Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ld Collins
Molon Labe. General Tso's Alliance
117
|
Posted - 2014.02.28 09:28:00 -
[61] - Quote
ALT2 acc wrote:brick tank, thats why Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor. |
ALT2 acc
155
|
Posted - 2014.02.28 09:32:00 -
[62] - Quote
Ld Collins wrote:ALT2 acc wrote:brick tank, thats why Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor. Ok, replace 1 precision enhancer with a extender and 1 damage mod for an extender or energiser
Hater attractor proficiency 5, hater attractor optimization 5.
|
Ld Collins
Molon Labe. General Tso's Alliance
117
|
Posted - 2014.02.28 09:33:00 -
[63] - Quote
ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:brick tank, thats why Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor. Ok, replace 1 precision enhancer with a extender and 1 damage mod for an extender or energiser sorry but you also cant fit 2 plates and a rep on a min assault i didn't catch you on that earlier. |
ALT2 acc
155
|
Posted - 2014.02.28 09:36:00 -
[64] - Quote
Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:brick tank, thats why Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor. Ok, replace 1 precision enhancer with a extender and 1 damage mod for an extender or energiser sorry but you also cant fit 2 plates and a rep on a min assault i didn't catch you on that earlier. Why not
Hater attractor proficiency 5, hater attractor optimization 5.
|
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
1
|
Posted - 2014.02.28 09:44:00 -
[65] - Quote
This post, I like it.
My tank is my dropsuit, it's kinda like your dropsuit...umm Only bigger, but just a little. :)
|
Ld Collins
Molon Labe. General Tso's Alliance
117
|
Posted - 2014.02.28 09:44:00 -
[66] - Quote
ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:brick tank, thats why Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor. Ok, replace 1 precision enhancer with a extender and 1 damage mod for an extender or energiser sorry but you also cant fit 2 plates and a rep on a min assault i didn't catch you on that earlier. Why not 5 high 2 low |
Johnny Guilt
Algintal Core
529
|
Posted - 2014.02.28 09:44:00 -
[67] - Quote
Anyone notice the shields extenders have a fitting pattern?
22/44/66
3xbasic extenders = 1 complex
2xbasic extenders = 1 adv
1xbasic extender = 1 basic
50/75/100 doesnt follow it
if you wanted to have a realistic numbers and have complex extender at 100(or close to it) it would look like
33/66/99
but it get 99 if ccp didnt program the deciamls in
id go with:
35/70/ 105 or 40/80/120
since it breaks even without and decimals
A strange game.
The only winning move is
not to play.
|
ALT2 acc
155
|
Posted - 2014.02.28 09:50:00 -
[68] - Quote
Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote: Furthermore, any suit that comes near you they will light up like a Christmas tree and whether you get scanned doesn't even matter. You have mid ranged weapons too anyone who gets close to you flux nade them then drop all their armor.
Ok, replace 1 precision enhancer with a extender and 1 damage mod for an extender or energiser sorry but you also cant fit 2 plates and a rep on a min assault i didn't catch you on that earlier. Why not 5 high 2 low Ok then ditch the reactive plate for complex rep, 2 or 3 hp/s is laughable
Hater attractor proficiency 5, hater attractor optimization 5.
|
Ld Collins
Molon Labe. General Tso's Alliance
117
|
Posted - 2014.02.28 09:55:00 -
[69] - Quote
ALT2 acc wrote: Ok then ditch the reactive plate for complex rep, 2 or 3 hp/s is laughable
you cant fit the complex rep with the complex armor plate with 4 complex extenders and a complex damage mod with the six kin combat rifle and smg 462/420 cpu and 89/84 pg |
ALT2 acc
155
|
Posted - 2014.02.28 10:00:00 -
[70] - Quote
Ld Collins wrote:ALT2 acc wrote: Ok then ditch the reactive plate for complex rep, 2 or 3 hp/s is laughable
you cant fit the complex rep with the complex armor plate with 4 complex extenders and a complex damage mod with the six kin combat rifle and smg 462/420 cpu and 89/84 pg Use a adv armor plate and no one said use 4 extenders...3 or SACRIFICE something, like your proto smg..........
Hater attractor proficiency 5, hater attractor optimization 5.
|
|
Ld Collins
Molon Labe. General Tso's Alliance
117
|
Posted - 2014.02.28 10:18:00 -
[71] - Quote
ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote: Ok then ditch the reactive plate for complex rep, 2 or 3 hp/s is laughable
you cant fit the complex rep with the complex armor plate with 4 complex extenders and a complex damage mod with the six kin combat rifle and smg 462/420 cpu and 89/84 pg Use a adv armor plate and no one said use 4 extenders...3 or SACRIFICE something, like your proto smg.......... I don't want to sacrifice that's why i like the fit. I have the best mid range damage I could do and the best cqc damage. If im in a squad i can make myself useful and rep people. |
Korvin Lomont
United Pwnage Service RISE of LEGION
625
|
Posted - 2014.02.28 11:40:00 -
[72] - Quote
Gavr1lo Pr1nc1p wrote:STD: (85 armor, 3 PG, 10 CPU, 3% penalty) vs (44 shields, 2 PG, 15 CPU, 3% penalty) ADV: (110 armor, 6 PG, 22 CPU, 4% penalty) vs (58 shields, 4 PG, 32 CPU, 4% penalty ) PRO: (135 armor, 12 PG, 30 CPU, 5% penalty) vs (72 shields, 7 PG, 55 CPU, 5% penalty)
The fittings are balanced at 1 pg=5 CPU, while the real average at prototype level of suit is 4.7-5.2 CPU per PG The HP amounts are scaled the same from PRO-STD and PRO-ADV (same % change)
Also, nerf gallente and ammarr shield regen/delay/depleted by 50%, and buff caldari like they are in the next patch, and then make minmitar shield recharge/delay/depleted delay 15% better than caldari in 1.8
Your supposed number may work but you have to consider that shield stats on caldari and minmatar will get a buff in 1.8 while gallente amarr will get a nerf. I think this will be enough.
And even with your reasonable numbers something needs to be done with ferroscales and reactive plates.
Armor is way less OP as most think. Armor has NO selfrepair (ok gallente get a small self regen with 1.8) while shields have very good regen (in 1.8 even better) that alone would be enough to balance things out. But we still get penalties the extender penalty can easily completely compensated through a module that does not reduce shield HP (regulators go to a low slot)
Armor penalty can at best partly compensated through a module that goes to same slot like armor modules (=reduced health).
Just to be clear Plates reduces: -jump capability -base speed, strafe speed -Sprint speed can be compensated by loosing potential health
Extenders reduces -shield depleted delay can be compensated without loosing potential health
Just to be clear speed is a HUGE advantage. Speed is even more of an advantage than a few hp even a complex plate just gives you 5 bullets from an AR thats 0.4 seconds more time before death to regenerate that amount of HP you would need ~24 seconds with one proto repper. An assault would loose 0,25 m/s base speed that's roughly the speed difference to a logi and quite noticeable.
A proto cal assault would regen 144 HP in ~9,6 secs or in 13.75 secs if shields go down to 0 (assuming two complex extenders). Thats quite a difference.
I honestly think proto extenders are fine but std and adv need a buff 33/44/66 seems reasonable (I don't think shields and armor need the same scaling)
But I agree to your CPU/PG numbers! |
BL4CKST4R
WarRavens League of Infamy
1924
|
Posted - 2014.02.28 12:00:00 -
[73] - Quote
This idea is a very random buff to shields without any consideration of armor suits. Currently an armor suit just barely gets an HP advantage over shields simply because the tiers are not balanced well, and damage mods it's always damage mods.
At basic level a shield extender gives 22 hp vs 85 from a plate. A basic suit has 2 slots so a Caldari suit would have 254 HP in shields a Gallente would have 380 HP in armor, that is without repair and with the speed penalty. A 35% HP difference. This is a pretty balanced case if damage mods did not exist. And at that level the speed penalty is pretty fair and not crippling whatsoever. At proto level this balance is gravely broken as achieving the balance above is impossible moving at 20% lowers speeds for that 30% HP difference is not worth it whatsoever and in this case the balance breaks. At this point buffing shields is definitely not a good idea as it would make them OP vs armor in the proto level.
I think the best course of action is to remove the shield delay completely and leave the shield depleted delay as it is for 1.8 stats. Then give all suits a scaled armor repair starting at 0 for the Caldari or whoever had the highest shield repair etc. Then slightly buffing shield repair but having it cycle every 3 seconds, so at 30 hp/s you get 90 on every cycle (no mod should lower the cycle delay). All this WITHOUT buffing shield extenders except the enhanced variant. As for armor, buffing armor repairers to be slightly slower then shield would be more than adequate to not make shields the only viable active tank. And reactive plates to 27/54/81 with repairs 15% lower than the average of shield tanked suits repair, keeping the penalties of speed. (To lazy to do ferro scale)
Now you have shields being viable hit and run suits that focus on maximizing damage to shields while minimizing damage that overloads the shields (depleted). And armor still being the high HP but slow as a snail in syrup fit. But armor could also ride a passive tank fit that is less efficient than a shield suit but still viable in its own way. As for damage mods why not just move them to the side arm slot. Sacrifice your side armor for more main weapons damage. No suit can abuse the crap out of them and logis can't use them at all.
For the Federation!
|
Berserker007
Imperfects Negative-Feedback
476
|
Posted - 2014.02.28 16:46:00 -
[74] - Quote
ok, ima make an attempt to reply to people; but all I ask is cut me some slack atm, as I didn't sleep at all last night (literally been up 24hrs), so I feel like complete sh*t right now.
1). Yes, armor has no "innate" repair; though since haven't seen the changes of 1.8 that may be altered now. However, you do have repping plates, repair modules, repair nanohives, repair tool as which help boost your repair that and repairs even while taking fire. Shields, have the recharge rate and that alone, and the delay occurs each time and damage is taken
2). Reason I have # at 50/75/110, besides a simple skill bonus calc factor, was it makes basic and adv extenders worth it. It allows NEW PLAYERS who shield tank not to get ass fu*k right off the bat of a 40-60 hp health difference right off the bat. That and remember, even if I said wanted shields to be at 200hp at proto level, it wouldn't really mean much b/c of the FLUX grenade, as at 12k SP no matter your shield suit or amount it drops to 0 anyway
3). This be a long "answer", as will have an example, so stay with me .... Saying that armor tanking won't be viable if my ideas are done .....ex:.....
Caldari Assault Vk0 Complex Extenders x2 (220hp 125 delay, 100/14) Complex Recharger (48% , 90/0) Complex damage mod (58/9) Kal RR (76/14) Toxin smg (14/3) Flux grenade (12/2) Ishni Nano (44/11) Complex Regulator (44% , 35/3) Basic Armor Repair (20/1) Basic CPU upgrade
This example gives you 482 shield & 150 armor = 632 ehp w/ 1 damage mod, w/ a 36 shield recharge amount, w/ ~3sec delay, ~4 sec depleted delay
Gallente Assault Vk0 Complex Plate (149hp, 30/12) Enhanced Plate (127, 20/6) Advanced Repair (5 [as would want reps changed to 2-4-6]... 35/5) Militia CPU Upgrade Allotek Nanohive (66,16) Flux Grenade (12/2) Toxin smg (14/3) Boundless CR (74/8) Complex Extender (110, 50/7) Complex Damage Mod x2 (116/18)
This suit has 538 armor & 260 shield = 799 ehp w/ 2 damade mods
So, in this type of setup, you get 167 more ehp and 2nd damage mod in the armor tanked suit, along w/ a base 5hp armor regen, and a "combo" hive of giving you ammo and 40armor per sec, so in time a shield takes to start its complete delay, with a allotek hive down, you'd recover ~40% of your armor. How is it that armor wouldn't be able to compete w/ my said changes again?
4). Also remember, as said before, one flux grenade and it doesn't matter for shield, you are essentially dead, as if get hit by a flux that person is right there w/in 10m so it'd be 1-2 shots/bursts of a gun and you are dead. With that said, as it implies, shield tankers main buffer is their primary hp source; whereas armor tankers initial buffer is their 2ndary source, which based on my alterations is 1/2 that of a shield tankers primary buffer source. So, lets say both players do 470 damage to each other, shield are gone leaving you 150 armor hp ; where as the armor suit still have 328 armor hp. You have twice the hp source left, along w/ having your armor rep asap, and can thrown down a supplied hive to be at almost full armor once the shield tankers shields even start to regen; so you'd be looking at 150 hp vs 490hp
To be continued when I can properly think
Closed Beta Vet
Mordu's Trials Winner
Original IMP
|
Arkena Wyrnspire
Fatal Absolution
10171
|
Posted - 2014.02.28 18:21:00 -
[75] - Quote
Berserker007 wrote:ok, ima make an attempt to reply to people; but all I ask is cut me some slack atm, as I didn't sleep at all last night (literally been up 24hrs), so I feel like complete sh*t right now. Fair enough. Don't feel pressed to respond -right now-, though. It won't make a difference in the long run, so get some sleep and make some better points later.
I am, however, opposed to this level of buff. Let me explain why.
Quote: 1). Yes, armor has no "innate" repair; though since haven't seen the changes of 1.8 that may be altered now. However, you do have repping plates, repair modules, repair nanohives, repair tool as which help boost your repair that and repairs even while taking fire. Shields, have the recharge rate and that alone, and the delay occurs each time and damage is taken
All of these methods require large amounts of fitting resources and slots. Even after that, they tend to be inferior to shield recharge unless you go full potato with them (that is to say, fitting a ton of modules). A rudimentary shield recharger will put anything but Commando regen comfortably out of passive armour regen methods. Repping plates are hilariously bad, and the only time I've ever really seen them used are on scouts where slots are limited.
Logistics support is an area where shields definitely falls down in comparison to armour. That's a shame, given that this is a 'tactical' shooter, but rather than giving individual shield tanks extremely large buffs would it not be better to address the lack of team support? The idea of having rep tools jump start regen has been relatively quiet on the forums, but I feel it would be a good addition to the game.
Quote: 2). Reason I have # at 50/75/110, besides a simple skill bonus calc factor, was it makes basic and adv extenders worth it. It allows NEW PLAYERS who shield tank not to get ass fu*k right off the bat of a 40-60 hp health difference right off the bat. That and remember, even if I said wanted shields to be at 200hp at proto level, it wouldn't really mean much b/c of the FLUX grenade, as at 12k SP no matter your shield suit or amount it drops to 0 anyway
I absolutely agree with the need to not screw new players over in terms of HP values like they are now, but this is a drastic, drastic buff at the high end as well. What is the justification for the large complex buff? It's not the new players, that's much more to do with the high end. Although TTK is low at present, it's apparently being adjusted in the next patch, so that's not the reason either.
The flux grenade is irrelevant. A flux grenade will not kill you. A locus grenade will kill an armour tanker - a core will drop full HP to zero unless it is a heavy. A correctly cooked standard locus grenade is capable of the same feat on the majority of armour tankers, bar the ludicrously tanked Gallogis.
Quote: 3). This be a long "answer", as will have an example, so stay with me .... Saying that armor tanking won't be viable if my ideas are done .....ex:.....
Caldari Assault Vk0 Complex Extenders x2 (220hp 125 delay, 100/14) Complex Recharger (48% , 90/0) Complex damage mod (58/9) Kal RR (76/14) Toxin smg (14/3) Flux grenade (12/2) Ishni Nano (44/11) Complex Regulator (44% , 35/3) Basic Armor Repair (20/1) Basic CPU upgrade
This example gives you 482 shield & 150 armor = 632 ehp w/ 1 damage mod, w/ a 36 shield recharge amount, w/ ~3sec delay, ~4 sec depleted delay
Gallente Assault Vk0 Complex Plate (149hp, 30/12) Enhanced Plate (127, 20/6) Advanced Repair (5 [as would want reps changed to 2-4-6]... 35/5) Militia CPU Upgrade Allotek Nanohive (66,16) Flux Grenade (12/2) Toxin smg (14/3) Boundless CR (74/8) Complex Extender (110, 50/7) Complex Damage Mod x2 (116/18)
This suit has 538 armor & 260 shield = 799 ehp w/ 2 damade mods
So, in this type of setup, you get 167 more ehp and 2nd damage mod in the armor tanked suit, along w/ a base 5hp armor regen, and a "combo" hive of giving you ammo and 40armor per sec, so in time a shield takes to start its complete delay, with a allotek hive down, you'd recover ~40% of your armor. How is it that armor wouldn't be able to compete w/ my said changes again?
Because an allotek hive is completely stationary and vulnerable. The splash from a mass driver will kill it, three stray bullets will kill it, any grenade within 6m, even right on the edge, will kill it. It also chains you to the hive - if you leave the hive, you don't get those benefits. If you stand on the hive, you can get grenaded with ease.
Certainly, it is a useful item but you are overestimating its usefulness given its vulnerability - especially after the 1.8 equipment nerfs, it is not a reliable source of regen.
Without that, the armour tanker is much slower, cannot strafe as fast (there is a 16% strafe penalty on that) and has a much, much slower regen. 5 HP/s is hardly anything, especially as the base regen for a Callassault is looking to be 40 HP/s (median between the 50 HP/s scout and 30 HP/s heavy, presumed reasonable given the similar changes across the board). Provided that is the case (and I would support that, as I feel that shield regen should be markedly superior to armour regen given the EHP trades) that fit has almost 60 HP/s regen once the regen kicks in.
Damage mods are not likely to be very useful after the 1.8 changes - they are reportedly likely to be nerfed, although there's nothing solid on the matter. You may be valuing them too highly.
Also, those fits are not really ideal. The comparisons are loaded - you're shield tanking that Gallente assault partially, so why use it as an example in a shield vs armour comparison? Given the possible new regen value for the Callassault, you may not need that recharger. That leaves you with 625 shield HP at 40 HP/s with a 3/4 delay, a damage mod, and an unhindered speed.
TBC
You have long since made your choice. What you make now is a mistake.
|
Arkena Wyrnspire
Fatal Absolution
10171
|
Posted - 2014.02.28 18:28:00 -
[76] - Quote
Arkena Wyrnspire wrote: Also, those fits are not really ideal. The comparisons are loaded - you're shield tanking that Gallente assault partially, so why use it as an example in a shield vs armour comparison? Given the possible new regen value for the Callassault, you may not need that recharger. That leaves you with 625 shield HP at 40 HP/s with a 3/4 delay, a damage mod, and an unhindered speed.
TBC
Compare that to the Gallassault fit you suggested, in terms of armour vs shields.
625 vs 538 - win for the shield tank. 40 HP/s vs 5 HP/s unassisted regen - win for the shield tank 3/4s delay for the shield tank compared to the armour tank - win for the armour tank Bring in the allotek hive? 40 HP/s 3/4 delay vs 45 HP/s destructible/unreliable regen - debatable. 0% penalty vs 8% move 16% strafe penalty - win for the shield tank. 8% increased damage for armour tanker - win for the armour tanker IF damage mods unnerfed.
Quote: 4). Also remember, as said before, one flux grenade and it doesn't matter for shield, you are essentially dead, as if get hit by a flux that person is right there w/in 10m so it'd be 1-2 shots/bursts of a gun and you are dead. With that said, as it implies, shield tankers main buffer is their primary hp source; whereas armor tankers initial buffer is their 2ndary source, which based on my alterations is 1/2 that of a shield tankers primary buffer source. So, lets say both players do 470 damage to each other, shield are gone leaving you 150 armor hp ; where as the armor suit still have 328 armor hp. You have twice the hp source left, along w/ having your armor rep asap, and can thrown down a supplied hive to be at almost full armor once the shield tankers shields even start to regen; so you'd be looking at 150 hp vs 490hp
One locus grenade will do the same to an armour tanker - 1-2 shots/bursts of a gun and you are dead. The locus has a chance of killing the person straight out, though, especially if properly cooked or using a decent grenade.
Those HP comparisons are given using your fitting numbers, though this is a highly debatable topic. I do not believe these fits are adequate for shield vs armour comparisons, and I doubt you will agree with any fits I suggest for comparative purposes.
I look forward to your response. Get some sleep if you're been up for 24 hours though, man.
You have long since made your choice. What you make now is a mistake.
|
Korvin Lomont
United Pwnage Service RISE of LEGION
628
|
Posted - 2014.02.28 18:32:00 -
[77] - Quote
Regarding hives: Sure Triage hives are somewhat usefull but only on proto and thats a lot of ISK and SP for that stationary advantage, that is also quite vulnerable.
Regarding Reptools sure they are nice on proto (again) below Proto they are more an after fight tool and you have to consider that every rep tool user is one gun less on the field and you are basicly fighting against two people working together.
Grab another mate both with guns and the result won't be that good for the Combo with reptool...
Also consider that armor has no supporting Highslot module and the drawback is way more hindering compared to the Shieldextender penalty. |
Berserker007
Imperfects Negative-Feedback
476
|
Posted - 2014.02.28 18:55:00 -
[78] - Quote
@Arkena:
Havent used the Allotek hives personally, only been inside them, and that was pre Uprising, so not sure if they changed much, but I remember moving/staffing inside them and getting the ammo/hp while taking damage and being almost "unkillable", b/c the regen was outdoing the damage that was being dealt.
For the Caldari suits, I was going off current values; b/c until we see the new stats I have to assume all remains the same, as words from CCP doesn't mean much, I'd want the actual empirical evidence.
As to the semi shield tanked on the gallente suit. I did that for b/c of PG restrictions, but personally, I feel that a extender would be more efficient of a high slot then a 3rd damage mod (as is) that is reduce from a 10% to 6% . I'd think in that scenario 110 hp boost, would be more beneficial then 6% more damage (this is of course we assume damage mods are unchanged atm).
I haven't done locus testing on suits in a while, as I haven't been running them; but im not sure if they have a 80% efficiency to shields or not (them being explosive), as a locus nade could then "counter" my idea of a flux.
In regards to the new player hp 'dispute", I find it'd be more "even" throughout, as there is always a 30-40 hp disparity b/t shield and armor at each level.
Will say, I do agree the repping plates are complete trash. They need to do something to make them more effective, unless their idea was that they are the target hp bonus for armor scouts; who knows.
Not sure what else wanted to reply one; but I'd def be interested in seeing how you'd do a comparison fit ... As I made this topic for people to express their opinions/views on the subject, so have at it ..... and im pleasantly surprised how many real ideas/posts there are w/o people just crying and being little bitch3s
Closed Beta Vet
Mordu's Trials Winner
Original IMP
|
Meknow Intaki
83
|
Posted - 2014.02.28 18:59:00 -
[79] - Quote
I would like to see a remote shield repper soon =ƒÿü |
Meknow Intaki
83
|
Posted - 2014.02.28 19:00:00 -
[80] - Quote
Or shield repping nano hives =ƒæì |
|
Fox Gaden
Immortal Guides
2674
|
Posted - 2014.02.28 19:11:00 -
[81] - Quote
1) Increase Time To Kill (TTK) so that the GÇ£runGÇ¥ part of GÇ£hit and runGÇ¥ becomes viable for shield suits.
2) Remove the mechanic which slows you to 50% of walking speed when you get hit so that the GÇ£runGÇ¥ part of GÇ£hit and runGÇ¥ becomes viable for shield suits.
I believe they are working on 1 in 1.8, which will make shield suits a lot more viable. I hope to God that they address 2 as well. That Sloth mechanic is the one thing in this game that makes me want to hurl my controller through my TV screen. IT IS SO FRUSTRATING!!!
Fox Gaden: DUST Wall of Fame, 2014
|
Knight Solitaire
Brutor Vanguard Minmatar Republic
404
|
Posted - 2014.02.28 19:17:00 -
[82] - Quote
No more HP. Alpha weapons are already suffering.
Corporation: Fatal Absolution
Alliance: General Tso's Alliance
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |