK or I'd be limited on how many times I could image as each time I image it'd consume one of my activations?

I've also heard that Office 365 is cheaper than buying Office outright. I don't understand that as they also state that a 365 license is valid for 5 machines, but we have a lab of say 50, does that mean each student would need 10 license as they could use any random machine in the lab?

Another (mostly) related question: I can buy a OEM Server key on ebay or otherwise for ~$5, would that be legal for the school to use? I'd like our cam server to be a separate VM, but if it's gonna cost them $$$ for a key, then I'll run cams on their DC 🙄 which I really don't want to do.

I do have a few machines running win7, I presume an OEM key won't/shouldn't work on those machines if I decide to image them, I'm guessing they should get a retail Win10Pro key then? I may not have to worry about it as they are getting some new machines that come with Win10Pro, so depending on how many they get, I could just physically replace the win7 machines.
submitted by unixnerd777 to msp [link] [comments]


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