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Fiddlestaxp
TeamPlayers EoN.
314
|
Posted - 2013.08.10 20:38:00 -
[121] - Quote
danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. So we can go back to 5 guys in all of PC using it? No thank you. It was underpowered before... |
Leovarian L Lavitz
Better Academy.
506
|
Posted - 2013.08.10 20:42:00 -
[122] - Quote
danny12343331 wrote:MD are OP we need remove it completely from the game, like in uprising 1.0. Fixed that for you, cuz that is what you are actually asking |
danny12343331
SyNergy Gaming EoN.
145
|
Posted - 2013.08.10 21:32:00 -
[123] - Quote
Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating?
Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \.
Edit: 5% to blast radius per level.
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Fiddlestaxp
TeamPlayers EoN.
316
|
Posted - 2013.08.10 21:47:00 -
[124] - Quote
danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level.
I am sure you noticed how the gun was infrequently used in PC at that point. It was VERY ineffective from elevation due to the inability to track players due to projectile speed. Personally I specced into just about everything I could for my fit before I got MD proficiency up. I still used it, because I realized the practice potential and figured they would fix it sooner or later. But it was by no means "alright" or "good". There were very few players who kept the MDfaith during that period.
Ill mention again that it is strong against scouts... and should be. I think that might flavor your preception |
danny12343331
SyNergy Gaming EoN.
145
|
Posted - 2013.08.10 21:53:00 -
[125] - Quote
Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating?
Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \.
Edit: 5% to blast radius per level.
https://forums.dust514.com/default.aspx?g=posts&t=73009&find=unread
A thread i found about MD when uprising has just released. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 22:05:00 -
[126] - Quote
ITT: Skilled players dominate me. |
Protocake JR
Internal Error. Negative-Feedback
533
|
Posted - 2013.08.10 22:14:00 -
[127] - Quote
Fiddlestaxp wrote:danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level. I am sure you noticed how the gun was infrequently used in PC at that point. It was VERY ineffective from elevation due to the inability to track players due to projectile speed. Personally I specced into just about everything I could for my fit before I got MD proficiency up. I still used it, because I realized the practice potential and figured they would fix it sooner or later. But it was by no means "alright" or "good". There were very few players who kept the MDfaith during that period. Ill mention again that it is strong against scouts... and should be. I think that might flavor your preception
So what if projectile speed was increased along with damage drop off and/or slight blast radius decrease? Would that be acceptable?
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Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 22:22:00 -
[128] - Quote
danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level.
Actually, the blast radius (stealth) nerf was heavily complained about in 1.0 because of the terrible explosion detection that Uprising brought along with it. Not only was our radii smaller, but some shells wouldn't even explode, and no damage was being done to players on an incline or next to a wall explosion.
What should have happened was that the explosion detection got fixed, then the radius looked at in subsequent updates. There is a chance that fixing the explosion detection bug alone would have brought back the MD to usable status, and there wouldn't be this constant MD QQing going on now.
I am a Masshole, and I admit, I have no gungame. It is why I specced into the MD during Chromo. My KDR is 0.51. In fact, it was even worse during Chromo because I was just learning the game. I'm to the point now where I'd like to see CCP nerf it so that I can continue on sucking with it, while all the 1337 players can cry about something else breaking their game. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 22:25:00 -
[129] - Quote
Protocake JR wrote:Fiddlestaxp wrote:danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level. I am sure you noticed how the gun was infrequently used in PC at that point. It was VERY ineffective from elevation due to the inability to track players due to projectile speed. Personally I specced into just about everything I could for my fit before I got MD proficiency up. I still used it, because I realized the practice potential and figured they would fix it sooner or later. But it was by no means "alright" or "good". There were very few players who kept the MDfaith during that period. Ill mention again that it is strong against scouts... and should be. I think that might flavor your preception So what if projectile speed was increased along with damage drop off and/or slight blast radius decrease? Would that be acceptable?
I don't think so. I think the projectile speed needs to stay the same. I think the only sensible change now would be the blast radius falloff suggested earlier, where the full damage is done, then steadily decreases over the radius of the explosion. |
DJINN leukoplast
Hellstorm Inc League of Infamy
977
|
Posted - 2013.08.10 22:32:00 -
[130] - Quote
Eh, I really don't know if CCP stealth buffed the MD (or explosives in general) recently, but I have to admit, I was getting a lot more kills with the MD last night than I had been in the past (maybe 2 weeks ago?).
Previously going toe-to-toe with an AR user (or anybody really), I had little chance with the EXO unless I managed to flux them first and/or had backup, and any kills I got with the MD felt like really lucky shots. But now it feels like it's actually working like it should be and that the AOE is spot on.
For instant it could just mean that the majority of the players I was killing were fresh out of the academy and had no health tanking capability, thus only a few shots would take them out. And as for the OP's PC experience, well it could just be like any other weapon, if a lot of people use it, the weapon will seem OP. But the thing is, AR's were the most common before in PC, but it seems whenever any weapon but the AR is used, people cry wolf.
I'm almost positive CCP is going to nerf the MD into the ground, which is a shame. Finally there is a fun and effective weapon to use that isn't the AR, and it's going to be taken from us just because a lot of people are currently using it. |
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
366
|
Posted - 2013.08.10 22:33:00 -
[131] - Quote
My two cents.
In battles where MD actually claims most kills it's the assault MD that is used. That weapon is prolly on the OP side. Likewise it's the most skill independent MD as it is designed for wide AoE blindfire. You will also see that 'better corps' who traditionally go for OP stuff all flock to ASSAULT md.
Then we have regular MD. All the crying AR 'leet' players who score high KDR on boards inevitably try this and realize that they cant do as well with it, then go back to AR and cry about MD in general on the forums. The regular MD is the work horse of ppl who play with MD. Now it's prolly well balanced in the game.
Lastly breach MD. This thing is so broken (like breach SG) that no amount of skill will make up for it. No one is using it. It's def UP. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 22:48:00 -
[132] - Quote
Ludvig Enraga wrote:My two cents.
In battles where MD actually claims most kills it's the assault MD that is used. That weapon is prolly on the OP side. Likewise it's the most skill independent MD as it is designed for wide AoE blindfire. You will also see that 'better corps' who traditionally go for OP stuff all flock to ASSAULT md.
Then we have regular MD. All the crying AR 'leet' players who score high KDR on boards inevitably try this and realize that they cant do as well with it, then go back to AR and cry about MD in general on the forums. The regular MD is the work horse of ppl who play with MD. Now it's prolly well balanced in the game.
Lastly breach MD. This thing is so broken (like breach SG) that no amount of skill will make up for it. No one is using it. It's def UP.
I'm willing to bet that the high skill AR players will be high skill [insert weapon here] players. Sans the plasma cannon and laser rifle of course. If you've got the ability, you'll dominate with whatever is in your hands. |
Protocake JR
Internal Error. Negative-Feedback
534
|
Posted - 2013.08.10 22:49:00 -
[133] - Quote
Why is the breach MD underpowered? I'm not trying to say it's not, the most common MDs I see are Freedoms and EXOs. I could imagine it's because of the small blast radius but i'm just curious. |
danny12343331
SyNergy Gaming EoN.
145
|
Posted - 2013.08.10 22:52:00 -
[134] - Quote
Protocake JR wrote:Why is the breach MD underpowered? I'm not trying to say it's not, the most common MDs I see are Freedoms and EXOs. I could imagine it's because of the small blast radius but i'm just curious.
For some reason the breach is more of a direct shot rather than a splash damage shot not sure why they would make this variant unless its use is to stop the people form hacking the objective. |
TEBOW BAGGINS
Rebel Raiders Inc.
870
|
Posted - 2013.08.10 22:55:00 -
[135] - Quote
if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks. |
Fire of Prometheus
DUST University Ivy League
72
|
Posted - 2013.08.10 22:59:00 -
[136] - Quote
I can see why people like the mass driver.
It's like being a god, just point, click......boom!!!!! Bye bye annoying cherry :p |
Amruk Jackal
D3LTA ACADEMY Inver Brass
1
|
Posted - 2013.08.10 23:00:00 -
[137] - Quote
Lower the fire rate and slightly decrease the blast radius, or make the weapon lower the stats of the person using it and also take off 25% of their health per shot. I prefer the second option myself. |
Protocake JR
Internal Error. Negative-Feedback
534
|
Posted - 2013.08.10 23:05:00 -
[138] - Quote
TEBOW BAGGINS wrote:if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks.
Well, if you are implying that you are a mass driver user yourself, i'm going to guess you primarily use hipfire.
The screen jerking is very noticeable when aiming down your sights. |
TEBOW BAGGINS
Rebel Raiders Inc.
870
|
Posted - 2013.08.10 23:06:00 -
[139] - Quote
Chunky Munkey wrote:Bendtner92 wrote:Cobra CLUTCH79 wrote:Bendtner92 wrote:Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I thought the AR was supposed to be a close range rifle? it is if youre good at hip firing It doesn't matter if it's hip fire or not. The AR is a Gallente Plasma Rifle that's supposed to be a close range weapon. It's not supposed to be any more than that, not even a short-to-mid range weapon. The Minmatar Combat Rifle is the short-to-mid range rifle. It is *supposed* to be a close range weapon, but it isn't. Right now its range is barely less than the scrambler rifles. Don't forget that regardless of its technology, it's also still a rifle. Rifles are, by design, extended range. IMO the only rebalance the MD demonstrates a need for, is a buff to the shotgun and perhaps the breach AR. Then we'd start to see an oppropriate balance between close and mid range weaponry.
yea if the shotgun, creodron, and laser didnt suck ass then we would have a smaller MD population |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1124
|
Posted - 2013.08.10 23:14:00 -
[140] - Quote
Protocake JR wrote:Chunky Munkey wrote:Sincere question:
Did you take ARs into a compound, I.e. a CQC area? I used, Imperial SR, Carthums SR, and SMG. Did well (whether I lived or died) with all of them vs anyone not using a Mass Driver.
You are the only L33t player I respect....AMARR VICTOR! |
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TEBOW BAGGINS
Rebel Raiders Inc.
870
|
Posted - 2013.08.10 23:14:00 -
[141] - Quote
Protocake JR wrote:TEBOW BAGGINS wrote:if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks. Well, if you are implying that you are a mass driver user yourself, i'm going to guess you primarily use hipfire. The screen jerking is very noticeable when aiming down your sights.
Oh ok. Well yea that needs to go. And yes I rarely ADS my MD.
The problem is they wont just adjust the splash down 1 meter and remove the aim knock, they will keep to their track record and totally trash the weapon. |
hgghyujh
Expert Intervention Caldari State
62
|
Posted - 2013.08.10 23:30:00 -
[142] - Quote
mass driver needs to be what it was instead of a direct fire weapon. tho part of the problem is the fact that it ignores resistances. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 23:46:00 -
[143] - Quote
TEBOW BAGGINS wrote:Protocake JR wrote:TEBOW BAGGINS wrote:if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks. Well, if you are implying that you are a mass driver user yourself, i'm going to guess you primarily use hipfire. The screen jerking is very noticeable when aiming down your sights. Oh ok. Well yea that needs to go. And yes I rarely ADS my MD. The problem is they wont just adjust the splash down 1 meter and remove the aim knock, they will keep to their track record and totally trash the weapon.
What would happen if they removed the scale from hip fire, and just had the circle reticule. Make the scale only available during ADS? |
Vrain Matari
ZionTCD
672
|
Posted - 2013.08.10 23:51:00 -
[144] - Quote
TBH i don't like to get into balancing discussions because i believe that until CORE mechanics(lag, hit detection aiming, controls, movement) are improved beyond the level they're at it's all f'in pointless - balancing discussions are just so much jacking off and everything is just going to need rebalancing once(if) CPP gets their game working.
Balancing now does make our gameplay experiences better in the short term, but it doesn't have any effect on whether DUST lives or dies.
But this thread does bring up two old discussions on these forums.
1) The primary and dominating difference between the MD and all other weapons is the unpredictable(maybe) camera shake and to some extent the obscuring smoke.
We used to talk about the effect of various weapon impacts on various suit classes. I'm sure beta vets will remember the cheesy, half-assed mechanic CCP implemented that did nothing more than predictably elevate your camera when you were taking fire. If memory serves correctly, the effect was laughably identical for 1200 hp proto heavies and militia scouts.
The Camera shake we see for MD explosions is the first real implementation of a mechanic that rattles your cage when you take fire, and by doing so prevents retaliation - exactly as the OP has detailed above. Should a heavy really get rocked like a scout?
And where's the effect of weapon impact for all the other weapons?
2) Seven, maybe 8 months ago we had a pretty big thread about damage falloff based on distance from epicenter for explosives. Afaik nothing came of that, but i'm thinking it would go a long way towards balancing the MD and other explosive weapons. With the MD, i would want to see the effect of the camera shake falloff also. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.10 23:59:00 -
[145] - Quote
Vrain Matari wrote:TBH i don't like to get into balancing discussions because i believe that until CORE mechanics(lag, hit detection aiming, controls, movement) are improved beyond the level they're at it's all f'in pointless - balancing discussions are just so much jacking off and everything is just going to need rebalancing once(if) CPP gets their game working.
Balancing now does make our gameplay experiences better in the short term, but it doesn't have any effect on whether DUST lives or dies.
But this thread does bring up two old discussions on these forums.
1) The primary and dominating difference between the MD and all other weapons is the unpredictable(maybe) camera shake and to some extent the obscuring smoke.
We used to talk about the effect of various weapon impacts on various suit classes. I'm sure beta vets will remember the cheesy, half-assed mechanic CCP implemented that did nothing more than predictably elevate your camera when you were taking fire. If memory serves correctly, the effect was laughably identical for 1200 hp proto heavies and militia scouts.
The Camera shake we see for MD explosions is the first real implementation of a mechanic that rattles your cage when you take fire, and by doing so prevents retaliation - exactly as the OP has detailed above. Should a heavy really get rocked like a scout?
And where's the effect of weapon impact for all the other weapons?
2) Seven, maybe 8 months ago we had a pretty big thread about damage falloff based on distance from epicenter for explosives. Afaik nothing came of that, but i'm thinking it would go a long way towards balancing the MD and other explosive weapons. With the MD, i would want to see the effect of the camera shake falloff also.
CCP, take notice! ^^ Lot's of good ideas and discussion ITT!
I honestly can't believe this thread has maintained civility... |
TEBOW BAGGINS
Rebel Raiders Inc.
870
|
Posted - 2013.08.11 00:01:00 -
[146] - Quote
Thor McStrut wrote:TEBOW BAGGINS wrote:Protocake JR wrote:TEBOW BAGGINS wrote:if it still is aim knocking then that needs to be removed but i've fought other mass driver and have not had my aim knocked since before we moved to tranq, unless for some reason another mass driver is not effected by aim knock. all and all i dont believe it still aim knocks. Well, if you are implying that you are a mass driver user yourself, i'm going to guess you primarily use hipfire. The screen jerking is very noticeable when aiming down your sights. Oh ok. Well yea that needs to go. And yes I rarely ADS my MD. The problem is they wont just adjust the splash down 1 meter and remove the aim knock, they will keep to their track record and totally trash the weapon. What would happen if they removed the scale from hip fire, and just had the circle reticule. Make the scale only available during ADS?
Wouldn't take me long to adjust to that tho i don't see what the point would be. I know some other ppl who do rely on the reticle more. I dont really see what the point would be tho in changing the sights. |
Thor McStrut
Reckoners
94
|
Posted - 2013.08.11 00:09:00 -
[147] - Quote
TEBOW BAGGINS wrote:
Wouldn't take me long to adjust to that tho i don't see what the point would be. I know some other ppl who do rely on the reticle more. I dont really see what the point would be tho in changing the sights.
I'm not saying I'm great, but I mostly use my MD in medium to long range. I never ADS, because I have a scale on the hipfire. Due to this, I never suffer from the slower turn speed from ADSing. I think people could adapt to holding over the proper height, but I think it would help filter the scrubs like me from the truly gifted MD users. |
Fiddlestaxp
TeamPlayers EoN.
320
|
Posted - 2013.08.11 00:52:00 -
[148] - Quote
Protocake JR wrote:Fiddlestaxp wrote:danny12343331 wrote:Protocake JR wrote:danny12343331 wrote:MD are OP we need that nerf back in uprising 1.0. Do you mind elaborating? Sorry let me explain how it was not really a nerf , but more like a weapon that actually takes skill to use when uprising came out the blast radius was dropped down to 3.6 in the regular variants not sure about the assaults MDs, but anyways with that in mind people though this thing was still in use and wanted to get easier kills and of course it takes little to no skill to use MD right now because of its blast radius, but back in chromosome the EXO had a 4.4 blast radius and if you get to lv 5 it comes around to 5.5 meter blast radius so you really don't have to hit your targets when they are moving. So when uprising came out people complained about its really small blast radius and hardly can get any kills with it so they have decided to bring back the MD to its original state like in chromosome. If they never changed the blast radius and kept it the same 3.6*1.25= 4.5 meter blast radius making it a more balanced weapon and of course making it more of a skill based \. Edit: 5% to blast radius per level. I am sure you noticed how the gun was infrequently used in PC at that point. It was VERY ineffective from elevation due to the inability to track players due to projectile speed. Personally I specced into just about everything I could for my fit before I got MD proficiency up. I still used it, because I realized the practice potential and figured they would fix it sooner or later. But it was by no means "alright" or "good". There were very few players who kept the MDfaith during that period. Ill mention again that it is strong against scouts... and should be. I think that might flavor your preception So what if projectile speed was increased along with damage drop off and/or slight blast radius decrease? Would that be acceptable?
I feel like it is fine at close range and from buildings as it currently stands. Increasing projectile speed would make it more effective from roof tops (An area that it already excels at). The main change I would like to see would be a flux/locust nerf to make explosive spam (which the MD benefits from) less common and nerf the MD/Flux combo. Cap max ammo on grenade equips at 2 and make it cost more nanite clusters to resupply. |
Mortedeamor
Wraith Shadow Guards
147
|
Posted - 2013.08.11 01:13:00 -
[149] - Quote
+1 best trolling toy ever |
J3f3r20n Gh057
Molon Labe. League of Infamy
48
|
Posted - 2013.08.11 01:21:00 -
[150] - Quote
its sad to see many ppl using MD just because of the splash factor... i use MD because its cool, the AR aim is strange and with the strafe i can't hit most of the time. But back on Chromosome was really hard to see MD users on the fiield. Rights now MD are annoying. |
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