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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
The Tunski
OSG Planetary Operations Covert Intervention
8
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Posted - 2013.08.15 03:26:00 -
[181] - 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?
What he forgets to account for is that nothing can rep shields (outside of what your suit gives ya)besides a LLAV. If your armor tanked logis can rep your armor much faster then what your shields regen. Granted if you can find someone to do this for ya! |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:26:00 -
[182] - Quote
its cool armor is getting a buff. I am all for armor. and i detest shields. but lets not go buckwild with nerfing shields here. When want balance not revenge |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:27:00 -
[183] - Quote
CCP wolfman. since, you guys are monitoring the flaylock, and armor is getting buffed. will there be any improvements made to the flaylocks to help them be more competetive with other side arms? |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:36:00 -
[184] - Quote
BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM.
don't you mean ARs... oh wait... |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:38:00 -
[185] - Quote
godhands9 wrote:I wouln't blame massdriver or slpash damage.I blame player skills..There is other ways to kill massdrivers for sure.
skill?...lolz thats for noobs, real pros complain on the forums to get splash damage and explosives nerfed. like flaylocks...lol |
zzZaXxx
The Exemplars Top Men.
179
|
Posted - 2013.08.15 04:46:00 -
[186] - 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 :-)
CCP Wolfman, thank you for these changes! The changes to Armor Plates are a big step towards balance. However, the numbers are still shouting that Reactive Plates, and to a lesser extent Ferroscale Plates, will remain broken! Can these numbers be tweaked before 1.4? CCP Fozzie and CCP Rise have benefitted hugely from putting out numbers and responding to feedback from the community. I beg you to consider our responses on the forums as you start to finalize your numbers. If you hear feedback that makes sense to you, please respond and let's find the best solution through dialogue between the dev and his trusty play testers.
Here is my feedback on Reactive Plates:
First off, are you saying that Reactive Plates will be buffed by both armor skills? So complex should give 2.5 hp/s? Assuming this is what you are saying and that you will implement this, here is what 2 Complex Reactive Plates look like compared to 1 Enhanced or Complex Armor Plate and 1 Complex Armor Repairer:
2 Complex Reactive Plates : 132 hp, 2% movement penalty, 5 hp/s repair 72 CPU, 32 PG
1 Enhanced Armor Plate and 1 Complex Armor Repairer: 121 hp, 3% movement penalty, 6.5 hp/s repair 65 CPU, 17 PG
1 Complex Armor Plate and 1 Complex Armor Repairer: 148.5 hp, 5% movement penalty, 6.5 hp/s repair 75 CPU, 23 PG
The second combination seems to me to provide the most bang for the buck, but both the latter two are clearly superior to the 2 reactive plates. The stats are close enough to be a matter of taste, but the fitting requirements for the reactive plates are monstrous in comparison! Please consider reducing the fittings for them, especially PG. Right now I don't think anyone can see any use for them, and it's not for lack of trying.
Moving them to high slots would break the lore since they are armor plates. The only argument there can be currently for using reactive plates is for a shield tanker to use just one, but who has 36 CPU and 16 PG to blow on 66 hp and 2.5 hp/s rep? I think if their PG were reduced then they would be useful in this role and perhaps could find a place in an armor tanker's fitting. If you don't increase their bonuses or reduce their fittings they will continue to gather dust.
Thanks for your time! I know you're busy. I strongly believe these discussions can be huge time savers in the end for CCP though so hopefully the forums will yield a fruitful exchange. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
387
|
Posted - 2013.08.15 04:50:00 -
[187] - Quote
What about backpedaling speed? Right now it's too high dont' you think? |
Cosgar
ParagonX
4228
|
Posted - 2013.08.15 04:58:00 -
[188] - Quote
Ludvig Enraga wrote:What about backpedaling speed? Right now it's too high dont' you think? Nova Knifer, right? What happened to giving them a lunge attack? |
zzZaXxx
The Exemplars Top Men.
179
|
Posted - 2013.08.15 05:04:00 -
[189] - Quote
Wolfman, a quick note here on Ferroscale Plates. Now that movement penalties on armor plates have been reduced, while both plates have been given more hp, the benefit of ferroscale plates is greatly diminished. Which of the following do you think is the best choice?
Basic Armor Plates 93.5 hp, 2% movement penalty 10 CPU, 1 PG
Complex Ferroscale Plates 82.5 hp, 0% movement penalty 39 CPU, 14 PG
I'll take more hp and waaaaaaaaaaay less fitting cost and happily eat the 2% movement penalty. Don't get me wrong, I think the new numbers for Armor Plates are a big step in the right direction, but if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
Ever.
Seriously. :) So maybe give them more hp?
Thanks for your time and keep it rolling! |
SponkSponkSponk
The Southern Legion
200
|
Posted - 2013.08.15 05:16:00 -
[190] - Quote
zzZaXxx wrote:if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
I have mentioned before how basic plates are out of whack, which throws off the entire reactive and ferroscale lines.
If the basic plate were nerfed, and normal plates gave a flat -5% stamina penalty, then ferroscale plates would have a clear niche. At the moment, they just don't have any role where they are worth it. |
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
96
|
Posted - 2013.08.15 05:28:00 -
[191] - Quote
True Adamance wrote:Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden. Not in Dust, silly. Somehow, the normal New Eden rules don't apply here. We have Minmatar suits with more high slots than Caldari, Gallente better armor tankers than Amarr, and speaking of Amarr, they like a mix of shield and armor, and *they* are the race that likes active armor repairing. This certainly isn't the Eve-O's race lineup. We have damage mods that go in the highs, that actually use the mid symbol, etc. etc.....it's a wild, wild west. |
XANDER KAG
Red Star. EoN.
184
|
Posted - 2013.08.15 05:41:00 -
[192] - Quote
well its a good thing I went proto for armor skills... |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:49:00 -
[193] - 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.
If armor repair speed is brought to roughly the same speed as shield recharge, either through buffing armor or nerfing shields or both, shield transporters need to be introduced at the same time. Otherwise armor will be extremely OP. Hopefully that's how it will play out, though I think higher hp with slower but constant repair is one of the things that makes armor distinct. Wolfman is helping along the higher hp part but I think the rep is still too slow, or if its fast enough it's at the expense of one too many low slots, thereby cutting into the high hp part of the equation.
I think an elegant solution would be to give all suits passive armor repair (maybe just 1 hp/s for Caldari, 4 for Gallente) and alter the function of armor repairers to multiplying that repair rate by a percentage. So, for example, if a Complex Armor Repairer increased a suit's rep amount (or rate) by 120%, it might (with skill bonus) increase a Gallente Assault dropsuit's armor repair from 4 hp/s to 10 hp/s, and a second would take it to 16 hp/s. However a Caldari Assault's progression would be from 1 hp/s passive to 2.5 hp/s and then to 4 hp/s.
This mechanic would allow armor tankers to repair faster while not giving shield tankers the opportunity to use a buffed module to make up the difference and remain superior with their suit bonuses that are independent from modules. Of course this would require some fine tuning, such as reducing Gallente shield recharge rate or not nerfing shield recharge delay, etc. Just my 0.02 ISK. |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:52:00 -
[194] - Quote
SponkSponkSponk wrote:zzZaXxx wrote:if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever. I have mentioned before how basic plates are out of whack, which throws off the entire reactive and ferroscale lines. If the basic plate were nerfed, and normal plates gave a flat -5% stamina penalty, then ferroscale plates would have a clear niche. At the moment, they just don't have any role where they are worth it.
I don't think nerfing armor plates is the answer. Ferroscale and reactive plates need to be be buffed to be in line with where armor plates are now. |
Zero Harpuia
WarRavens League of Infamy
635
|
Posted - 2013.08.15 06:07:00 -
[195] - 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?
You don't seem to get it, do you? Shields regenerate silly. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
150
|
Posted - 2013.08.15 06:26:00 -
[196] - Quote
Ya I can have 521 armor and still heal at 20/s. |
Kekklian Noobatronic
Goonfeet Top Men.
297
|
Posted - 2013.08.15 07:45:00 -
[197] - Quote
Let's have Maths shal we?
Two people, both with equivalent EHP take the same amount of damage.. One is a Shield tanker, one is Armor. Let's break it down and see who comes out ahead..
Shield Tanker: 450 Shield, 150 Armor The Shield Tanker has no regeneration mods, just complex extenders. We assume the Shield Tanker is in a Caldari suit with 25hp/sec shield regen
Armor Tanker: 150 Shield, 450 Armor The Armor Tanker has 1 Complex Repair Module and Max Rank Armor Repair. He is also wearing a combination of Complex and Enhanced armor plates. We assume the Armor Tanker is in an Amarr suit(purity yo) with 20 hp/sec shield regen.
Already the Armor Tanker is investing more SP than the Shield Tanker to obtain higher EHP and still get self repair. The Shield Tanker has to get 1 skill to V - the Armor needs to get 2 skills to V.
They both take - through combined arms - a total of 450 damage before they're able to retreat. Don't complain about semantics, this is strictly for analysis of regeneration numbers. All figures from here out are in the format of ST(Shield Tanker) or AT(Armor Tanker) - Shield/Armor. Seconds 1 - 5: ST - 0 / 150 AT - 0 / 208 ST - 0 / 150 AT - 0 / 216 ST - 0 / 150 AT - 0 / 224 ST - 0 / 150 AT - 0 / 232 ST - 0 / 150 AT - 0 / 240
Advantage: Armor Tanker (By 90)
Seconds 6 - 10 ST - 25 / 150 AT - 20 / 248 ST - 50 / 150 AT - 40 / 256 ST - 75 / 150 AT - 60 / 264 ST - 100 / 150 AT - 80 / 272 ST - 125 / 150 AT - 100 / 280
Advantage: Armor Tanker (By 105)
Seconds 11 - 15 ST - 150 / 150 AT - 120 / 248 ST - 175 / 150 AT - 140 / 256 ST - 200 / 150 AT - 150 / 264 ST - 225 / 150 AT - 150 / 272 ST - 250 / 150 AT - 150 / 280
Advantage: Armor Tanker (By 30) At this point, the Shield Tanker regen is fast closing the gap that the Armor tanker gained during the shield down time. A use of a Shield Regulator will drastically alter these numbers.
Seconds 16 - 20 ST - 275 / 150 AT - 150 / 288 ST - 300 / 150 AT - 150 / 296 ST - 325 / 150 AT - 150 / 304 ST - 350 / 150 AT - 150 / 312 ST - 375 / 150 AT - 150 / 330
Advantage: Shield Tanker (By 45)
Seconds 21-23 ST - 400 / 150 AT - 150 / 338 ST - 425 / 150 AT - 150 / 346 ST - 450 / 150 AT - 150 / 354
Advantage: Shield Tanker (By 96) At this point(23 Seconds), the shield tanker is ready to re-engage in combat. The armor tanker will take an additional 12 seconds to reach full armor.
Breaking the number down like this, with a lopsided comparison (but one that represents the majority of fits nowadays, with Shields only taking Extenders and Armor taking both Rep and Extenders) shows a clear advantage to Shields. In addition, shield tankers have routes to drastically increase their capability to re-enagage in combat. An enhanced Regulator and Recharger will DRASTICALLY alter these numbers in a shield tankers favor, as shield tankers have low slots to burn. Armor tankers have to use every low slot in order to fit their buffer and tank.
I'll do a google doc showing some different fitting types, but the problem with the balance comes down to the fact that shield tankers simply have more options, and reaching a balance 'sweet spot' is not as easy as we all think it is, especially when you factor in that Armor Tankers that do not use shields in the highs are free to instead use Damage Mods - something a shield tankers has to suffer survivability loss in order to fit. Maybe if there were low slow damage mods, and high slot repair-affecting modules, we could start to see some real choices and balance enter the mix.
|
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
620
|
Posted - 2013.08.15 09:24:00 -
[198] - Quote
Let me go over a few things first.
I am an armor tanker, and as much as this makes me squeal with joy, I have to warn you guys about some things that you might have overlooked.
First of all, I think that the double buff is not a good idea. All the plates really needed were a decrease in the speed penalty. With the extra armor on top of that, it might turn disastrous. This is because with the lower speed penalty, it means that using complex plates is now a viable option (before, the speed penalty was too great for the complex plates to actually be worthwhile).
Second, Ferroscale plates might be better, but the cpu/pg cost still makes them worthless compared to the new basic plates. For instance, why would you use a 35hp ferroscale when you can equip an 80hp basic plate that uses up barely any pg/cpu, at the cost of only a 2% movement penalty. Just a thought.
Third, with this update, shields will not need any added penalties. In fact, I suggest you guys increase the enhanced shield extender to 44 to make it more in line with the new reactive plates values as currently only complex extenders are the way to go. ________________________
On a positive note, this is a great update for sentinels and armor tankers! The biggest issue with armor, like I mentioned before, is that the more armor you had, the faster you were killed. This was because the movement speed penalty was too much, especially for heavies. The faster you can move in this game, the more bullets you can dodge...so slow moving targets could be taken down easily.
With this update, a heavy can have 1100 armor, with another 500 shield on top for a total EHP of 1600! Gallente logi's can have 950 armor
I'm definitely excited. And the best part is that everyone will skill into armor now so that my mass driver can chew through even more players! (On the other hand, the mass driver might become less effective against good armor tankers) |
Rogue Saint
Science For Death The Shadow Eclipse
100
|
Posted - 2013.08.15 10:13:00 -
[199] - Quote
Pandora Mars wrote:A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armour has a penalty, shield extenders currently don't.
Pandora Mars wrote:Armor needs a Repper (1-1)
Aye, and currently does not rep as much as your passive shield gen.
Pandora Mars wrote:Reppers work constantly while Shield is delayed (2-1)
But you do not use a slot to get your shields back!
Pandora Mars wrote:Armor slows you down (2-2)
With futuristic composites and alloys I'm even surprised that armour should slow you down! Its not like I'm strapping 6 inch titanium to my front/back!
|
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 11:46:00 -
[200] - Quote
zzZaXxx wrote:Wolfman, a quick note here on Ferroscale Plates. Now that movement penalties on armor plates have been reduced, while both plates have been given more hp, the benefit of ferroscale plates is greatly diminished. Which of the following do you think is the best choice?
Basic Armor Plates 93.5 hp, 2% movement penalty 10 CPU, 1 PG
Complex Ferroscale Plates 82.5 hp, 0% movement penalty 39 CPU, 14 PG
I'll take more hp and waaaaaaaaaaay less fitting cost and happily eat the 2% movement penalty. Don't get me wrong, I think the new numbers for Armor Plates are a big step in the right direction, but if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
Ever.
Seriously. :) So maybe give them more hp?
Thanks for your time and keep it rolling!
Neither, ferroscale fitting costs haven't been changed so those plates, along with reactive, are not meant to be stacked. |
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Greasepalms
Ahrendee Mercenaries EoN.
168
|
Posted - 2013.08.15 13:04:00 -
[201] - Quote
i think ferroscales should offer the same level of protection as standard plates but at the cost of higher cpu/pg requirements (the ones there are now) |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 14:32:00 -
[202] - Quote
Epicsting pro wrote:Ya I can have 521 armor and still heal at 20/s.
you could also have 700 something armor and have a freindly/nanohive heal you the same. |
Ren Ratner
Infinite Raiders
53
|
Posted - 2013.08.15 16:42:00 -
[203] - Quote
Loving the armor buffs, but I'm not sure about the possible shield nerf. It's important to note that armor tanks have Logis repairing them during combat while shield tanks must escape combat for x amount of time in order to regain shields. Nerf them too hard and you're just going to reverse the perspective of the "shield tanking pwns armor tanking" QQ threads.
I get that there's a stacking penalty for armor plates while there is no such thing for shields, but as a Logi w/repair tool, I've always thought people cried a little too much about shields>armor. Where's your repair tool logi? You don't have one? Well that's why your crying. Shield tanking DOES have a penalty, they rely entirely on passive regeneration outside combat (unless the mythical LLAV shield repair tool happens to lock on to you, which doesn't happen because there's no WP reward). |
Charlotte O'Dell
0uter.Heaven EoN.
929
|
Posted - 2013.08.15 17:15:00 -
[204] - Quote
Better armor -> more armor tanked suits -> more explosives -> mass driver nerf in 1.6 -> AR is once again the best possible weapon in all situations |
Knight Soiaire
Better Hide R Die
1791
|
Posted - 2013.08.15 17:27:00 -
[205] - Quote
CCP Wolfman wrote:FLAYLOCK Steve wrote:So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast Not at the same speed, at 90% of the max run (not sprint) speed of the dropsuit you are using. We're hoping to give the scouts some love in 1.5 but the vehicle rebalance is our priority so keep your fingers croseed we have time.
1.5?
Lolno. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
658
|
Posted - 2013.08.15 18:40:00 -
[206] - Quote
zzZaXxx wrote: If armor repair speed is brought to roughly the same speed as shield recharge, either through buffing armor or nerfing shields or both, shield transporters need to be introduced at the same time. Otherwise armor will be extremely OP. Hopefully that's how it will play out, though I think higher hp with slower but constant repair is one of the things that makes armor distinct. Wolfman is helping along the higher hp part but I think the rep is still too slow, or if its fast enough it's at the expense of one too many low slots, thereby cutting into the high hp part of the equation.
I think an elegant solution would be to give all suits passive armor repair (maybe just 1 hp/s for Caldari, 4 for Gallente) and alter the function of armor repairers to multiplying that repair rate by a percentage. So, for example, if a Complex Armor Repairer increased a suit's rep amount (or rate) by 120%, it might (with skill bonus) increase a Gallente Assault dropsuit's armor repair from 4 hp/s to 10 hp/s, and a second would take it to 16 hp/s. However a Caldari Assault's progression would be from 1 hp/s passive to 2.5 hp/s and then to 4 hp/s.
This mechanic would allow armor tankers to repair faster while not giving shield tankers the opportunity to use a buffed module to make up the difference and remain superior with their suit bonuses that are independent from modules. Of course this would require some fine tuning, such as reducing Gallente shield recharge rate or not nerfing shield recharge delay, etc. Just my 0.02 ISK.
Totally agree on the issue of parity with shield tanking, I don't want to see the repair rates equilized either, it would be kind of boring frankly.
The lovely thing about giving all suits a small token repair rate is not only does it remove the "need" to fit an armor repair unit on a lot of fits (which than feels like a "wasted" slot to many), it also frees up the Logistics role bonus to be changed to grant extra equipment fitting room for all the racial suits. Each racial Logi variant can than acquire a bonus to the effectiveness of one of the various types of equipment offered (i.e. remote explosives for Minmatar, armor repair for Gallente, nanohives for Amarr, uplinks for Caldari). |
Iron Wolf Saber
Den of Swords
7328
|
Posted - 2013.08.15 20:06:00 -
[207] - Quote
D legendary hero 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 I present you my eldest daughter as wife, and 100,000,000 ISK dowery.
Honey Glazed Lamb. |
FATPrincess - XOXO
Shining Flame Amarr Empire
440
|
Posted - 2013.08.15 20:46:00 -
[208] - Quote
Aiming is already hard enough for DS3 players...
*Proceeds to increase strafe speed*
-XOXO |
Viktor Zokas
187.
222
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Posted - 2013.08.15 20:49:00 -
[209] - Quote
My jimmies have been rustled. |
Niuvo
The Phoenix Federation
349
|
Posted - 2013.08.15 21:06:00 -
[210] - Quote
Thanks for the armor buff, my gal scout was suffering. |
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