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John Demonsbane
Unorganized Ninja Infantry Tactics
4254
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Posted - 2014.10.24 06:06:00 -
[61] - Quote
Blueprint For Murder wrote:I don't understand how balancing an obviously over powered class is severe lol.
What you don't understand is that people are not arguing against balancing scout suits, I 100% agree that scouts need work. What is being argued, and specifically what I am arguing, is that this idea is a terrible idea for ANY suit, The "noise" isn't responsible for this idea not getting the attention you think it deserves, the fact that it's a bad idea is.
It neither solves the fundamental problem nor makes the suit better at its intended role.
(The godfather of tactical logistics)
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voidfaction
Nos Nothi
616
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Posted - 2014.10.24 07:06:00 -
[62] - Quote
Some scrub thinks an eWAR scout with 249 HP and a Tac-AR is OP, lol Sorry but IMO Scout and shotgun DO NOT GO TOGETHER. Scout and Sniper, Tac-AR, Pistols, NKs yes. Precision long range weapon with pistol knife sidearm is how the other games set them up but with silencers. A LOUD as **** shotgun defeats the purpose of being quiet and sneaky. |
Blueprint For Murder
Immortal Guides
166
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Posted - 2014.10.24 08:21:00 -
[63] - Quote
I think a scout with a light arm slot is op because the cloak gives a .22 sec or more bonus to offence do to uncloak delay which is the reason for the .33 second delay proposed. I would rather see this .22 seconds embraced with sidearms use than the cloak broken addressing the cloak delay will not fix the issue it will make it worse the delay removal planned makes every weapon less viable than the shotgun.
With the inferiority range/clip/damage of side arms balancing the class even if you brick a scout it will still be balanced because of the increased kill time and strife is no longer an issue because side arms max range is that of a AR and again time to kill is increased.
The "Fundamental Problem" is that there isn't one the class was Fundamentally balanced the issues were injected by the cloak increasing the assault ability of a scout do to the invisibility and uncloak delay in combination with the scouts ewar.
John it seems to get plenty of conversation here you should have read some of it lol.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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Leovarian L Lavitz
NECROM0NGERS
1170
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Posted - 2014.10.24 09:50:00 -
[64] - Quote
I did dual side-arm scout for the event, went 40/9
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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John Demonsbane
Unorganized Ninja Infantry Tactics
4255
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Posted - 2014.10.24 13:06:00 -
[65] - Quote
Blueprint For Murder wrote:I think a scout with a light arm slot is op because the cloak gives a .22 sec or more bonus to offence do to uncloak delay which is the reason for the .33 second delay proposed. I would rather see this .22 seconds uncloak delay embraced with sidearms use rather than the cloak broken. Addressing the cloak delay will not fix the issue it will make it worse the delay removal planned makes every weapon less viable than the shotgun in combination with cloak.
With the inferiority range/clip/damage of side arms balancing the class even if you brick a scout it will still be balanced because of the increased time to kill and strife is no longer an issue because side arms max range is that of a AR and again time to kill is increased.
The "Fundamental Problem" is that there isn't one the class was Fundamentally balanced the issues were injected by the cloak increasing the assault ability of a scout do to the invisibility and uncloak delay in combination with the scouts ewar.
John it seems to get plenty of conversation here you should have read some of it lol. I read all of it. Noticed that you've had to say about 5 times to stay on topic.
Also: You mentioned the cloak an awful lot while trying to argue about light weapons there.
(The godfather of tactical logistics)
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Mahal Daj
Mahal Tactical Enterprises
84
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Posted - 2014.10.24 13:20:00 -
[66] - Quote
What if we make the cloak a light weapon module?
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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Blueprint For Murder
Immortal Guides
166
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Posted - 2014.10.24 13:37:00 -
[67] - Quote
Mahal Daj wrote:What if we make the cloak a light weapon module?
That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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The Master Race
Immortal Guides
169
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Posted - 2014.10.24 13:37:00 -
[68] - Quote
Mahal Daj wrote:What if we make the cloak a light weapon module?
That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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Fox Gaden
Immortal Guides
4710
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Posted - 2014.10.24 13:48:00 -
[69] - Quote
Blueprint For Murder wrote:I think a scout with a light arm slot is op because the cloak gives a .22 sec or more bonus to offence do to uncloak delay which is the reason for the .33 second delay proposed. I would rather see this .22 seconds uncloak delay embraced with sidearms use rather than the cloak broken. Addressing the cloak delay will not fix the issue it will make it worse the delay removal planned makes every weapon less viable than the shotgun in combination with cloak.
With the inferiority range/clip/damage of side arms balancing the class even if you brick a scout it will still be balanced because of the increased time to kill and strife is no longer an issue because side arms max range is that of a AR and again time to kill is increased.
The "Fundamental Problem" is that there isn't one the class was Fundamentally balanced the issues were injected by the cloak increasing the assault ability of a scout do to the invisibility and uncloak delay in combination with the scouts ewar.
John it seems to get plenty of conversation here you should have read some of it lol. Cloaks are intended for sneaking past people to get behind them. The Cloak was never intended to cover your opener.
Getting your first Bolt Pistol shot or lining up your SMG while cloaked is just as OP as using a Cloak with a Rifle.
The only Scouts I see using Rifles are the ones stacking Armor Plates.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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postapo wastelander
Wasteland Desert Rangers
318
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Posted - 2014.10.24 13:50:00 -
[70] - Quote
Just use armor stacking like con against the damps and speed.
"Ultimate Pirmatar, Logi extraordinaire and fabulous Tinker since 2012"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4256
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Posted - 2014.10.24 13:55:00 -
[71] - Quote
Mahal Daj wrote:What if we make the cloak a light weapon module?
Making it a sidearm, as someone mentioned in the feedback forum thread, makes more sense because then you could fit either a sidearm or light weapon in the light slot, and then choose between a second weapon and a cloak. Still keeps a fair amount of freedom to fit the suit as you like.
(The godfather of tactical logistics)
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Ivy Zalinto
Second-Nature
387
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Posted - 2014.10.24 14:32:00 -
[72] - Quote
voidfaction wrote:Some scrub thinks an eWAR scout with 249 HP and a Tac-AR is OP, lol Sorry but IMO Scout and shotgun DO NOT GO TOGETHER. Scout and Sniper, Tac-AR, Pistols, NKs yes. Precision long range weapon with pistol knife sidearm is how the other games set them up but with silencers. A LOUD as **** shotgun defeats the purpose of being quiet and sneaky. without modification I believe my ehp comes to 245, and it is NOT enough to get away from combat a lot of the time if im spotted.
The hp isnt the issue, in my opinion its the penalty from plates. It just isnt enough to deter people that want to tank. Take my own suits for example. I dont tank my scout up for armor or shields, i use speed and knowledge of the battlefield to be effective.
My in combat lifespan is significantly lower depending on the enemies facing, distance to target as it becomes easier to aim at a medium range compared to extreme close or extreme long.
Countering their combat choice I need to be within roughly 50 meters, preferably 10 as I use almost exclusively scrambler pistols. Pretty much any weapon can punch through that limited health I do have in under a second. Factor in that I move 10 meters a second then how the maps are designed. At my fastest fit I can move 30 feet before Im cut down in a lot of cases.
My choices are limited to stealth and guerrilla warfare.
Now, lets observe this if I were to actually tank my suits up. Kincat skill level 5 confers a (cant remember but Im going to say absolute minimum) of 5% bonus to module efficiency. Now, my complex kincats give me a 12% speed boost, efficiency bost of 5% making it 17% per module.
Armor plates reduce I believe 3% movement speed and add quite a bit of armor. One complex kincat and several armor plates negate the downfall of the plates and in fact I will still be moving faster that I was despite the penalty.
The plates penalties need to be increased in general I think or have it based on suit size to plate size. A armor plate could more heavily penalize a light suit and be negligible on a heavy suit and this would be rather effective if done right.
My own personal opinion. Im a pretty much max skill scout, their hp isnt that great. About the only thing going for my scout in my opinion is of course the scanning properties (both hiding and seeking out targets) and that if I DO manage to break contact in an emergency situation I can recover my wounds and find a way to engage where I have the advantage thanks to the much needed repair rate added to my suit.
@Fox: I use scrambler rifles occasionally and ive been toying with the breach ar before it got the recent buff as it appealed to me. Just some thoughts.
Dedicated Stealth Scout.
Pay attention to your surroundings or your getting 2 in the back of the head.
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Atiim
13167
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Posted - 2014.10.24 15:04:00 -
[73] - Quote
Raptor Princess wrote: The role of a logi is to support troops, not kill the enemy
The role of Logistics is to support allied units. This can be accomplished in a multitude of ways, from repairing soldiers, supplying ammunition, providing cover fire, reviving fallen allies, and providing intel.
Though with that logic, we need to remove the equipment slots from all other Dropsuits, as they're designed for slaying, and as such they shouldn't be able to support units under any circumstances.
Raptor Princess wrote:People who carry a lot of equipment in battle will be given lighter weapons e.g. someone carrying a tripod might only get a pistol instead of a machine gun. Tripods are typically used to mount long-range weapons, such as a Sniper Rifle. Given how medics are typically on the front lines or right behind it, they wouldn't be using a Tripod (hence what I said earlier about highly specialized weapons).
All soldiers are expected to be able to carry a rifle and other gear at the same time, but the Logistics "lightens the load" by not carrying a sidearm, therefore making your analogy irrelevant.
The 1st Matari Commando
-HAND
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Raptor Princess
ALLOTEC INC
58
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Posted - 2014.10.24 16:41:00 -
[74] - Quote
Atiim wrote:Raptor Princess wrote:People who carry a lot of equipment in battle will be given lighter weapons e.g. someone carrying a tripod might only get a pistol instead of a machine gun. Tripods are typically used to mount long-range weapons, such as a Sniper Rifle. Given how medics are typically on the front lines or right behind it, they wouldn't be using a Tripod (hence what I said earlier about highly specialized weapons). All soldiers are expected to be able to carry a rifle and other gear at the same time, but the Logistics "lightens the load" by not carrying a sidearm, therefore making your analogy irrelevant.
The tripod was an example. The soldier carrying the associated equipment required for a machine gun will be given a pistol instead (at least that's the case in the units my friends have served in, it may be different in other countries) |
Raptor Princess
ALLOTEC INC
58
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Posted - 2014.10.24 16:47:00 -
[75] - Quote
Blueprint For Murder wrote:Mahal Daj wrote:What if we make the cloak a light weapon module? That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits.
Why should snipers be penalised because some scouts are tanking and the cloak is OP? It would not remove the complaints, as many players will lose out on their style of play. Snipers need to be closer than ever to the killzone, they need stealthy suits to help them avoid being spotted.
Making the cloak a sidearm module would work though - you could then use sidearms or light weapons on a scout suit and continue to use the cloak. |
Blueprint For Murder
Immortal Guides
170
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Posted - 2014.10.24 17:41:00 -
[76] - Quote
Raptor Princess wrote:Blueprint For Murder wrote:Mahal Daj wrote:What if we make the cloak a light weapon module? That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits. Why should snipers be penalised because some scouts are tanking and the cloak is OP? It would not remove the complaints, as many players will lose out on their style of play. Snipers need to be closer than ever to the killzone, they need stealthy suits to help them avoid being spotted. Making the cloak a sidearm module would work though - you could then use sidearms or light weapons on a scout suit and continue to use the cloak.
Try to stay on topic guys.
Snipers would not be penalized light suits have the same db and require 2 dampeners to be unscanable making the 15% from the suits worthless as all other scanners are beaten with one dampener.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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Raptor Princess
ALLOTEC INC
58
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Posted - 2014.10.24 20:55:00 -
[77] - Quote
Blueprint For Murder wrote:Raptor Princess wrote:Blueprint For Murder wrote:Mahal Daj wrote:What if we make the cloak a light weapon module? That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits. Why should snipers be penalised because some scouts are tanking and the cloak is OP? It would not remove the complaints, as many players will lose out on their style of play. Snipers need to be closer than ever to the killzone, they need stealthy suits to help them avoid being spotted. Making the cloak a sidearm module would work though - you could then use sidearms or light weapons on a scout suit and continue to use the cloak. Try to stay on topic guys. Snipers would not be penalized light suits have the same db and require 2 dampeners to be unscanable making the 15% from the suits worthless as all other scanners are beaten with one dampener. Continued(calculations): You would be able to be passive scanned by proto amarr with 2 amps at 2 dampners if you found this to be a problem a better alternative would an assault with 3 damps gaining higher potential with more slots, armor, and a valuable suit bonus.
The point that you're proposing that snipers can no longer use the best suit for the weapon is on topic.
Light suits also have lower PG and CPU than Scout. So snipers might not be able to fit everything they could on a Scout suit. And Gallente scouts have the reduction to scan profile which would be lost, along with scan radius bonus. |
Blueprint For Murder
Immortal Guides
172
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Posted - 2014.10.24 23:00:00 -
[78] - Quote
Raptor Princess wrote:Blueprint For Murder wrote:Try to stay on topic guys.
Snipers would not be penalized light suits have the same db and require 2 dampeners to be unscanable making the 15% from the suits worthless as all other scanners are beaten with one dampener.
Continued(calculations): You would be able to be passive scanned by proto amarr with 2 amps at 2 dampners if you found this to be a problem a better alternative would an assault with 3 damps gaining higher potential with more slots, armor, and a valuable suit bonus. The point that you're proposing that snipers can no longer use the best suit for the weapon is on topic. Light suits also have lower PG and CPU than Scout. So snipers might not be able to fit everything they could on a Scout suit. And Gallente scouts have the reduction to scan profile which would be lost, along with scan radius bonus.
The changes I have proposed would promote assault roles being played in an assault/commando suit including sniper. Thank you for the correction I did not notice the CPU/PG difference on light/scout and this would make for a harder fit, but you would be able.
As a side note it is easily debatable if a scout is the best suit for sniping along with the value of dedicated snipers on the field, but that is another debate. As for the light and side arm cloak this would negate any positive changes to the class.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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Blueprint For Murder
Immortal Guides
172
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Posted - 2014.10.24 23:42:00 -
[79] - Quote
Fox Gaden wrote: Cloaks are intended for sneaking past people to get behind them. The Cloak was never intended to cover your opener.
Getting your first Bolt Pistol shot or lining up your SMG while cloaked is just as OP as using a Cloak with a Rifle.
The only Scouts I see using Rifles are the ones stacking Armor Plates.
I agree 100% Fox with what cloaks are for, but they will not be used that way with a .33 sec delay or at all with more. So it is between a rock and a hard place we sit.
In the case of the bolt pistol and the breach scrp these could be devastating, but are being nerfed. The time to kill of these weapons should still be more than a shotgun since they both have pretty long delays even now. I think people would take assault over scout class because of not only the TTK but range and clip size as stated earlier the class would require more clever choices instead of running up and shotgunning someone. My goal/our goal isn't to make it so scouts can't kill just that they do it at a lesser capacity than assaults and commandos without tactical advantage.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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Vance Vyth
G0DS AM0NG MEN General Tso's Alliance
80
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Posted - 2014.10.25 03:07:00 -
[80] - Quote
keep light weapons for basic frame, limit the scout frame to side arms.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "+60"
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Vance Vyth
G0DS AM0NG MEN General Tso's Alliance
80
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Posted - 2014.10.25 03:11:00 -
[81] - Quote
dedicated scouts don't need light weapons.. shotgun scouts and snipers would still be able to what they do on a basic frame, maybe just up the cpu/pg on basic frames a bit. this way assaults are more viable? thoughts?
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "+60"
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Maken Tosch
DUST University Ivy League
9870
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Posted - 2014.10.25 06:45:00 -
[82] - Quote
Honestly, I think we're looking at this the wrong way. The principle problem with scouts is that that are able to be better at being assaults than the assaults themselves. This is happening primarily because assaults don't have enough benefits to them to make them better at being their role than what the scouts can. So instead of nerfing scouts, we should focus on buffing the assaults.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3960
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Posted - 2014.10.25 06:58:00 -
[83] - Quote
Vance Vyth wrote:dedicated scouts don't need light weapons.. shotgun scouts and snipers would still be able to what they do on a basic frame, maybe just up the cpu/pg on basic frames a bit. this way assaults are more viable? thoughts? Shotguns are light weapons, not sidearms FFS keep up.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Maken Tosch
DUST University Ivy League
9870
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Posted - 2014.10.25 07:00:00 -
[84] - Quote
Vance Vyth wrote:dedicated scouts don't need light weapons.. shotgun scouts and snipers would still be able to what they do on a basic frame, maybe just up the cpu/pg on basic frames a bit. this way assaults are more viable? thoughts?
Ummm....
Shotgun is a light weapon.
Sniper is a light weapon.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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You Are Inferior
Brutor Vanguard Minmatar Republic
0
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Posted - 2014.10.25 13:30:00 -
[85] - Quote
Blueprint For Murder wrote:Fox Gaden wrote: Cloaks are intended for sneaking past people to get behind them. The Cloak was never intended to cover your opener.
Getting your first Bolt Pistol shot or lining up your SMG while cloaked is just as OP as using a Cloak with a Rifle.
The only Scouts I see using Rifles are the ones stacking Armor Plates.
I agree 100% Fox with what cloaks are for, but they will not be used that way with a .33 sec delay or at all with more. So it is between a rock and a hard place we sit. https://i.chzbgr.com/maxW500/3897100288/h7F589938/In the case of the bolt pistol and the breach scrp these could be devastating, but are being nerfed. The time to kill of these weapons should still be more than a shotgun since they both have pretty long delays even now. I think people would take assault over scout class because of not only the TTK but range and clip size as stated earlier the class would require more clever choices instead of running up and shotgunning someone. My goal/our goal isn't to make it so scouts can't kill just that they do it at a lesser capacity than assaults and commandos without tactical advantage.
Thread is a good read gj lads. |
Forlorn Destrier
Havok Dynasty
2825
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Posted - 2014.10.25 14:04:00 -
[86] - Quote
Raptor Princess wrote:I use a scout suit for my sniper rifle because it's got the lowest profile and fits my needs. I've skilled into scout suits purely for that reason, so personally I hate this idea (unless sniper rifles are re-classified to be sidearms!)
I don't know that I like this idea, but here's an iteration on the OP - 1 light weapon or 2 sidearms. Thoughts?
EDIT: not an either or situation exclusively. Just if you put a light weapon on the fitting, the sidearm slot is "greyed out" until the light weapon is removed. If you put a sidearm, you can put another sidearm on. Also, I think removing an equipment slot is good (I am a proto scout user by the way who uses 2 sidearms a lot of the time lately)
I am the Forgotten Warhorse, the Lord of Lightning
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Raptor Princess
ALLOTEC INC
58
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Posted - 2014.10.25 14:56:00 -
[87] - Quote
Forlorn Destrier wrote:Raptor Princess wrote:I use a scout suit for my sniper rifle because it's got the lowest profile and fits my needs. I've skilled into scout suits purely for that reason, so personally I hate this idea (unless sniper rifles are re-classified to be sidearms!) I don't know that I like this idea, but here's an iteration on the OP - 1 light weapon or 2 sidearms. Thoughts? EDIT: not an either or situation exclusively. Just if you put a light weapon on the fitting, the sidearm slot is "greyed out" until the light weapon is removed. If you put a sidearm, you can put another sidearm on. Also, I think removing an equipment slot is good (I am a proto scout user by the way who uses 2 sidearms a lot of the time lately)
This removes the ability of a sniper to get involved in CQC - unless the rifle sway is reduced dramatically and crosshairs added so you can fire from the hip.
Any major change (like removing a weapon slot) would surely just cause major cries for a respec, which CCP have continually said they won't give out. |
Skullmizer Vulcansu
Edimmu Warfighters Gallente Federation
20
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Posted - 2014.10.25 16:39:00 -
[88] - Quote
I use a scout suit pretty much exclusively, and I don't care for shotguns. If I'm sneaking up on someone, I use knives, and then I'll use a rifle if someone it too far away, or in an unreachable place. I don't see a problem with that, or think think that I am using a cheap tactic.
I was fine with scouts before 1.8, when they had fewer slots, and less PG and CPU. Just remove a high or low slot for each Light suit. Fewer hit points, but suits are all getting innate armor repairs anyway, and they will still have the best Electronic warfare. Maybe it will be harder to escape the eye of a focussed scanner, but that only lasts a few seconds anyway.
This game makes me suicidal.
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Blueprint For Murder
Immortal Guides
177
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Posted - 2014.10.26 00:57:00 -
[89] - Quote
Try to stay on topic guys the only proposed change is Side Arm Only scout suits.
As brought up earlier basic suits can be used removing most complaints about losing sniper/anti-vehicle/assault fits in a low profile high speed suit. While light suits have less cpu/pg they are able to be fit most likely at a smaller capacity than assault/commando suits.
I have requested a video from a fellow forum user to show the viability of a side arm only scout(current patch) and with any luck the request will be filled I will post it when if able.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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John Demonsbane
Unorganized Ninja Infantry Tactics
4265
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Posted - 2014.10.26 03:18:00 -
[90] - Quote
Blueprint For Murder wrote:Try to stay on topic guys the only proposed change is Side Arm Only scout suits.
As brought up earlier basic suits can be used removing most complaints about losing sniper/anti-vehicle/assault fits in a low profile high speed suit. While light suits have less cpu/pg they are able to be fit most likely at a smaller capacity than assault/commando suits.
I have requested a video from a fellow forum user to show the viability of a side arm only scout(current patch) and with any luck the request will be filled I will post it when if able.
The fact that it's viable in certain hands has nothing to do with this. The other day King Ameterasu and a couple other guys from FA were utterly obliterating everyone with dual IShukone assault SMG fits. Doesn't mean everyone can, or, more importantly, shiuld be forced to do that.
(The godfather of tactical logistics)
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