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Thread Statistics | Show CCP posts - 7 post(s) |
Thor Odinson42
Molon Labe. General Tso's Alliance
3945
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Posted - 2014.05.22 15:32:00 -
[151] - Quote
I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online.
Level 3 Forum Warrior
PSN: wbrom42
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JIMvc2
UNREAL WARRIORS
154
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Posted - 2014.05.22 15:35:00 -
[152] - Quote
Oswald Rehnquist wrote:First bravo on the input-action of this thread CCP Rattati wrote: GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr. I can already tell you the meta. Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche.
This is good news.because Caldari thinks they are the best. Gallente FTW!!
If you run proto gear, prepare to suffer the consequences. You've been warned.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3408
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Posted - 2014.05.22 15:38:00 -
[153] - Quote
This is.... encouraging. Assuming this all actually comes to light (and works), I'll start feeling a little less pessimistic (but not optimistic). Also I want to echo Mordecai's sentiment that the Amarr are getting little out of the deal but I guess I can wait for the next hotfix to reserve judgement on whether or not my prediction of the emergence of the Gallente master race is coming true.
What I really want, though, is a little more in the way of specifics (just a little). I understand the lack of numbers on the changes as they are likely still in flux. However, can we get even a vague timeline?
No dates, necessarily, just an outline like: - Will this all be at once (like a mini-patch) or a series of hotfixes over a few days/weeks?
- Is the plan for this to be implemented more or less than a month from now?
- Do you plan on waiting for fairly comprehensive data on these changes (I would guesstimate that would require at least 4-6 weeks)before the next hotfix or will you collect data in a rolling fashion as you simultaneously move to the next obvious area of need, like medium frames?
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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Nothing Certain
Bioshock Rejects
733
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Posted - 2014.05.22 15:52:00 -
[154] - Quote
I am a forum rat so I know that these issues and solutions were well discussed on the forums, so good job with that. I would give my stamp of approval on most of the changes. The one I have the most issue with is changes to the small rail turret.
One of the biggest problems in the game is how effective HAV is against infantry, making a small turret even more effective against infantry can break this game. You could run a railgun or missile turret to fight vehicles and then have someone on a small rail turret slaughtering infantry, a tank wouldn't have to give up anything and it would be almost invulnerable. The result of this change would be to tilt IAV/vehicle balance even further in the vehicles favor. You make IAV weapons that are only effectuve against vehicles and you force IAV players to make a choice, why don't you make weapobs in vehicles strictly anti-vehicle and force them to make a choice?
Large turret dispersion? It may be a nerf on range but won't it also be like buffing their splash damage and reducing the need to aim?
Passive ISK needs to end because if its effect in all parts of the game. PC should be a zero sum game, ISK for the winners being taken from the losers. The advantage for the holders of the district is they have to contribute less to the pot, 66-34%. Otherwise you are just going to have fake attacks and more farming. In Legion you should design it that way with tiered districts. One district being the most valuable and every other district having different values. This leads to a type of tournament, no one wants to hold many districts, they all want to hold the best one, or the best one they can defend.
I'll address cloaking and scouts in the thread made for it. Overall a good job and the ideas players have asked for.
Because, that's why.
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Rich MO-FO
Heaven's Lost Property
5
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Posted - 2014.05.22 15:57:00 -
[155] - Quote
Zatara Rought wrote:OMG! This is ******* AWESOME. I just did a cursory look at things like the AR/CR/PC changes/AV/ARMOR TANKING/CLOAK CHANGES **** and it all good AMAZING!
OMFG!
SO ******* BEAUTIFUL! *Hits with Baseball bat* Calm down
My Alts are in Real corps
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Rich MO-FO
Heaven's Lost Property
6
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Posted - 2014.05.22 16:01:00 -
[156] - Quote
Nothing Certain wrote:I am a forum rat so I know that these issues and solutions were well discussed on the forums, so good job with that. I would give my stamp of approval on most of the changes. The one I have the most issue with is changes to the small rail turret.
One of the biggest problems in the game is how effective HAV is against infantry, making a small turret even more effective against infantry can break this game. You could run a railgun or missile turret to fight vehicles and then have someone on a small rail turret slaughtering infantry, a tank wouldn't have to give up anything and it would be almost invulnerable. The result of this change would be to tilt IAV/vehicle balance even further in the vehicles favor. You make IAV weapons that are only effectuve against vehicles and you force IAV players to make a choice, why don't you make weapobs in vehicles strictly anti-vehicle and force them to make a choice?
I disagree, psychology will win the day here and tankers tend not to use team work/extra turrets
Large turret dispersion? It may be a nerf on range but won't it also be like buffing their splash damage and reducing the need to aim?
It'll be harder to hit things at long range due to decreased accuracy
Passive ISK needs to end because if its effect in all parts of the game. PC should be a zero sum game, ISK for the winners being taken from the losers. The advantage for the holders of the district is they have to contribute less to the pot, 66-34%. Otherwise you are just going to have fake attacks and more farming. In Legion you should design it that way with tiered districts. One district being the most valuable and every other district having different values. This leads to a type of tournament, no one wants to hold many districts, they all want to hold the best one, or the best one they can defend.
I dunno here, honestly the math is the important thing in PC, I want to see numbers before anything
I'll address cloaking and scouts in the thread made for it. Overall a good job and the ideas players have asked for.
My Alts are in Real corps
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Rich MO-FO
Heaven's Lost Property
6
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Posted - 2014.05.22 16:09:00 -
[157] - Quote
Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit
My Alts are in Real corps
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Awesome Pantaloons
Lokapalas.
504
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Posted - 2014.05.22 16:10:00 -
[158] - Quote
I like most of what I see.. I'm a little iffy on lowered CPU/PG for any of the suits and concerned about the Armor Plate tweaks. I can barely fit what I need on my assaults and logis as it is.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Rich MO-FO
Heaven's Lost Property
8
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Posted - 2014.05.22 16:11:00 -
[159] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon. Please kill it off entirely. It's the most disgusting mechanic. Or like take it and make webifers with it...
My Alts are in Real corps
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J0hlss0n
Molon Labe. General Tso's Alliance
158
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Posted - 2014.05.22 16:12:00 -
[160] - Quote
CCP Rattati wrote:
Dropsuits GÇóWe will do a normalizing pass on PG/CPU on a few dropsuits; Sentinels in general have a lot of PG/CPU and Basic Heavies are a little out of sync. However, this likely wonGÇÿt make it into Hotfix Alpha because it warrants a deeper dive.
CCP Rattati wrote:
Sentinels GÇóWeGÇÿre hoping changes to plates will help encourage other playstyles than Gallente Sentinels, as well as the eventual CPU/PG changes to make Sentinels actually have to pick what they want to fit, rather than throwing it all on without worrying.
I hope this doesn't mess up my speedy Minmatar Heavy, finally found my favorite heavy and setup, sacrificing hitpoints for speed and a lethal HMG... be gentle with the Min Heavy CCP, its fragile enough compared to other heavies, no need to cripple it with a overnerf of CPU/PG.... |
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Rich MO-FO
Heaven's Lost Property
9
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Posted - 2014.05.22 16:14:00 -
[161] - Quote
Spkr4theDead wrote:Can't nerf pilot intelligence. Bring it on. Can't nerf something that doesn't exist
My Alts are in Real corps
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MocHolliday
Ancient Exiles. General Tso's Alliance
32
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Posted - 2014.05.22 16:23:00 -
[162] - Quote
You know that the large blaster out ranges the swarm lock... why would you wait to reduce blaster range...it is ridiculous. |
Orion Sanjeet
The Last of DusT. General Tso's Alliance
79
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Posted - 2014.05.22 16:31:00 -
[163] - Quote
Please, for the dual target repair tool users, change it so one person is repaired with r1 and the other with l1, at the moment the only ways to de-lock from some are 1) use the environment (keep one person locked while positioning yourself so the person you want to unlock from is hidden from view causing automatic unlocking) 2)releasing r1, and that is so buggy and fought with other problems it isn't even funny, for instance locking on to a person is occasionally so difficult that it is dangerous to release r1 for fear of not getting reps back up in time AND if you are on the front line then that means blue dots are there too meaning they always somehow get in the way when trying to lock. Releasing r1 also requires not sprinting for 1 to 1.5 seconds otherwise you glitch into a stamina eating walk.
So please quit flying the bird at true logis and fix the repair tool. Give us r1 an l1 lock for dual repair tools, and give click to lock AND hold to lock options.
I'm here to drop links and rep bitches, and I'm just about outta links.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
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Posted - 2014.05.22 17:01:00 -
[164] - Quote
843 Epidemic wrote:I don't get the decision to increase clones in a pack and increase clone count. The problem as far as I've seen it as that clone packs are too expensive AND sell too little clones. Should be the same price or cheaper for more clones, to help more corps get into PC. More expensive packs isn't going to help anyone
I agree, the clone pack cost should be going down while the number of clones goes up.
You have to realize it takes multiple clone packs to take a district (even with an increase to say 150 clones) and adding in the cost to cover vehicles etc and you might see a decent sized corp do a PC battle once every two weeks (when trying to flip). Those without a district will be even less likely to participate then they are now.
CCP continues to make the wrong choices, one choice at a time.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
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Posted - 2014.05.22 17:02:00 -
[165] - Quote
CCP Rattati wrote:Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon.
I hate this effect. Please kill it.
CCP continues to make the wrong choices, one choice at a time.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 17:06:00 -
[166] - Quote
the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente |
Joseph Ridgeson
WarRavens Final Resolution.
1887
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Posted - 2014.05.22 17:11:00 -
[167] - Quote
I have to disagree with Tank v Tank being balanced. Damage mods are too powerful. Basically, the 33% nerf that hardeners not need to also happen to damage mods. At the moment, Glass Cannons are simply the best option as you can lower Shots to Kill for the most Tanky Tank far easier with a Glass Cannon than you can increase Shots to Kill on yourself with a Tanky Tank. My Armor Hardener is worth less than a Damage Mod; 25% compared to 30% damage.
It also means that you get the Dropship that is completely unable to react because the Glass Cannon one shots them from the sky instantly.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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bigolenuts
Ancient Exiles.
1148
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Posted - 2014.05.22 17:18:00 -
[168] - Quote
Quote:Finally, to be as transparent and forthcoming with information as possible
i know you are new, but CCP's ability to use the two words highlighted above has been removed. Seeing as CCP doesn't know the definition of the words, they shouldn't be used by CCP.
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Thor Odinson42
Molon Labe. General Tso's Alliance
3947
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Posted - 2014.05.22 17:19:00 -
[169] - Quote
J0hlss0n wrote:CCP Rattati wrote:
Dropsuits GÇóWe will do a normalizing pass on PG/CPU on a few dropsuits; Sentinels in general have a lot of PG/CPU and Basic Heavies are a little out of sync. However, this likely wonGÇÿt make it into Hotfix Alpha because it warrants a deeper dive.
CCP Rattati wrote:
Sentinels GÇóWeGÇÿre hoping changes to plates will help encourage other playstyles than Gallente Sentinels, as well as the eventual CPU/PG changes to make Sentinels actually have to pick what they want to fit, rather than throwing it all on without worrying.
I hope this doesn't mess up my speedy Minmatar Heavy, finally found my favorite heavy and setup, sacrificing hitpoints for speed and a lethal HMG... be gentle with the Min Heavy CCP, its fragile enough compared to other heavies, no need to cripple it with a overnerf of CPU/PG....
Agreed,
But it's laughable how easy it is to fit a Gal Heavy. I don't think I've found any combination I've been unable to fit on my alt with L2 Engineering and Electronics.
Level 3 Forum Warrior
PSN: wbrom42
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bigolenuts
Ancient Exiles.
1148
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Posted - 2014.05.22 17:20:00 -
[170] - Quote
Alabastor 'TheBlaster' Alcar wrote:the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente
Says a guy who probably carried a .16 KDR before cloaks.
Cloak changes are needed. Invisible guys should not be able to shoot, period!
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Balamob
Sver true blood Dirt Nap Squad.
30
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Posted - 2014.05.22 17:21:00 -
[171] - Quote
Is it possible to know dates of this hotfix alpha?
Being a Templar is a vow for life.
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Thor Odinson42
Molon Labe. General Tso's Alliance
3947
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Posted - 2014.05.22 17:24:00 -
[172] - Quote
Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit
Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone.
Level 3 Forum Warrior
PSN: wbrom42
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Stefan Stahl
Seituoda Taskforce Command
529
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Posted - 2014.05.22 17:58:00 -
[173] - Quote
I would much prefer grenades to not restock at nanohives at all.
It's just terrible when you put down one of your two valuable nanohives and somebody just completely drains them by restocking grenades, which he then procedes to throw in the general direction of the enemy MCC.
Otherwise I completely love this list of changes. If these changes work out this easily beats 1.8 in terms of how much it helps Dust 514 becoming a better game.
[Edit] Also, keep the cloak changes. Especially the dampening one. |
Master Smurf
Nos Nothi
465
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Posted - 2014.05.22 17:59:00 -
[174] - Quote
Poor poor Minmatar
"Shine bright like a diamond"
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
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Posted - 2014.05.22 17:59:00 -
[175] - Quote
bigolenuts wrote:Alabastor 'TheBlaster' Alcar wrote:the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente Says a guy who probably carried a .16 KDR before cloaks. Cloak changes are needed. Invisible guys should not be able to shoot, period! my kdr has no bearing on me not wanting cloak changes, cloak changes arenot necessary because the arnt a problem at all by removing the damp from cloaks u will be gimping the 3 suits that are not gallente, the gallente will still dodge active ad passive scans and now the other 3 wont have a chance.
also shooting while cloaked is not an issue either because as soon as you swap to your weapon you make a fairly loud noise on top of becoming completely visible, i dont know about you but i dont let cloaked people that close to me , i shoot more cloaked people than shoot me thats a fact, just because you think your invisible dosnt mean you are. if u are gitting murked by cloaked dudes u need to upgrade your situational awareness skill irl or maby get some glasses because u sir suk |
bigolenuts
Ancient Exiles.
1148
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Posted - 2014.05.22 18:18:00 -
[176] - Quote
Alabastor 'TheBlaster' Alcar wrote:bigolenuts wrote:Alabastor 'TheBlaster' Alcar wrote:the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente Says a guy who probably carried a .16 KDR before cloaks. Cloak changes are needed. Invisible guys should not be able to shoot, period! my kdr has no bearing on me not wanting cloak changes, cloak changes arenot necessary because the arnt a problem at all by removing the damp from cloaks u will be gimping the 3 suits that are not gallente, the gallente will still dodge active ad passive scans and now the other 3 wont have a chance. also shooting while cloaked is not an issue either because as soon as you swap to your weapon you make a fairly loud noise on top of becoming completely visible, i dont know about you but i dont let cloaked people that close to me , i shoot more cloaked people than shoot me thats a fact, just because you think your invisible dosnt mean you are. if u are gitting murked by cloaked dudes u need to upgrade your situational awareness skill irl or maby get some glasses because u sir suk
LOL...liar....I would post more but TBH, I have no clue what most of that is you wrote. Looks like a can of alphabet soup exploded on my screen
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Ryme Intrinseca
The Rainbow Effect
1245
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Posted - 2014.05.22 18:20:00 -
[177] - Quote
What about HMG stunlock? AKA tractor beam of death.
This is the worst thing about the game at present IMO. I use gk.0 sentinel often and have some 50+ kill games with HMG this build. I guess I was benefiting from the stunlock but I didn't feel like I was. You ONLY notice the stunlock when you're on the other end of it, i.e. a light/medium that had line of sight to a heavy for a fraction of a second but got locked in place and unavoidably died. This is the worst thing in any game - something that feels like a cheap death to the guy on the receiving end that isn't even satisfying to the person dealing the damage.
In other words, it is not fun. Remove. |
Kain Spero
3563
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Posted - 2014.05.22 18:22:00 -
[178] - Quote
Thor Odinson42 wrote:Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone.
Basically the price per clone in a clone pack will always have to exceed whatever the biomass price is. Right now clones in a clone pack cost 300k each, so the maximum price that biomass could be set to is under 300k. If biomass exceeds price per clone in a clone pack then you could make ISK appear out of thin air by attacking yourself with a clone pack and killing the clones off.
The end result is as biomass payout rises the price per clone in a clone pack has to increase as well.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
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Posted - 2014.05.22 18:29:00 -
[179] - Quote
Kain Spero wrote:Thor Odinson42 wrote:Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone. Basically the price per clone in a clone pack will always have to exceed whatever the biomass price is. Right now clones in a clone pack cost 300k each, so the maximum price that biomass could be set to is under 300k. If biomass exceeds price per clone in a clone pack then you could make ISK appear out of thin air by attacking yourself with a clone pack and killing the clones off. The end result is as biomass payout rises the price per clone in a clone pack has to increase as well.
Actually, you could make it so PC battles are a net loss in ISK, don't pay out as much if needed to keep clone packs cheap. Better cheap clone packs for everyone and more fun battles then corps not in PC locked out while we get paid tons for fighting battles.
CCP continues to make the wrong choices, one choice at a time.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
962
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Posted - 2014.05.22 18:37:00 -
[180] - Quote
MocHolliday wrote:You know that the large blaster out ranges the swarm lock... why would you wait to reduce blaster range...it is ridiculous.
Finally found a reference to turrets. That is a good question, but not just because a blaster out ranges a swarm user.
A blaster has INSANE range atm for something that can take a beating. I have been pulling out a blaster recently, and really took note of that range last night. I was shooting people 250m out (seemed like it at least), with a forge gunner constantly beating me (I just ignored him).
I eventually found me a sweet spot, where I could sit from a distance and just mow any infantry bold enough to pop their heads out, all the while trying to wrap my brain around why this thing needs so much range.
The range MUST drop. After a certain point, there should be no damage applied. Say like At 150M damage stops all together. It needs a set optimal range as well, from which we have damage falloff up until the point that damage stops (in this case 150m).
Another thing, dispersion. I'm very curious as to how that would work, as I burst out my shots to work around the already horrible accuracy these things have. I mean I really do struggle to hit infantry, it's not as easy as everyone makes it out to be as is, especially when you drop down below a proto turret, like I have.
Another thing with dispersion, typically I think of dispersion as meaning shots can go anywhere within the reticule given. Think the COD cross hairs, when you move the cross hair gets bigger, indicating shots can go anywhere within the cross hairs. So stopping tightens the cross hairs, and allows for better accuracy, as you tighten the dispersion.
Tanks have a single red dot, so we won't have any indication of said dispersion. Just another thought of mine.
Another thing of note to your proposed changes was how you indicated how you felt tank v tank was in a good place. I totally disagree. I feel engagement should be longer and more meaningful. By increasing the TTK among tanks themselves, you help infantry. As tanks will need to spend far more time dealing with other tanks, decreasing their overall impact against infantry.
So chew on that a bit.
Tanks - Balancing Turrets
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