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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Ruthless Lee
The Eliminators
43
|
Posted - 2013.08.14 17:22:00 -
[151] - Quote
Arkena Wyrnspire wrote:Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
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Iron Wolf Saber
Den of Swords
7266
|
Posted - 2013.08.14 17:32:00 -
[152] - Quote
Zeylon Rho wrote:Same question as the last guy: did you change the repair rates on reactive? You didn't list that stat.
No they didn't still the same. As are fittings for the plates, but I ran the numbers and they looked much better on the spread sheet than before. Largest disparity was about 300% instead of the previous 600% |
Icedslayer
SVER True Blood
102
|
Posted - 2013.08.14 17:59:00 -
[153] - Quote
Quote:We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Great so whats the advantage of the us scouts again? We've had our strafe speed stealth nerfed in Codex, we've had low slots and equipment slots taken away, aswell as our passive scan range nerfed to sh@t. Now you give all suits a strafe speed boost WTF. Are we ever going to get love from CCP? i mean seriously we are the only community that has a active leaderboard/ registry because there are that few of us. But its not like we have any representation on the CPM. |
King Kobrah
SyNergy Gaming EoN.
1022
|
Posted - 2013.08.14 18:15:00 -
[154] - Quote
If you're buffing armor there's no reason to nerf shields. These ridiculous nerf ideas are getting old |
Master Jaraiya
Ultramarine Corp
525
|
Posted - 2013.08.14 19:05:00 -
[155] - Quote
Dimitri Krenkov wrote:Reactive plates giving hp and rep bonuses still seem off to me. Reactive plates do at the same time what two other modules do. There are only three outcomes of this, balance wise.
1. Reactive plates are less efficient than just running a plate and rep. 2. Reactive plates are more efficient than just running a plate and rep. 3. Reactive plates are just as efficient as running a plate and rep.
In the first case, why do reactive plates exist again? In the second, why do we even have plates and reps if we can just use one module? In the third, why is it a thing again? There is no good way to balance reactive plates.
I think a better solution would be to make them do something special. Ideally I would like resists, but I would also be open to them being hi slot items that massively nerf shields in exchange for being neat for armor in some way, like resists or such.
For that matter, I would give my eye teeth for an explosive dampening hardener to take the edge off of AOE splash damage. Somethiing like that might give reactive plates a purpose. Direct hits still waste you, but they give you some resistance to splash from grenades, mass drivers, forge guns, etc
The added benefit of reactives is that they free up a slot. So even though you have less HP and less reps than a plate/rep combo, you have an extra free slot. This is invaluable to some loadouts. |
OZAROW
A.N.O.N.Y.M.O.U.S.
357
|
Posted - 2013.08.14 19:24:00 -
[156] - Quote
So on a suit like a mini scout, what exactly do you plan to do with shield penalty? A advance suit has between 234 or 270 shield depending on fit |
Shotty GoBang
Pro Hic Immortalis League of Infamy
562
|
Posted - 2013.08.14 19:32:00 -
[157] - Quote
Arkena Wyrnspire wrote: Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
I agree, to a degree. Though in staying on topic, I think it important to take all changes into account collectively. What we Scouts know about 1.4 so far:
New Bad News High eHP opponents getting more HP is bad news for Scouts. Mediums retaining close-to-1.2 strafe mobility is bad news Scouts.
Old Bad News Heavies getting a mobility buff is bad news for Scouts. Aim-assist improvements is bad news for Scouts. Instant Rotation Speed is really bad news for Scouts.
Possible Good News The proposed TacNet changes would likely help us out, but will it be enough? And will we see it introduced along with these other changes?
Personal Opinion (On Topic): When a Scout sneaks up behind you with a Knife or Shotgun in hand, that Scout should win. Consistently. Current strafe speeds render said encounter a 50/50 toss up ... a 10% reduction strikes me as insubstantial and inadequate. Gifting our opponents with more eHP and less movement penalty won't help our odds. These on-topic points, combined with limitless rotation speed and improved aim-assist, offer an already-handicapped-would-be-assassin even lower odds of success and survival. Our most experienced killers are struggling, their stats offered as "off-topic" evidence. This thread and its contents add to our collective concern.
- Shotty GoBang |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1735
|
Posted - 2013.08.14 21:08:00 -
[158] - Quote
Just wondering why health is getting buffed? Gameplay enjoyment suffers when it takes long to kill someone. |
SirManBoy
Molon Labe. League of Infamy
153
|
Posted - 2013.08.14 21:44:00 -
[159] - Quote
A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
|
Arkena Wyrnspire
Turalyon 514
2503
|
Posted - 2013.08.14 21:47:00 -
[160] - Quote
SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be. |
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Denidil Taureran
Turalyon 514
20
|
Posted - 2013.08.14 22:26:00 -
[161] - Quote
Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be.
especially if they buff armor reppers too. |
Arkena Wyrnspire
Turalyon 514
2505
|
Posted - 2013.08.14 22:27:00 -
[162] - Quote
Denidil Taureran wrote:Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be. especially if they buff armor reppers too.
I don't think that's needed. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
25
|
Posted - 2013.08.14 23:07:00 -
[163] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Except for the shield penalties, this is AWESOME, but what about skill bonuses regarding the recharge rates of reactive plates? O.O (which should be in effect IMO... >.>) |
BL4CKST4R
WarRavens League of Infamy
1071
|
Posted - 2013.08.14 23:32:00 -
[164] - Quote
Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be.
Only thing I am worried about is people switching to mass drivers as the FOTM. |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
79
|
Posted - 2013.08.14 23:37:00 -
[165] - Quote
trollface dot jpg wrote:CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Soo..... what you're saying is that in addition to kb/m users being able to instantly change direction with no slow down whatsoever, they will now be able to do so at 90% of run speed? Is there a -1 button anywhere? 'Cause I'm not seeing it...
This is a nerf to strafe speed you illiterate |
Dimmu Borgir II
Consolidated Dust
32
|
Posted - 2013.08.15 00:07:00 -
[166] - Quote
Argon Gas wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s. Don't complain.
Just curious, which suit do you have that doesn't have any high slots and really low shield regeneration? |
godhands9
Black Phoenix Mercenaries
16
|
Posted - 2013.08.15 00:39:00 -
[167] - Quote
I'm vey happy for this...Heavys will be heavys again too..About time for the fatty guys. |
SponkSponkSponk
The Southern Legion
196
|
Posted - 2013.08.15 01:04:00 -
[168] - Quote
BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM.
I think the majority of the Dust population is waaaay ahead of you, there. |
Cosgar
ParagonX
4216
|
Posted - 2013.08.15 01:19:00 -
[169] - Quote
SponkSponkSponk wrote:BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM. I think the majority of the Dust population is waaaay ahead of you, there. Once hit detection gets better, I'll give it a few days. |
godhands9
Black Phoenix Mercenaries
16
|
Posted - 2013.08.15 01:27:00 -
[170] - Quote
I wouln't blame massdriver or slpash damage.I blame player skills..There is other ways to kill massdrivers for sure. |
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Promethius Franklin
DUST University Ivy League
162
|
Posted - 2013.08.15 02:07:00 -
[171] - Quote
Dimmu Borgir II wrote:Argon Gas wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s. Don't complain. Just curious, which suit do you have that doesn't have any high slots and really low shield regeneration? It would be cool if we didn't pretend high slot count and total base shield HP weren't significant factors in being able leverage shield regen. |
|
CCP Wolfman
C C P C C P Alliance
1165
|
Posted - 2013.08.15 02:28:00 -
[172] - Quote
Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman?
Noticed a few people ask this. This is not intended, we will check on it :-) |
|
BL4CKST4R
WarRavens League of Infamy
1073
|
Posted - 2013.08.15 02:43:00 -
[173] - Quote
CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-)
Since your here did fitting cost for reactives and ferroscales get changed? |
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CCP Wolfman
C C P C C P Alliance
1167
|
Posted - 2013.08.15 02:57:00 -
[174] - Quote
BL4CKST4R wrote:CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-) Since your here did fitting cost for reactives and ferroscales get changed?
Nopes, we thought about it but decided to leave them alone for now. |
|
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
651
|
Posted - 2013.08.15 03:11:00 -
[175] - Quote
Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this. |
The Tunski
OSG Planetary Operations Covert Intervention
8
|
Posted - 2013.08.15 03:12:00 -
[176] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
Have to agree with this. I'm a shield tanker and I don't wanna be bias. But I don't understand the shield extenders penalty. There a delay already once you lose Shields while armor regens immediately. I'm happy for the Armor tankers out there tho this seems to be fixing things to be more balanced and usable out there on the battlefield. Got a good feeling people will start complaining about gallente logis! Kudos to the fix |
Beren Hurin
The Vanguardians
1092
|
Posted - 2013.08.15 03:15:00 -
[177] - Quote
Heinrich Jagerblitzen wrote:Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this.
Yes and if it is logistics design oriented, could you get into design goals behind this and if you see us meeting those planned goals? There are currently 3 different kinds of remote reps for armor, and its takes a lot more squad skill to utilize them. But it is likely much more powerful to have. |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:19:00 -
[178] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
I present you my eldest daughter as wife, and 100,000,000 ISK dowery. |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 03:21:00 -
[179] - Quote
The Tunski wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Have to agree with this. I'm a shield tanker and I don't wanna be bias. But I don't understand the shield extenders penalty. There a delay already once you lose Shields while armor regens immediately. I'm happy for the Armor tankers out there tho this seems to be fixing things to be more balanced and usable out there on the battlefield. Got a good feeling people will start complaining about gallente logis! Kudos to the fix
there are plenty of responses to your initial poster here. The problem with shields, mechanically right now, is that you can rep like >50 HP/s just a couple of seconds after taking a hit. when we start to see shielded heavies this will be a pretty big problem. |
Mike Poole
Kirkinen Risk Control Caldari State
363
|
Posted - 2013.08.15 03:24:00 -
[180] - Quote
Has anyone called out the bullshit yet?
I vividly recall that after the last big update when strafe speeds first went out of control there were devs in here tossing around everything from it being all in everyone's imagination to it being an intended new mechanic.
NOW they have the balls to come forward and admit it's been a bug all along after they've let people get used to believing it was all intended so they can rationalize keeping it around? |
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