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Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:41:00 -
[31] - Quote
Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes?
Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:41:00 -
[32] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes? Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff
Which I will state again will require nerfing everything in order to keep relative power layouts the same. Which in the end will wind up as a nerf to HAVs because its likely the average player is going to dilute that extra slot with something extra. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:42:00 -
[33] - Quote
The Sagaris was a great tank and was better over the gunlogis because it had better stats/fitting. all had over standard fit in slots was another low, pretty useless to help a shield tank survive in any meaningful way but! Everything else was increase as well so it really made up for it |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:46:00 -
[34] - Quote
I have a crazier idea.
How about we have only 4 tanks.
4 tanks that work really well and know what exactly they're supposed to be doing. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:46:00 -
[35] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes? Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff Which I will state again will require nerfing everything in order to keep relative power layouts the same. Which in the end will wind up as a nerf to HAVs because its likely the average player is going to dilute that extra slot with something extra.
what do you mean by "nerfing everying in order to keep relative power layouts the same"? not sure what your getting at, can you explain that alittle plz? I dont see a need to nerf anything, an adv tank should be better in every way than a standard tank and the same for proto tank vs adv. Dont need to nerf the standard tank bcuz the adv is better, just make the tanks better as you go through the tiers. Not nerfing stuff |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:52:00 -
[36] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes? Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff Which I will state again will require nerfing everything in order to keep relative power layouts the same. Which in the end will wind up as a nerf to HAVs because its likely the average player is going to dilute that extra slot with something extra. what do you mean by "nerfing everying in order to keep relative power layouts the same"? not sure what your getting at, can you explain that alittle plz? I dont see a need to nerf anything, an adv tank should be better in every way than a standard tank and the same for proto tank vs adv. Dont need to nerf the standard tank bcuz the adv is better, just make the tanks better as you go through the tiers. Not nerfing stuff
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad. This is only running on the basis that the HP values remain the same across all tiers. |
StubbyDucky
KILL-EM-QUICK RISE of LEGION
383
|
Posted - 2013.08.27 15:58:00 -
[37] - Quote
Reported for,
5. Trolling is prohibited. Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
*Tips Hat*
Good day sir. |
The Attorney General
ZionTCD
776
|
Posted - 2013.08.27 15:58:00 -
[38] - Quote
Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Giving an ADV hull a +2% to movement speed, acceleration, turning and turret traverse would not be the end of the world. Giving a +5 to a proto hull would not break the game either. CCP could easily maintain a specific ISK to Power ratio while ensuring things didn't get crazy.
Going to a prototype chassis doesn't have to mean more slots, or vastly increased CPU and PG. For example, an addition of only 3 CPU from basic to proto would allow me to make multiple changes to my current proto rail fit, which would not increase my power, but greatly improve the adaptability of the vehicle.
There are small changes that could be made, creating slight changes between classes, that would not greatly unbalance the entire class, either versus itself, or versus infantry. |
Sgt Buttscratch
G I A N T EoN.
685
|
Posted - 2013.08.27 15:58:00 -
[39] - Quote
I just think this thread is beyond flawed, to the fact that just because drop suits are X means tanks will be. I dont think teres a chance in hell Proto tanks would all be 5/5. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:58:00 -
[40] - Quote
Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now |
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Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:00:00 -
[41] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now
Don't ever balance for isk. |
ZDub 303
TeamPlayers EoN.
1861
|
Posted - 2013.08.27 16:03:00 -
[42] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now Don't ever balance for isk.
So true. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:04:00 -
[43] - Quote
Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:05:00 -
[44] - Quote
ZDub 303 wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now Don't ever balance for isk. So true.
no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns |
Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:05:00 -
[45] - Quote
Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank
And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. |
Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:06:00 -
[46] - Quote
Exmaple Core wrote:ZDub 303 wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now Don't ever balance for isk. So true. no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns
When prices are based on 'just because' you really cannot balance around that idea. Also what are you going to do when they do remove adv and prototype from npc market making other players the sole source of said items by whatever means avialable? |
Takahiro Kashuken
Red Star. EoN.
1101
|
Posted - 2013.08.27 16:07:00 -
[47] - Quote
Iron Wolf Saber wrote:I have a crazier idea.
How about we have only 4 tanks.
4 tanks that work really well and know what exactly they're supposed to be doing.
How about you shut up because you seem to know nothing about vehicles and continue to push bad ideas through the door |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:09:00 -
[48] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. okay then give us "tank that kicks alot of ass name here" class and make it feel like a proto tank. If proto tanks are so hard to make, then give us a tank that specialises in actually being effective, something that actually gets shiet done call it what you want whatever, something can be made that is a "proto tank" |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:09:00 -
[49] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:I have a crazier idea.
How about we have only 4 tanks.
4 tanks that work really well and know what exactly they're supposed to be doing. How about you shut up because you seem to know nothing about vehicles and continue to push bad ideas through the door
Prove to me that 4 tanks that are well thought out balanced and design are worse than 58 poorly thought out tanks, then I will consider your idea has merit. This is afterall a debate, I am still waiting for an good or impressive argument from the other side. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:10:00 -
[50] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. okay then give us "tank that kicks alot of ass name here" class and make it feel like a proto tank. If proto tanks are so hard to make, then give us a tank that specialises in actually being effective, something that actually gets shiet done call it what you want whatever, something can be made that is a "proto tank"
By that definition then technically we already have a prototype tank. /me points at the POS known as a Falchion. |
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Benjamin Ciscko
S.e.V.e.N.
5
|
Posted - 2013.08.27 16:11:00 -
[51] - Quote
If you want to destroy my tank get yourself a nice shiny DS with proto missiles and two gunners, I wont be able to touch you because my gun can't shoot high enough. Tank kill infantry, Infantry kill DS, DS kill tank. This of course depends on whether the DS is fitted with Blasters or the tank with Rail guns or a coordinated squad of proto AV. |
Eurydice Itzhak
Militaires Sans Jeux
193
|
Posted - 2013.08.27 16:11:00 -
[52] - Quote
Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank
Before uprising proto suits had more eHP plus the slot layouts.
Proto tanks could literally have more base ehp and be fine.
They could also add a myriad of other things and make them feel proto. 15km/h at proto is a godsend. More torque. Innate 10% primary resist. Any of these and many more easily implemented ideas.
The first post is completely nonsensical, close minded, and worthless. You create an issue that doesn't exist or need to exist in argument against having the HAV command skills do or unlock anything. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:12:00 -
[53] - Quote
Iron Wolf Saber wrote: no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns
When prices are based on 'just because' you really cannot balance around that idea. Also what are you going to do when they do remove adv and prototype from npc market making other players the sole source of said items by whatever means avialable?[/quote]
your dodging the paragraph i took so much effort into explaining how its balanced, you see that right? No response to a good answer. Its right there^^^^ Then i would do whatever it takes to get those items and spec out of tanks when i cant get them anymore cuz tanks are so darn complicated they cant be included in dust |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:12:00 -
[54] - Quote
Benjamin Ciscko wrote:If you want to destroy my tank get yourself a nice shiny DS with proto missiles and two gunners, I wont be able to touch you because my gun can't shoot high enough. Tank kill infantry, Infantry kill DS, DS kill tank. This of course depends on whether the DS is fitted with Blasters or the tank with Rail guns or a coordinated squad of proto AV.
A properly parked tank can keep the skies clean. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:13:00 -
[55] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. okay then give us "tank that kicks alot of ass name here" class and make it feel like a proto tank. If proto tanks are so hard to make, then give us a tank that specialises in actually being effective, something that actually gets shiet done call it what you want whatever, something can be made that is a "proto tank" By that definition then technically we already have a prototype tank. /me points at the POS known as a Falchion.
i mean something good, something that gets results not just crap thrown together meant to get the pilot killed. Something that actually gets resuslts like a proto tank would?? |
The Attorney General
ZionTCD
778
|
Posted - 2013.08.27 16:16:00 -
[56] - Quote
Iron Wolf Saber wrote:
Prove to me that 4 tanks that are well thought out balanced and design are worse than 58 poorly thought out tanks, then I will consider your idea has merit. This is afterall a debate, I am still waiting for an good or impressive argument from the other side.
No, you are trolling, because you are cherry picking and responding only to emotional posts, ignoring any other suggestions.
Frankly, if you wanted legitimate debate you wouldn't take the tone you have. You seem convinced that your way is the only way forward, so at this point we all might as well go along for the ride.
Sept 17 bitches. Sept 17. |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
300
|
Posted - 2013.08.27 16:16:00 -
[57] - Quote
Iron Wolf Saber wrote:And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs.
5 highs and 5 lows for a proto type caldari... thats just stupid.. it should be 6 highs and 4 lows.. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:16:00 -
[58] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote: no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns
When prices are based on 'just because' you really cannot balance around that idea. Also what are you going to do when they do remove adv and prototype from npc market making other players the sole source of said items by whatever means avialable?
your dodging the paragraph i took so much effort into explaining how its balanced, you see that right? No response to a good answer. Its right there^^^^ Then i would do whatever it takes to get those items and spec out of tanks when i cant get them anymore cuz tanks are so darn complicated they cant be included in dust[/quote]
Meta In = Power out. Individual positions of Slots are weighed and have more influence on the fitting than the other way around. Balance for end game max skill scenarios, but include day 1 rookies in the environment test Price tag is meaningless Expected Lifespan is a hidden stat. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:19:00 -
[59] - Quote
The Attorney General wrote:Iron Wolf Saber wrote:
Prove to me that 4 tanks that are well thought out balanced and design are worse than 58 poorly thought out tanks, then I will consider your idea has merit. This is afterall a debate, I am still waiting for an good or impressive argument from the other side.
No, you are trolling, because you are cherry picking and responding only to emotional posts, ignoring any other suggestions. Frankly, if you wanted legitimate debate you would take the tone you have. You seem convinced that your way is the only way forward, so at this point we all might as well go along for the ride. Sept 17 bitches. Sept 17.
:P You know, I was convinced enough to do the math and paperwork. |
Caeli SineDeo
Imperfects Negative-Feedback
676
|
Posted - 2013.08.27 16:21:00 -
[60] - Quote
Don't listen to IWS he just never knows what he is talking about.
He is a glorified secretory for CPM and when he tries to get out of that role he just babble stupid.
He does not relize tanks probably will not be proto because of slots it will be more of a passive boost from the tanks skills like they seem to be doint already. |
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