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Author |
Thread Statistics | Show CCP posts - 19 post(s) |
Cat Merc
Ahrendee Mercenaries
9871
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Posted - 2014.05.23 09:12:00 -
[1] - Quote
Cyrius Li-Moody wrote:Zatara Rought wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout.
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. have you checked if they can beat a 3 precision cal scout? -Minmatar will only beat a Caldari with 3 precisions if they have 3 damps and a proto cloak active. -Caldari will only beat another caldari with 2 precision if their proto cloak is active. -Minmatar will never beat a 4 precision Cal scout. Gallente will only require 2 damps to beat EVERYTHING. Period dot end of story. Gallente master scout. Gallente master stealth. If you're expecting to beat a Gallente scout in stealth, you're going to have a bad time.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9871
|
Posted - 2014.05.23 09:16:00 -
[2] - Quote
Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9871
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Posted - 2014.05.23 09:17:00 -
[3] - Quote
Oh and that AR buff was the most laughable thing I ever saw, EVER.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:20:00 -
[4] - Quote
Firbolg Barun wrote:I would like to know the motivation behind moving the repair from Gallente scouts to Amarr scouts. Is it just a knee jerk reaction? It is. There is no acceptable motivation, they simply do not realize that the issue with the Amarr Scout is the pathetic bonus.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:21:00 -
[5] - Quote
Oh yeah I forgot to say, CR will still be the king, 2% is not all the difference.
CR has such overwhelming damage that 2% doesn't matter.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:30:00 -
[6] - Quote
Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. 1. That would mean add 10 armor, because the current difference is 40HP. 2. I think it needs to be +20% per level. The complex module gives you 100%.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
|
Posted - 2014.05.23 09:32:00 -
[7] - Quote
CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense.
Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR?
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
|
Posted - 2014.05.23 09:33:00 -
[8] - Quote
jerrmy12 kahoalii wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. If you didn't see before, I had the idea of armor reps being percentage based. I have discussed this many times before. There is no need for such thing, it's a stupid mechanic and no matter what numbers I used there was always a catch that made them either underpowered or overpowered.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9873
|
Posted - 2014.05.23 09:39:00 -
[9] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense. Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR? You are the first to mention it, we are happy with not drastically change both at the same time, something we have been admonished for in the past. Yeah, but I expected 5% changes. 2% changes are quite unnoticable and I promise you that you won't get any proper data like that.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9873
|
Posted - 2014.05.23 09:43:00 -
[10] - Quote
Mordecai Sanguine wrote:What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? You mean the Amarr Assault? It's the only suit with less slots, and that's because they didn't touch assaults back at 1.8.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9873
|
Posted - 2014.05.23 09:54:00 -
[11] - Quote
jerrmy12 kahoalii wrote:I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi. No. The AR is so far behind in terms of range, yet so close in terms of DPS to the other rifles.
It's just stupid.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9876
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Posted - 2014.05.23 10:41:00 -
[12] - Quote
CCP Rattati, the armor changes please me.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9895
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Posted - 2014.05.24 11:16:00 -
[13] - Quote
Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:19:00 -
[14] - Quote
jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing.
"In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:51:00 -
[15] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent. Cal Sentinel drops to 440HP~ shields with 3 energizers.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9897
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Posted - 2014.05.24 13:38:00 -
[16] - Quote
Aeon Amadi wrote:@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill? Doing the math that would be too powerful. 1/1.5/2 would be best.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9905
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Posted - 2014.05.25 03:21:00 -
[17] - Quote
For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad!
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9905
|
Posted - 2014.05.25 03:27:00 -
[18] - Quote
DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead It's still not enough. Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself.
Hence dampening should be stronger because it gives you less benefit.
With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9906
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Posted - 2014.05.25 03:34:00 -
[19] - Quote
What was that about not changing too much at once?
You do know that a HUGE reason the Gal Scout is popular is because it can reach ludicrous HP levels? Which you have now nerfed?
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9909
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Posted - 2014.05.25 03:52:00 -
[20] - Quote
Zatara Rought wrote:Cat Merc wrote:DUST Fiend wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! Or remove shared vision for passive scans, and make people use actual teamwork instead It's still not enough. Passive scanning means that you can see a lot of enemies. Dampening means that you hide just yourself. Hence dampening should be stronger because it gives you less benefit. With the proposed change a Caldari scout will detect a Gal scout if both don't have modules on. Yes this is a problem if both don't have modules on. If he was unwilling to move on the gal change...what % change would be necessary to make the cal bonus not allow it to see the gal if both don't have modules on...and would sort of snowball affect would this minimum change incite overall in scanning at the min max level? Specifically...if you could determine the minimum nerf rounded to a whole % would that nerf on the cal make it so with all proposed changes anything ELSE is now easier to evade on the cal? Ex: Gal only need 1 slot to get under quad cal? Yes, but say that Cal has two. Now that Gal needs two. And say that Cal has three. Now that Gal needs three.
It sounds fair at first, but as I already explained, dampening gives you less benefit. Even if passive squad scanning was removed, you can still relay the general location of a cloaked scout to your squad.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9909
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Posted - 2014.05.25 04:04:00 -
[21] - Quote
Zatara Rought wrote:Cat Merc wrote: Yes, but say that Cal has two. Now that Gal needs two. And say that Cal has three. Now that Gal needs three.
It sounds fair at first, but as I already explained, dampening gives you less benefit. Even if passive squad scanning was removed, you can still relay the general location of a cloaked scout to your squad.
I'm not contesting the premise. I'm saying what sort of nerf to the cal owuld be required to bring it back into balance if he was adamant for w/e reason about nerfing the gal bonus, and would this nerf to the cal cause and snowball effects on the rest of e-war meta? If so, pl0x give an example. I'm already quite in agreeance with the theory bud. You could nerf down the Cal bonus to 15%. Gallente and Caldari used to be 25%, now both will be 15%.
The overall effect is that Gallente will still need the same amount of modules to hide, but Minmatar and Amarr would have some chance. (I believe so, I haven't plugged the numbers in yet)
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9909
|
Posted - 2014.05.25 04:06:00 -
[22] - Quote
Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9910
|
Posted - 2014.05.25 04:25:00 -
[23] - Quote
Zatara Rought wrote:Cat Merc wrote:Rattati, I would like to know why the 3hp/s armor reps is such an issue that you have to nerf it, when the Caldari Scout regenerates 50hp/s on shields.
You could argue "It's a free built in repairer!", but: A. With the repairer buff, that is now comparable to an STD repairer rather than ADV B. Caldari Assault + Complex Energizer still doesn't touch the Caldari Scout regen.
If you have sound reasoning, great, but I believe that reasoning can be applied to the Caldari scout regen. I don't see why scouts should regenerate faster than assaults.
At this point I believe you're changing numbers for the sake of changing numbers. Comparing it to the cal assault is flawed. COmpare it to the another scout, perhaps specifically the min scout. comparing the gal nerf of 3reps/s and trying to justify a buff or nerf intrinsically through a comparison to the cal regen seems like apples and oranges. they aren't similar enough I feel like to be convincing. You're right. They aren't similar.
The Cal Scout beats the crap out of the Gallente scout in regen.
I'm saying, if the 3hp/s is a problem, so should the massive regen the Caldari scout has.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9920
|
Posted - 2014.05.25 10:53:00 -
[24] - Quote
The dark cloud wrote:I looked at the scan profile and precision of both scouts. The galente scout beats the precision from a caldari scout by 0.3DB. Which means that a caldari scout will not see a galente scout without the usage of modules. When the galente scout uses 1 profile dampener the caldari will need 2 precision mods to see him. And the range nerf on passive scans is a drop in the bucket.
Ya know after the changes im still going to have a passive scan range of 45m with 1 complex range amp (gal scout). Before i had 54m scan range with the same setup. Which means you took 9m away. Well i still have my 50% increase from the other skill so meh.
TL:DR
-1 profile dampener on GK.0>1 precision enhancer on CK.0 Numbers like these are rounded up.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9920
|
Posted - 2014.05.25 10:54:00 -
[25] - Quote
Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is?
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9935
|
Posted - 2014.05.25 18:40:00 -
[26] - Quote
Xx-VxF-xX wrote:Cat Merc wrote:Eko Sol wrote:Cat Merc wrote:For the love of everything that's holy do not touch the Gallente dampening bonus. It is the only ******* suit that can do anything about Caldari scouts.
All you need is one Caldari scout and yay, wall hack for the entire squad! This isn't true. The Cal scout is OP because it transfers it's tacnet to squad mates. That should be fixed IMO. Or everyone should get my Min Hack Bonus and everyone on your team should get your Gal bonus, etc. They shouldn't share Tacnet displays. Then I can just tell my squad where everything is? Really your going to compare instant precise shared tac-net to you telling your squad, lol you must be a very fast detailed talker. It's not as good sure, but I can easily say "stop" to give me time to describe the situation.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9951
|
Posted - 2014.05.26 20:50:00 -
[27] - Quote
Are green changes locked in?
Edit: Nevermind got my answer.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9951
|
Posted - 2014.05.26 20:52:00 -
[28] - Quote
Varoth Drac wrote:Can I just say that I approve of the reduction of/removal of the scan range bonus for Gal scouts.
It never seemed fair considering the powerful dampening bonus and didn't match with the flavour of the suit.
Caldari are the passive scan specialists, Galente are stealth specialists. I like it.
I don't feel as hard done by choosing Min scout. Looking forward to seeing how to changes pan out. Except the stealth was nerfed.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9951
|
Posted - 2014.05.26 20:53:00 -
[29] - Quote
How about changing that useless 5% scan range bonus to a dampener bonus?
3%-5% per level to dampeners.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9955
|
Posted - 2014.05.27 04:50:00 -
[30] - Quote
Obodiah Garro wrote:Changes seem legit tho speed penalty is still too low No, speed penalties are just fine.
A single plate should not drop you OVER 9000 m/s like the old plates.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9955
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Posted - 2014.05.27 04:51:00 -
[31] - Quote
medomai grey wrote:Fears over armor reps being too strong are not without reason. Armor reps for vehicles are too strong to the point that any vehicle with a armor rep build are immune to most AV weaponry and small turret fire. The fear that problem may arise in infantry with an armor repairer buff isn't insane. Shields: low health, does not recharge if hit, high recharge rate, longer recharge delay Armor: high health, constant regeneration, low repair rate, slower movement Shield recharge rates vary from 15-50 HP/sec with most suits having a recharge rate of 20HP/sec (someone fact check this please, was too lazy to look at all suit stats and find the mode). If armor repairers preform similar or better than shields, armor repairers will effectively steal one of the few positives shield tanking has; especially when combined with the fact that armor reps work constantly. Why are armor repairers being buffed again? Because active armor tanking is a thing, and Rattati wants to make it viable. There is no Caldari suit under 30hp/s (Maybe the logi, but I'm not sure).
If you have enough HP/s to challenge a Caldari Suit, you most likely don't have the HP. If you do, you're most likely slower. But you don't have the massive HP numbers.
As for tanks, the thing is that tank repairers can actually beat the damage per second of AV weaponry. No matter how many repairers you put on a suit, an STD Assault Rifle will still overpower the repair fairly easily.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9955
|
Posted - 2014.05.27 04:56:00 -
[32] - Quote
Dunce Masterson wrote:Amarr drop suit additional module slots; under review
WTF there is no need to review this the Amarr basic and Assault suit need to have the same amount of module slots has the rest for game balance just add another low slot from militia to prototype also increase the PG and CPU to handle the new low slot.
Amarr Sentinel
Rail Rifle damage resistance to Armor instead of shields in the hotfix you will make a lot of players who play EVE online very happy that the Dust 514 races are still like the EVE online races.
15% damage resistance to projectile weapons to armor. 10% damage resistance to hybrid rail weapons to armor.
you can keep the gallente the same no one will care. There is no need to increase the CPU/PG with the addition of the slot. Amarr already have the highest CPU/PG of all assault/basic suits.
They actually rival logistics suits, which are known for their absurd CPU/PG.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
10032
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Posted - 2014.05.29 19:31:00 -
[33] - Quote
Rattati, I would like to point out that HMG damage against LAV's isn't the problem. Before 1.7, you could kill an LAV with an HMG without much hassle given a few seconds.
However, with the shield regeneration damage threshold thingy, shields would regenerate straight through the damage, as it does too little damage per bullet to stop regeneration, which increased the time it takes to kill an LAV dramatically. A 25% damage increase against vehicles won't change that.
So I suggest to actually look at the damage threshold thing more than anything else.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
10035
|
Posted - 2014.05.30 03:40:00 -
[34] - Quote
Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
10081
|
Posted - 2014.06.01 10:00:00 -
[35] - Quote
lloyder EIRE wrote:would just like to point out every update is focused on armour mods armour reps
CCP ARE U FORGETING ABOUT THE SHEILD TANKERS us mimitar and cadri are being forced to use armour plates and armour repairs to keep up with the gal assults on hp because we gain less hp per mod and it costs us alot more cpu and pg usage to fit them i saw someone comment about they wanted armour reps to be a high slot awful idea everyone forgets about the sheild side of the game dont know if u guys remeber them u rarly see them used these days
to devs out there sheilds need tweaks too not just armour tankers im tired of being forced to put armour plates on my cadri it makes me feel like my suits main role as a sheild tanker is worthless in any case sheild mods should be more then armour plates due to simple facts armour can be reped by repair tool or repairing nanohives where sheilds only repair out of combat making us less of a threat
WOULD LIKE TO SEE SHEILDS BEING PLAYED AROUND WITH LIKE ARMOUR MODS COS THEY NEED IT
It was a nerf to plate stacking and a buff to repair tanking.
BTW, the moment you said that shield extenders should give more HP than plates I stopped reading. That's a terrible idea, but I'm on my iPad so explaining it would take too long.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
10104
|
Posted - 2014.06.03 13:17:00 -
[36] - Quote
[16:15:00] Schr+¦dinger's Cat: They removed the blaster buffs [16:15:13] Schr+¦dinger's Cat: But kept the rail buffs [16:15:18] Schr+¦dinger's Cat: What the actual **** is wrong with them [16:15:21] Midnight(Mobius): ... [16:15:26] Midnight(Mobius): Wait, what? [16:15:35] Midnight(Mobius): They aren't adjusting Small Blasters at all? [16:15:35] Schr+¦dinger's Cat: https://docs.google.com/spreadsheets/d/1JBQf3RqsjQ7MxJ3wY1JN3YSDZekrpWW2zk5tDRUNgw0/edit#gid=0 [16:15:46] Jerry Lizaire: its simple, rails are caldari [16:15:51] Jerry Lizaire: and blasters are gallente [16:16:48] Midnight(Mobius): BUT THE LARGE BLASTER DISPERSION NERF IS STILL LISTED [16:16:57] Midnight(Mobius): BEHEAD THOSE WHO USE GALLENTE WEAPONS [16:17:05] Midnight(Mobius): CUT THEIR MOTHERFUCKING HEADS RIGHT THE **** OFF [16:17:20] Midnight(Mobius): BUFF THE RAILGUNS [16:17:22] Midnight(Mobius): FOR THE STATE
Feline overlord of all humans - CAT MERC
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