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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13302
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Posted - 2014.09.16 20:52:00 -
[61] - Quote
Monkey MAC wrote:True Adamance wrote:Atiim wrote:JLAVs are a valid tactic.
The only way to get killed by one is if you aren't paying attention (incompetence), or if the LAV Pilot manages to out-smart and/or out-maneuver you, in which case he's simply better than you.
All you have to do to stop them is either activate a NOS and then thrust in the opposite direction, causing them to miss their mark and allows you to destroy them; or shoot the REs and blow up the LAV. Heck, you can even shoot them out of the driver seat if you have a Missile Turret (AT-201 or better).
As for rooftop campers, if Pilots weren't able to zoom in and insta-kill AVers with a Boundless or Six Kin HMG, you'd see far less tower camping. Though the short range of a SL (175m) makes tower camping rather redundant in most situations.
Though if an AVer catches you by surprise, you should suffer the consequences. You know that's not true...... but hell what does it matter at this point. Only reason I hate JLAV's is because it utterly destroys immersion and spits on the values of New Eden on which this was designed. What value? HTFU? I'd say devising a method to circumvent the OP tanks of what was 1.8 follows this one? Don't fly what you can't afford? Works here again. Welcome to New Eden MF! I'd say this almost perfectly describes the JLAV. Also which appears more immersion breaking out of the following options. An Immortal Mercenary sacrificing himself in giant ball of death to eliminate a tank? OR A tank out running Missiles and Jeeps? OR Infantry units standing in the open 'chop-strafing' against each other?
As I often say it should not require one broken mechanic to counter another broken mechanic.
Lets be honest here I've never claimed I was a good tanker through the 1.8 massacre of quality tankers...... worst period of balance in the game.
However I stand by my statement. Personally I found JLAVS to be a **** poor casualised mechanic out of battlefield.... I was not against AV being buffed to make tanking more risky, in fact that and a combination of ISK increases for HAV across the board would do leaps and bounds to make tanking more enjoyable for me personally. But I'd rather be taken down by a forger, swarmer, plasma cannonier, than a douche in a complete in his BPO suit, lav, side arm, with remotes.
It's poor design. Let proper AV do its job and not resort to poor mechanics like this.
But lets be honest if I could strap a couple of those RE to a tormentor all you'd see me doing in EVE is suicidal battleships and Cruisers for an instant kill.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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One Eyed King
Land of the BIind
4149
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Posted - 2014.09.16 21:09:00 -
[62] - Quote
@ True
I agree with your perspective overall. It seems balanced and reasonable. It assumes that there should be a role for both tanks AND AV.
However, I do not agree with the perspective of the OP that tanks are weak and need to be made stronger, and that AV is just too tough.
I would much rather see a thread that addresses the real issues instead of pretending that poor old tankers need a buffing to contend with the mean old AV.
You can always tell a Millford Minja
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2139
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Posted - 2014.09.16 21:49:00 -
[63] - Quote
Breakin Stuff wrote:One person running a tank is just as believable as one jerkass in a pod controlling, micromanagingvand operating every fubction on a seventeen kilometer titan while navigating it, firing the guns simultaneoudly while dropping a doomsdat on the second dreadnought that just jumped in and locked into siege mode. Comparatively running a tank would be trivial. Jump in, jack into the interface, light the reactor plant and go.
The tech for neural interfacing is part of the lore. Thats why you can have the driver be the primary gunner. Secondary gunners exist because humans can only multitask so much in an FPS. In EVE lore excep for cursory functionality the crew is largely extraneous once the shooting starts. And none of those crew are players. The pod facilitates all of that and while the pod might be able to fit into an HAV, what about everything that allows the pod to interface with the ship proper?
I'd imagine that there is a whole lot of stuff outside the pod but still inside the ship that allows the pod to perform its technomancy.
In fact, I'd argue that the HAV is prohibitively small for pod tech to work.
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13303
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Posted - 2014.09.16 22:11:00 -
[64] - Quote
One Eyed King wrote:@ True
I agree with your perspective overall. It seems balanced and reasonable. It assumes that there should be a role for both tanks AND AV.
However, I do not agree with the perspective of the OP that tanks are weak and need to be made stronger, and that AV is just too tough.
I would much rather see a thread that addresses the real issues instead of pretending that poor old tankers need a buffing to contend with the mean old AV.
AV is.... or was pretty punchy when I left the game..... personally I am more for single shot high alpha AV (MOAR ROCKETRY/ Stinger type weapons)...... while I do appreciate DPS AV has its role...... I just don't see the point of it when alpha trumps it all.
Tbh I just want to see a tank that is a tank. Not these skeet shooting light assault platforms that we have now.
What is the purpose of a tank? To carry ordinance and other weapons bigger and more devastating than any weapon infantry mean to operate while remaining mobile. What is the side effects of a such a weapons system. Mass, time to target, inability to target small mobile units, etc.
What we have now are not tanks.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2799
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Posted - 2014.09.16 22:29:00 -
[65] - Quote
Alaika Arbosa wrote:Breakin Stuff wrote:One person running a tank is just as believable as one jerkass in a pod controlling, micromanagingvand operating every fubction on a seventeen kilometer titan while navigating it, firing the guns simultaneoudly while dropping a doomsdat on the second dreadnought that just jumped in and locked into siege mode. Comparatively running a tank would be trivial. Jump in, jack into the interface, light the reactor plant and go.
The tech for neural interfacing is part of the lore. Thats why you can have the driver be the primary gunner. Secondary gunners exist because humans can only multitask so much in an FPS. In EVE lore excep for cursory functionality the crew is largely extraneous once the shooting starts. And none of those crew are players. The pod facilitates all of that and while the pod might be able to fit into an HAV, what about everything that allows the pod to interface with the ship proper? I'd imagine that there is a whole lot of stuff outside the pod but still inside the ship that allows the pod to perform its technomancy. In fact, I'd argue that the HAV is prohibitively small for pod tech to work.
I'd arge that comparatively a tank is easier to control and thusly not in need of a full pod. Think more "rigger" in shadowrun. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2799
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Posted - 2014.09.16 22:31:00 -
[66] - Quote
True Adamance wrote:One Eyed King wrote:@ True
I agree with your perspective overall. It seems balanced and reasonable. It assumes that there should be a role for both tanks AND AV.
However, I do not agree with the perspective of the OP that tanks are weak and need to be made stronger, and that AV is just too tough.
I would much rather see a thread that addresses the real issues instead of pretending that poor old tankers need a buffing to contend with the mean old AV. AV is.... or was pretty punchy when I left the game..... personally I am more for single shot high alpha AV (MOAR ROCKETRY/ Stinger type weapons)...... while I do appreciate DPS AV has its role...... I just don't see the point of it when alpha trumps it all. Tbh I just want to see a tank that is a tank. Not these skeet shooting light assault platforms that we have now. What is the purpose of a tank? To carry ordinance and other weapons bigger and more devastating than any weapon infantry mean to operate while remaining mobile. What is the side effects of a such a weapons system. Mass, time to target, inability to target small mobile units, etc. What we have now are not tanks.
I miss marauders too.
And I'm pretty sure Shooter's going to have an aneurysm trying to make a post that is coherent and founded in logic. Totally the only reason this thread is worth looking at. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2799
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Posted - 2014.09.16 22:34:00 -
[67] - Quote
One Eyed King wrote:@ True
I agree with your perspective overall. It seems balanced and reasonable. It assumes that there should be a role for both tanks AND AV.
However, I do not agree with the perspective of the OP that tanks are weak and need to be made stronger, and that AV is just too tough.
I would much rather see a thread that addresses the real issues instead of pretending that poor old tankers need a buffing to contend with the mean old AV.
Mean old AV wants Chromosome AV/V with marauders again. I swear to God popping tanks was fun. Someone dropped a Mad and I'd go berserk till I killed it, popping militia tanks and poorly fit mid-grade tanks like after-dinner mints while hunting the real prize: A Marauder with a pilot with higher-than-lukewarm IQ. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13304
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Posted - 2014.09.16 22:40:00 -
[68] - Quote
Breakin Stuff wrote:One Eyed King wrote:@ True
I agree with your perspective overall. It seems balanced and reasonable. It assumes that there should be a role for both tanks AND AV.
However, I do not agree with the perspective of the OP that tanks are weak and need to be made stronger, and that AV is just too tough.
I would much rather see a thread that addresses the real issues instead of pretending that poor old tankers need a buffing to contend with the mean old AV. Mean old AV wants Chromosome AV/V with marauders again. I swear to God popping tanks was fun. Someone dropped a Mad and I'd go berserk till I killed it, popping militia tanks and poorly fit mid-grade tanks like after-dinner mints while hunting the real prize: A Marauder with a pilot with higher-than-lukewarm IQ.
Yeah it was. I was only using Standard Swarms back then and trying to Pop as Sagaris was hell...... but the feeling of destroying one was actively visible throughout the entire team of players.
It was exquisite.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1765
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Posted - 2014.09.17 01:06:00 -
[69] - Quote
Monkey MAC wrote:Alena Ventrallis wrote:As a pilot of both tanks and ADS, AV should not "gtfo" they are an integral part of the equation. However, I feel both groups are in this "if we give an inch, they'll take a mile" mentality. To Atiim: that amount of SP does give you a semi-maxed out swarmer. However, I ask you to look at your list once again. Quote: GÇó Dropsuit Command III GÇó Minmatar Heavy Dropsuits III GÇó Minmatar Commando V
GÇó Dropsuit Upgrades IV GÇó Dropsuit Biotic Upgrades V
GÇó Dropsuit Armor Upgrades V GÇó Armor Plating V GÇó Armor Repairing V
GÇó Dropsuit Shield Upgrades V GÇó Shield Extension V
GÇó Dropsuit Core Upgrades V GÇó Dropsuit Engineering V GÇó Nanocircuitry V
GÇó Dropsuit Electronics V GÇó Range Amplification V GÇó Profile Dampening V GÇó Precision Enhancement V
GÇó Weaponry V GÇó Swarm Launcher Operation V GÇó Swarm Launcher Proficiency V GÇó Swarm Launcher Ammo Capacity V GÇó Swarm Launcher Rapid Reload V GÇó Swarm Launcher Fitting Optimization V
GÇó [Secondary Weapon] Operation V GÇó [Secondary Weapon] Proficiency III GÇó [Secondary Weapon] Capacity V
Total: 21,646,220 SP
All skills I have marked give you a bonus beyond unlocking tiers. For instance, Profile Dampening, in addition to unlocking tiers of dampener, also decreases your suit profilie on any suit you wear. There are a mere handful of skills that confer a bonus to vehicles. We do not even have a Vehicle Electronic/Engineering skill to give us more PG/CPU. This is part of the frustration vehicles feel. We cannot even begin to fit our vehicles as we wish, yet more nerfs to them are called for. Armour Fitting Optimisation Armour Repair Modules Armour Composition Shield Fitting Optimisation Core Engine Management Core Energy Distrubution Just to name a few. I'd be all for giving you a little more fitting power if that's what you want, provided you take a hit to some of ykur modules to ensure they aren't spammed. That is easily half the list. But my modules have no role, nor do my vehicles. If large turrets are supposed to be AV, then small rails need a buff to make them better at AP. But small rails are apparently AV weapons. Meanwhile, Rattati says that all large turrets are to be AV, but according to him there are non-AV tanks.
This is the issue. Vehicles are just kind of... there. That's why balance is so hard, we have no purpose beyond slaying, and anything that hurts that makes our usefulness plummet.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Shooter Somewhere
Molon Labe. General Tso's Alliance
118
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Posted - 2014.09.17 01:18:00 -
[70] - Quote
Alena Ventrallis wrote:Monkey MAC wrote:Alena Ventrallis wrote:As a pilot of both tanks and ADS, AV should not "gtfo" they are an integral part of the equation. However, I feel both groups are in this "if we give an inch, they'll take a mile" mentality. To Atiim: that amount of SP does give you a semi-maxed out swarmer. However, I ask you to look at your list once again. Quote: GÇó Dropsuit Command III GÇó Minmatar Heavy Dropsuits III GÇó Minmatar Commando V
GÇó Dropsuit Upgrades IV GÇó Dropsuit Biotic Upgrades V
GÇó Dropsuit Armor Upgrades V GÇó Armor Plating V GÇó Armor Repairing V
GÇó Dropsuit Shield Upgrades V GÇó Shield Extension V
GÇó Dropsuit Core Upgrades V GÇó Dropsuit Engineering V GÇó Nanocircuitry V
GÇó Dropsuit Electronics V GÇó Range Amplification V GÇó Profile Dampening V GÇó Precision Enhancement V
GÇó Weaponry V GÇó Swarm Launcher Operation V GÇó Swarm Launcher Proficiency V GÇó Swarm Launcher Ammo Capacity V GÇó Swarm Launcher Rapid Reload V GÇó Swarm Launcher Fitting Optimization V
GÇó [Secondary Weapon] Operation V GÇó [Secondary Weapon] Proficiency III GÇó [Secondary Weapon] Capacity V
Total: 21,646,220 SP
All skills I have marked give you a bonus beyond unlocking tiers. For instance, Profile Dampening, in addition to unlocking tiers of dampener, also decreases your suit profilie on any suit you wear. There are a mere handful of skills that confer a bonus to vehicles. We do not even have a Vehicle Electronic/Engineering skill to give us more PG/CPU. This is part of the frustration vehicles feel. We cannot even begin to fit our vehicles as we wish, yet more nerfs to them are called for. Armour Fitting Optimisation Armour Repair Modules Armour Composition Shield Fitting Optimisation Core Engine Management Core Energy Distrubution Just to name a few. I'd be all for giving you a little more fitting power if that's what you want, provided you take a hit to some of ykur modules to ensure they aren't spammed. That is easily half the list. But my modules have no role, nor do my vehicles. If large turrets are supposed to be AV, then small rails need a buff to make them better at AP. But small rails are apparently AV weapons. Meanwhile, Rattati says that all large turrets are to be AV, but according to him there are non-AV tanks. This is the issue. Vehicles are just kind of... there. That's why balance is so hard, we have no purpose beyond slaying, and anything that hurts that makes our usefulness plummet.
Yeah... im going to max Side arm reload Side arm capacity Side arm fitting. (but wait im going to max engineering and electronics because im already having a hard time fitting all this on my proto suite) Prof dampening Prof enh Prof amp swarm reload Swarm capacity and swarm fitting Nanocictry (because basic or ADV just isn't enough to reload my swarm and sidearm)
and all for what? so I can Swarm launch a tank and be sure I have enough ammo in my side arm just in case. Lol AV logic is stupid af.
he claimed all those skills right there were 22mil SP? if you pit 15mil SP JUST IN RAIL TANKING. You would have a damn good rail and still have enough SP to do some proto stomping with you scouts or whatever.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Vicious Minotaur
1124
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Posted - 2014.09.17 01:22:00 -
[71] - Quote
As a AVer, you know what I want?
Vehicles (all of them) to be completely redone. No half measures. No tweaking some variable or value. Rework EVERYTHING such that vehicles have an explicit role to fill, and more importantly, a reason to be fielded consistently throughout the entirety of the battle.
But, that won't happen. LAVs are trash (awful design, who makes a WAR vehicle with no protection?). HAVs are in AV/AP state of limbo. DSs at least have something that resembles a role... But meaningful inter-vehicle warfare won't happen until ALL VEHICLES ARE REDONE ENTIRELY.
*caps for borderline angry emphasis.
I am a minotaur.
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KEROSIINI-TERO
The Rainbow Effect
1285
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Posted - 2014.09.17 10:55:00 -
[72] - Quote
Jihads in. They are really a no issue and add flavor to game and - most importantly - are nowhere near OP.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1285
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Posted - 2014.09.17 10:56:00 -
[73] - Quote
True, no need for new large turrets. Small tweaks still to current ones please.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1285
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Posted - 2014.09.17 10:58:00 -
[74] - Quote
No - new tank tiers (marauders of old) meaning by all counts better models as they would create obsolete hulls no one would use out their sp training time.
Yes - to new tank variationsin the future. Not yet, though, no need to rush.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Monkey MAC
Rough Riders..
3525
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Posted - 2014.09.17 11:01:00 -
[75] - Quote
Shooter Somewhere wrote:
Arguing with AV is painful but im going to do it anyways because your a piece of ****.
You listed off EVERY POSSIBLE THING you going put into an AV role. Including stupid crap like ammo compacity for side arms and the swram launcher its self, all the Ewar skills you even claimed that maxing fitting opmt for sidearm and the swarm itself is also a must? are you a noob or just stupid? (oh and lets not forget basic to adv nano hives are not enough for you you HAVE TO HAVE PROTO.)
Lol your a laugh.
Now lets just assume a tanker Puts V in everything it needs. You know what I wont even go into that because I still have 5mil SP that need to go into vehicle upgrades alone not counting command or turrets which 5mil SP is more than enough SP to win again any Vehicle using AV and still stomp and infantry and ill show you soon enough.
SO ON YOU LIFE. Do not come on here and Say 1 AV is worth 1 tank in this game or an any other because its bs and I have a feeling echo is going to be a really rude for you AV boys.
Snip
and this was all in CCP rattati words it was far in comments of some post though so not to make people say it. I hope you like what you see Mr. Cod AVer.
(I suggest you go make a post refreshing every ones minds on tanker hate. You know you wouldn't want us having a role in the game again would you?)
It's clear you haven't actually done AV for a while, possibly ever. I don't know how easy you think it is but putting 50K SP just into swarms makes you a very bad AVer. As such here is the PRO AV fit I'm currently working on to combat PRO modded hulls.
http://www.protofits.com/fittings/shared/0/7737
The total SP Investment is 26.8Mill SP and that isn't including other passive bonuses that would helpful to my suit. Weaponry 5 (for fitting power) Explosives 5 (for fitting power) Grenades 5 (for packed AV grenade) Demolitions 5 (for RE + PE) Light Weapon Operation 5 (for fitting power) Swarm Launcher 5 (for Primary weapon) Proficiency 5 (for Armour Damage) Fitting Optimisation 5 (for fitting power) Ammo Capacity 5 (for independence during combat) Rapid Reload 5 (for better DOT) Sidearm Weapon Operation 5 (for fitting power) Submachine Gun 5 (for secondry weapon) Profciency 5 (for additional protection) Fitting Optimisation 5 (for fitting power) Ammo Capacity 5 (for better independence during combat) Rapid Reload (to reduce chance of being caught with pants down) Weapon Modifier Operation 5 (for damage mods) Dropsuit Operation 2 (for medium suits) Amarr Dropsuits 3 (for speacilization) Amarr Logistics Operation 5 (for PRO variant suit) Dropsuit upgrades 3 (for all but biotic upgrades) Dropsuit Armour Upgrades (+25% Armour) Armour Plating 5 (for better Armour Plates) Armour Repping 5 (for better repper) Dropsuit Shield upgrades 5 (+25% Shields) Dropsuit Core Upgrades 5 (for fitting power) Dropsuit Electronics 5 (for fitting power) Dropsuit Engineering 5 (for fitting power) Nanocircutry 5 (for guaged hives - highest carrying capacity)
Now even with all this I still need a PG + CPU upgrade and only have 520 eHP. I'm not even guaranteed to destroy the tank, and I'm weak to most Infantry.
Now as for your statement of ' 1 AVer should never be worth the same as 1 HAV pilot', you are categorically wrong, so long as you are ONE MAN in a HAV (that is to say a HAV with no gunners) being equal to every other player on this field is all you SHOULD EVER be. Otherwise you get the 1.7 problem where every match comes down to who can get all 6 tanks on the map first. If you have 2 gunners, your force strength will increase at a faster rate than infantry.
3 men in 3 tanks should not be better than 3 men on the ground. 3 men in 1 tank should a darnsight better than 3 men on tne ground.
You also seem to forget that you are meant to a force multiplier, you make troops around you fight better, an enemies aim and awerness take a huge dive when a tank is in his theatre. The amount of players I've been able to kill because their too busy kepping out the way of tanks, probably can't be counted anymore.
As for the smorgasbord of Rattati comments, I as an AVer am looking forward to it, your getting some fixes which tankers have been wanting for a while, you may even be getting some variations back.
But it also aims to bring HAV's in closer where, my AV is more effective and give me a better payout when your using expensive marurder class HAV's. Infact it my be yourself who gets the rude awakening when you realise Rattati still isn't going overpower vehicles for you or turn them into the Infantry Meat grinders of old.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Zindorak
1.U.P
910
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Posted - 2014.09.17 11:56:00 -
[76] - Quote
make them slower
Pokemon master!
I suck at Tekken lol
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Tebu Gan
Molon Labe. General Tso's Alliance
1200
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Posted - 2014.09.17 16:41:00 -
[77] - Quote
Shooter Somewhere wrote:Tebu Gan wrote:I think I'm done til they actually address that making tanks AV focused only removes them from the game. Just started destiny, MUCH more fun, and the PVP isn't terribly skewed like it is with dust.
I sure hope they wise up, but I have serious doubts they will. At the very least, if they are going to ruin tanking like they intend to do, at the very least reduce the price to match infantry on vehicles. Anyways till then, see ya dust, might sign on from time to time but all the people I know have already moved on over to destiny. R.I.P tebu gan. These hotfixes have claimed another fine tanker. Btw im going to like you so it messes up your gorgeous 1200
Please don't! It's so nice and even!
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1200
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Posted - 2014.09.17 16:43:00 -
[78] - Quote
Vicious Minotaur wrote:As a AVer, you know what I want?
Vehicles (all of them) to be completely redone. No half measures. No tweaking some variable or value. Rework EVERYTHING such that vehicles have an explicit role to fill, and more importantly, a reason to be fielded consistently throughout the entirety of the battle.
But, that won't happen. LAVs are trash (awful design, who makes a WAR vehicle with no protection?). HAVs are in AV/AP state of limbo. DSs at least have something that resembles a role... But meaningful inter-vehicle warfare won't happen until ALL VEHICLES ARE REDONE ENTIRELY.
*caps for borderline angry emphasis.
I've seen this requested twice in this thread and NO. This has already been done, and I pleaded back then to not go down that path. They don't need a complete rework, they just need to get their priorities straight.
Tanks - Balancing Turrets
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Meee One
Hello Kitty Logistics
1149
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Posted - 2014.09.17 23:22:00 -
[79] - Quote
To all vehicle users,you are being deceived.
All this "what do we want" is a waste. CCP has AV counters already. http://games.chruker.dk/eve_online/item.php?type_id=365361
-Advanced Countermeasure "Countermeasures are employed to explicitly throw off munitions that are already locked-on and in pursuit of a target."
Here is a full list of semi-missing modules.Some used to be in,same were created but never added. http://games.chruker.dk/eve_online/inventory.php?group_id=351121
Prepared to be dumbstruck as you read through and see all the missing content.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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