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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1759
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Posted - 2014.08.27 04:28:00 -
[1] - Quote
After numerous threads and many different ideas being thrown about we still don't have a single unified idea of how to balance side-arms.
As many have pointed out the Ion Pistol and the Flaylock are both hugely underpowered. The other pistols while better are still poor options compared to the SMG and the Magsec SMG.
I previously proposed balancing the pistols around an inverse range to damage relationship with the scrambler pistol as the mid point. BL4CKST4R proposed buffing many of the weapons stats as well as changing the heat mechanic of the ion pistol. Rattati further proposed that since the SMG is the most used weapon all the side arms should actually be balanced with it in mind. Many others also commented that because of its short range the ion pistol needed a much higher DPS than the bolt pistol.
Taking these ideas into consideration I have revamped my original spreadsheet. The new sheet incorporates all of the ideas above and assumes the overheat mechanics proposed by BL4CKST4R. Please note that I have have only shown the stats for prototype weapons. These weapons should only be a 10% improvement over basic weapons with advanced ones lying right in the middle (5% weaker than proto 5% more powerful than basic) Ranges should be equalized across weapon tiers (like what was done with pistols).
Weapon varients have not been included at this time but should be part of the balancing. I would of crouse like feed back about what to do with them. I am leaning towards the breach flaylock being an AV varient, and a decrease in pershot damage for the assault SMG (to make up for its higher rate of fire).
Take a second, look the spread sheet over and make comments. Lets try to build something productive here.
Sidearm Balance Spreadsheet
Please note that I have included BL4CKST4R's spreadsheet as well so we can easily compare the two.
Fun > Realism
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
190
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Posted - 2014.08.27 06:58:00 -
[2] - Quote
So what's the deal with the mag nerf of the magsec? I mean its as close as the caldari get to a CQC sidearm i'm not seeing your thought process behind it. I mean to spite its dps it bearly benefits from aim assist, the majority of the rounds tend to miss anything that isnt strafing.
Planetside 2
Eventually
Eh
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
41
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Posted - 2014.08.27 07:30:00 -
[3] - Quote
Those are some interesting numbers but for the Flay lock I believe a way to improve it as a sidearm would be to buff direct damage to about 300 with a splash damage of 240 and a blast radius of 3m.
now this may seem OP but the final part is to make all this go along with a one round clip and a 2.5 second reload time.
With this you will be able to have less trouble engaging an enemy with the Flay lock but won't be able to go around taking out big groups single handed with it like before even with a commandos reload bonus and the flay locks reload skill at five it won't likely be possible with a constant reloading.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Apothecary Za'ki
Biomass Positive
628
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Posted - 2014.08.27 07:38:00 -
[4] - Quote
Mobius Kaethis wrote:After numerous threads and many different ideas being thrown about we still don't have a single unified idea of how to balance side-arms. As many have pointed out the Ion Pistol and the Flaylock are both hugely underpowered. The other pistols while better are still poor options compared to the SMG and the Magsec SMG. I previously proposed balancing the pistols around an inverse range to damage relationship with the scrambler pistol as the mid point. BL4CKST4R proposed buffing many of the weapons stats as well as changing the heat mechanic of the ion pistol. Rattati further proposed that since the SMG is the most used weapon all the side arms should actually be balanced with it in mind. Many others also commented that because of its short range the ion pistol needed a much higher DPS than the bolt pistol. Taking these ideas into consideration I have revamped my original spreadsheet. The new sheet incorporates all of the ideas above and assumes the overheat mechanics proposed by BL4CKST4R. Please note that I have have only shown the stats for prototype weapons. These weapons should only be a 10% improvement over basic weapons with advanced ones lying right in the middle (5% weaker than proto 5% more powerful than basic) Ranges should be equalized across weapon tiers (like what was done with pistols). Weapon varients have not been included at this time but should be part of the balancing. I would of crouse like feed back about what to do with them. I am leaning towards the breach flaylock being an AV varient, and a decrease in pershot damage for the assault SMG (to make up for its higher rate of fire). Take a second, look the spread sheet over and make comments. Lets try to build something productive here. Sidearm Balance SpreadsheetPlease note that I have included BL4CKST4R's spreadsheet as well so we can easily compare the two. SMG is balanced.. just "balance" the other sidearms against the smg insted of nerfing smg into **** mode just to be level with the other sidearms cause of RPers who want their OP SCP back
[[LogiBro in Training]]
Level 1 Forum Pariah
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
155
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Posted - 2014.08.27 07:58:00 -
[5] - Quote
Why do people hate the Scrambler Pistol, and Pistols in general?
Pistols should do more DPS than SMGs at the cost of less damage per mag. Not less DPS for the cost of less damage per mag.
Ideally, pistols should do about 500 DPS, but oldy have between 700-800 DPM. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1761
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Posted - 2014.08.27 22:40:00 -
[6] - Quote
THE-PIMP-NAMED-SLICKBACK wrote:So what's the deal with the mag nerf of the magsec? I mean its as close as the caldari get to a CQC sidearm i'm not seeing your thought process behind it. I mean to spite its dps it bearly benefits from aim assist, the majority of the rounds tend to miss anything that isnt strafing.
Well I barely touched it to be honest but the rational was that it had a massive damage per mag, much longer range than the SMG and higher DPS. Overall it just looked too powerful given that its only downside is a short spool up. Honestly though I haven't played with it since it came out so I'll give it a ride again and see how it compares to the SMG.
pothecary Za'ki wrote: SMG is balanced.. just "balance" the other sidearms against the smg insted of nerfing smg into **** mode just to be level with the other sidearms cause of RPers who want their OP SCP back
That is pretty much what I was trying to do but since the SMG had such a massive damage per mag compared to the pistols it really made more sense to reduce its max ammo capacity. Honestly I find that the SMG is just too good for a sidearm, its actually a better performer than the AR right now so toning down its damage per mag without really doing anything about its DPS was my solution. If you have some number that make more sense to you I'd love to see them an perhaps integrate them into the sheet.
Gabriel Ceja wrote: Those are some interesting numbers but for the Flay lock I believe a way to improve it as a sidearm would be to buff direct damage to about 300 with a splash damage of 240 and a blast radius of 3m.
now this may seem OP but the final part is to make all this go along with a one round clip and a 2.5 second reload time.
With this you will be able to have less trouble engaging an enemy with the Flay lock but won't be able to go around taking out big groups single handed with it like before even with a commandos reload bonus and the flay locks reload skill at five it won't likely be possible with a constant reloading.
That is an interesting idea for sure but it would give the flaylock a very low DPS and with only one shot per mag it would really be an extremely high skill weapon. I worry that it would still be all but totally unused.
What do others think about this idea? I can definitely change my numbers more in this direction if this is what the community is interested in.
Almost all of this feed back is nice and productive. I haven't made any changes yet since we haven't gotten enough comments to really get some community consensus but I will make changes if there is a ton of support for how to alter the weapons for the good of all.
Fun > Realism
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CCP Rattati
C C P C C P Alliance
5886
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Posted - 2014.08.28 08:10:00 -
[7] - Quote
Extremely helpful, am finalizing the Delta proposal with the CPM and this is very useful. Thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2354
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Posted - 2014.08.28 08:18:00 -
[8] - Quote
CCP Rattati wrote:Extremely helpful, am finalizing the Delta proposal with the CPM and this is very useful. Thanks!
You mean I might feel obligated to put SP into sidearms soon?
I just might die of shock.
And please make the flaylock viable again. Just not OP. |
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CCP Rattati
C C P C C P Alliance
5888
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Posted - 2014.08.28 08:58:00 -
[9] - Quote
I have 5M SP waiting for a sidearm...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Zatara Rought
Fatal Absolution General Tso's Alliance
3996
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Posted - 2014.08.28 09:01:00 -
[10] - Quote
Hey Mobius, this is really great work. :)
You should email me sometime!
o7
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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voidfaction
Nos Nothi
441
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Posted - 2014.08.28 09:42:00 -
[11] - Quote
CCP Rattati wrote:I have 5M SP waiting for a sidearm... If you need 5M for a side arm it must mean the Ion Pistol is going to get fixed real good. Because the only other one for 5M is the SMG and there is/was no reason to save for it as it was already the best.
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Mauren NOON
The Exemplars
422
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Posted - 2014.08.28 09:54:00 -
[12] - Quote
I don't see why you want to nerf the magsec so much.......The SMG is far superior. If anything the magsec needs a slight buff because of the huge dispersion and kick
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Zatara Rought
Fatal Absolution General Tso's Alliance
3998
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Posted - 2014.08.28 09:57:00 -
[13] - Quote
Magsec needs to have a better scope, and needs less kick when aimed down sight. DPS feels fine.
the SMG needs more kick as there is practically none.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Arkena Wyrnspire
Fatal Absolution
17448
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Posted - 2014.08.28 11:00:00 -
[14] - Quote
Hipfire accuracy on the ion pistol is -extremely important-. That really, really needs an improvement.
Sometimes I feel as if I've encountered the limits of human stupidity.
And then, once more, I return to the forums.
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BL4CKST4R
La Muerte Eterna Dark Taboo
2956
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Posted - 2014.08.28 11:07:00 -
[15] - Quote
Arkena Wyrnspire wrote:Hipfire accuracy on the ion pistol is -extremely important-. That really, really needs an improvement.
I have always found it strange that the ion pistol has the worst hip fire of any weapon yet it has the lowest range aside from the shotty, even then the shotgun has better hip fire. It should be reduced to be slightly larger or to the same size as an AR.
supercalifragilisticexpialidocious
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6761
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Posted - 2014.08.28 11:44:00 -
[16] - Quote
Zatara Rought wrote:Magsec needs to have a better scope, and needs less kick when aimed down sight. DPS feels fine.
the SMG needs more kick as there is practically none.
2x Scope would be perfect, possibly like the RDS for the scrambler.
I told ya the DPS was fine
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6761
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Posted - 2014.08.28 11:47:00 -
[17] - Quote
I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Adipem Nothi
Nos Nothi
4564
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Posted - 2014.08.28 15:21:00 -
[18] - Quote
^ Ghost Kaisar knows his Flaylock Pistols
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2361
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Posted - 2014.08.28 15:36:00 -
[19] - Quote
Ghost Kaisar wrote:I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people. Keep the low fire rate +2/clip. Faster projectile. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6767
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Posted - 2014.08.28 16:01:00 -
[20] - Quote
Breakin Stuff wrote:Ghost Kaisar wrote:I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people. Keep the low fire rate +2/clip. Faster projectile.
Faster Projectile, Same clip size, buff direct damage, unify splash at 1.5m across the tiers
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2367
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Posted - 2014.08.28 16:22:00 -
[21] - Quote
Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote:I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people. Keep the low fire rate +2/clip. Faster projectile. Faster Projectile, Same clip size, buff direct damage, unify splash at 1.5m across the tiers
Five. That way your magazine lasts approximately as long as another sidearm. Past that I think the flay should be the most cautiously buffed. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6783
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Posted - 2014.08.28 19:19:00 -
[22] - Quote
Breakin Stuff wrote:Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote:I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people. Keep the low fire rate +2/clip. Faster projectile. Faster Projectile, Same clip size, buff direct damage, unify splash at 1.5m across the tiers Five. That way your magazine lasts approximately as long as another sidearm. Past that I think the flay should be the most cautiously buffed.
Four Shots, with buffed direct damage. Final offer.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2367
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Posted - 2014.08.28 20:02:00 -
[23] - Quote
Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote:I approve of Blackstar's Core Flaylock buff.
Mobius' on the other hand? NO. I wouldn't touch the ROF on the Flaylock with a 10ft. pole. That is the MAIN reason why it got nerfed. Besides, turning it into a spam-cannon isn't the solution. Higher ROF and Clip size means you have more bullets to waste.
Just give it more damage if you need to kill people. Keep the low fire rate +2/clip. Faster projectile. Faster Projectile, Same clip size, buff direct damage, unify splash at 1.5m across the tiers Five. That way your magazine lasts approximately as long as another sidearm. Past that I think the flay should be the most cautiously buffed. Four Shots, with buffed direct damage. Final offer. You forgot the projectile that's harder to dodge. I'm beginning to think you're not taking this negotiation seriously. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6785
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Posted - 2014.08.28 20:21:00 -
[24] - Quote
Breakin Stuff wrote:Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote:Breakin Stuff wrote:
Keep the low fire rate +2/clip. Faster projectile.
Faster Projectile, Same clip size, buff direct damage, unify splash at 1.5m across the tiers Five. That way your magazine lasts approximately as long as another sidearm. Past that I think the flay should be the most cautiously buffed. Four Shots, with buffed direct damage. Final offer. You forgot the projectile that's harder to dodge. I'm beginning to think you're not taking this negotiation seriously.
I thought the faster speed was a given, as we had both agreed on it. The only things we haven't agreed on is the shots in the clip and changes to damage.
1 extra shot isn't bad, but I'm against 5 shots because of the spam ability it can give. I would like the gun to remain a skill shot weapon.
Hence why the damage buff is for direct damage. Encouraging people to hit the target directly to deal optimal damage, and keeping the clip small encourages people not missing shots (Which can be fatal since you have so few).
I really don't think splash needs to be changed short of unifying the splash radius. It works great as a finisher, it just needs more direct damage so that it can take out targets at full health (But only if you can land the direct shots).
Get what I'm saying?
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2367
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Posted - 2014.08.28 20:35:00 -
[25] - Quote
Ghost Kaisar wrote: Get what I'm saying?
Yup.
Dilemma: Scouts. Given the slow fire I find it difficult to catch the little turds in the blast radius much less land a direct hit on them. Any suggestions on how to make the sidearm not utterly useless against a dropsuit that can literally vault over the blast? |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6792
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Posted - 2014.08.28 21:24:00 -
[26] - Quote
Breakin Stuff wrote:Ghost Kaisar wrote: Get what I'm saying?
Yup. Dilemma: Scouts. Given the slow fire I find it difficult to catch the little turds in the blast radius much less land a direct hit on them. Any suggestions on how to make the sidearm not utterly useless against a dropsuit that can literally vault over the blast?
Aim better?
Faster projectile speed should help. I mean at the end of the day, you still gotta hit them to kill them.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2369
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Posted - 2014.08.28 21:29:00 -
[27] - Quote
Ghost Kaisar wrote:Breakin Stuff wrote:Ghost Kaisar wrote: Get what I'm saying?
Yup. Dilemma: Scouts. Given the slow fire I find it difficult to catch the little turds in the blast radius much less land a direct hit on them. Any suggestions on how to make the sidearm not utterly useless against a dropsuit that can literally vault over the blast? Aim better? Faster projectile speed should help. I mean at the end of the day, you still gotta hit them to kill them. The only upshot really is that if you fart hard enough it'll kill most scouts.
Just gotta HIT them. |
Temias Mercurial
Knights Of Ender RISE of LEGION
190
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Posted - 2014.08.28 22:51:00 -
[28] - Quote
Mobius Kaethis wrote:After numerous threads and many different ideas being thrown about we still don't have a single unified idea of how to balance side-arms. As many have pointed out the Ion Pistol and the Flaylock are both hugely underpowered. The other pistols while better are still poor options compared to the SMG and the Magsec SMG. I previously proposed balancing the pistols around an inverse range to damage relationship with the scrambler pistol as the mid point. BL4CKST4R proposed buffing many of the weapons stats as well as changing the heat mechanic of the ion pistol. Rattati further proposed that since the SMG is the most used weapon all the side arms should actually be balanced with it in mind. Many others also commented that because of its short range the ion pistol needed a much higher DPS than the bolt pistol. Taking these ideas into consideration I have revamped my original spreadsheet. The new sheet incorporates all of the ideas above and assumes the overheat mechanics proposed by BL4CKST4R. Please note that I have have only shown the stats for prototype weapons. These weapons should only be a 10% improvement over basic weapons with advanced ones lying right in the middle (5% weaker than proto 5% more powerful than basic) Ranges should be equalized across weapon tiers (like what was done with pistols). Weapon varients have not been included at this time but should be part of the balancing. I would of crouse like feed back about what to do with them. I am leaning towards the breach flaylock being an AV varient, and a decrease in pershot damage for the assault SMG (to make up for its higher rate of fire). Take a second, look the spread sheet over and make comments. Lets try to build something productive here. Sidearm Balance SpreadsheetPlease note that I have included BL4CKST4R's spreadsheet as well so we can easily compare the two.
There's only one thing wrong with your post... hardly anyone uses the Magsec. There's nothing wrong with the weapon, it's great, but being one of the few weapons having true recoil, people decide to use easier weapons that have no recoil.
I find it easy to use, but I never see the poor thing in the killfeed... just because it has recoil...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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LOADED'HORN
KILL-EM-QUICK RISE of LEGION
105
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Posted - 2014.08.28 23:31:00 -
[29] - Quote
Temias Mercurial wrote:Mobius Kaethis wrote:After numerous threads and many different ideas being thrown about we still don't have a single unified idea of how to balance side-arms. As many have pointed out the Ion Pistol and the Flaylock are both hugely underpowered. The other pistols while better are still poor options compared to the SMG and the Magsec SMG. I previously proposed balancing the pistols around an inverse range to damage relationship with the scrambler pistol as the mid point. BL4CKST4R proposed buffing many of the weapons stats as well as changing the heat mechanic of the ion pistol. Rattati further proposed that since the SMG is the most used weapon all the side arms should actually be balanced with it in mind. Many others also commented that because of its short range the ion pistol needed a much higher DPS than the bolt pistol. Taking these ideas into consideration I have revamped my original spreadsheet. The new sheet incorporates all of the ideas above and assumes the overheat mechanics proposed by BL4CKST4R. Please note that I have have only shown the stats for prototype weapons. These weapons should only be a 10% improvement over basic weapons with advanced ones lying right in the middle (5% weaker than proto 5% more powerful than basic) Ranges should be equalized across weapon tiers (like what was done with pistols). Weapon varients have not been included at this time but should be part of the balancing. I would of crouse like feed back about what to do with them. I am leaning towards the breach flaylock being an AV varient, and a decrease in pershot damage for the assault SMG (to make up for its higher rate of fire). Take a second, look the spread sheet over and make comments. Lets try to build something productive here. Sidearm Balance SpreadsheetPlease note that I have included BL4CKST4R's spreadsheet as well so we can easily compare the two. There's only one thing wrong with your post... hardly anyone uses the Magsec. There's nothing wrong with the weapon, it's great, but being one of the few weapons having true recoil, people decide to use easier weapons that have no recoil. I find it easy to use, but I never see the poor thing in the killfeed... just because it has recoil... I like most of these streamlined stats in regards to balance. Some of them are rather extreme nerfs though. So, I use the Magsec all the time. Regardless of its higher fitting costs, I'll sacrifice to use it's all around performance. It's best uses are on AV and heavy suits. I also do not mind its recoil, and think the range with damage drop off is appropriate. The spool up time is good and the sights are below average. It is to me a well balanced side arm currently.
I would like to use the Bolt pistol more, but here it is, the fitting cost for performance quotient is to high. A general buff would make it appealing.
However reducing the rounds on the Magsec would kill it for me. A proposed 35 rounds is much to low. Why does it need a reduction? It's not a spam weapon, it is also out strafed easily. >If you have to, please just make it slightly less.< And having less rounds to drill armor would be very painful for Caldari users. Cheers.
First day open beta vet. I look, listen and learn before I run my mouth. You should to.
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.28 23:57:00 -
[30] - Quote
Zatara Rought wrote:Magsec needs to have a better scope, and needs less kick when aimed down sight. DPS feels fine.
the SMG needs more kick as there is practically none.
^ This Give the magsec a reflex scope or something a little more powerful. Its a rail type weapon so I don't see why the single shot bolt pistol gets a scope while the magsec runs with an iron sight. I run the magsec on just about all of my cal suits scaling with their tier.
Although can scopes even be implemented in a hotfix? I understand if it already exists but isn't set to the weapon but if its not is that possible?
Planetside 2
Eventually
Eh
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