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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Kensai Dragon
Dust University Ivy League
97
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Posted - 2014.11.20 21:50:00 -
[211] - Quote
Sig profile, as in increased scan profile, doesn't seem to address the broken strafe mechanic. Breakin's statement regarding hitbox being static makes sense, so what else is left? Enlarged hitbox, inertia, and speed penalties are all that I see.
If CCP goes forward with strafe penalties for shields, I could only hope that they are proportional to armor penalties. Armor should still have a higher penalty simply because it gives greater hp / slot. Ferros and reactives should not be immune, but should also be less penalized proportional to the hp given.
Lore answer: mass, flux, whatever you like, it's Sci Fi |
manboar thunder fist
Dead Man's Game RUST415
252
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Posted - 2014.11.20 21:57:00 -
[212] - Quote
I never thought in the future we would be back to civil war, stand still, shoot reload, die. While enemy does the same. Strafe on KB is a problem, not on controller, now just more heavies will be beam of death. Can't escape or use skill to dodge, this game is turning into hard counter, slowly draining of player skill. What next? 1 shot pistol? Nvm bolt pistol... Autoaim gun? Nvm breach ar... What am I saying, let's make dust easy for the stupid
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Bradric Banewolf
D3ATH CARD RUST415
476
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Posted - 2014.11.20 21:59:00 -
[213] - Quote
YES! YES! YES! (Daniel bryant voice)
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
476
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Posted - 2014.11.20 22:02:00 -
[214] - Quote
Breakin Stuff wrote:Inertia is theoretically on the list, just never had a dev grace the topic with a response.
Not even a "we're looking at trying to do this."
Exactly!
"Anybody order chaos?"
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KA24DERT
TeamPlayers Negative-Feedback
805
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Posted - 2014.11.20 22:16:00 -
[215] - Quote
FPSes are based on shooting and moving.
We have Aim Assist to take care of the shooting.
Now we're going to nerf strafing to take care of that pesky "moving" business.
Wow.
If you can't aim, and you can't hit a moving target, you're probably playing the wrong genre. |
Nothing Certain
Bioshock Rejects
1301
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Posted - 2014.11.20 22:39:00 -
[216] - Quote
CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope
I might oppose that except the Caldari, particularly the scout, seem to benefit the most from these strafing mechanics.
Because, that's why.
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Kensai Dragon
Dust University Ivy League
97
|
Posted - 2014.11.20 22:41:00 -
[217] - Quote
KA24DERT wrote:FPSes are based on shooting and moving.
We have Aim Assist to take care of the shooting.
Now we're going to nerf strafing to take care of that pesky "moving" business.
Wow.
If you can't aim, and you can't hit a moving target, you're probably playing the wrong genre.
Wow. So when I clearly see that I'm passing through your stream of fire and not taking damage then I should call that my skillful strafing. If you intentionally maneuver such that my aim is off (juking in American Football), good for you because that is a talent. When your maneuvering consists of exploiting a broken mechanic that fails to register damage, that's hardly in the same league. |
Kensai Dragon
Dust University Ivy League
98
|
Posted - 2014.11.20 23:00:00 -
[218] - Quote
You know, it's not really like Rattati to make announcements without numbers. I wonder if he's just trolling us to see what kind of sh*t-storm he can stir up, lol Throw out an obviously controversial topic and let us run with the bait... |
hfderrtgvcd
1224
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Posted - 2014.11.20 23:02:00 -
[219] - Quote
Kensai Dragon wrote:You know, it's not really like Rattati to make announcements without numbers. I wonder if he's just trolling us to see what kind of sh*t-storm he can stir up, lol Throw out an obviously controversial topic and let us run with the bait... This is more of feedback thread than an announcement
You can't fight in here! This is the war room.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
697
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Posted - 2014.11.20 23:15:00 -
[220] - Quote
hfderrtgvcd wrote:This is a bad idea. The only reason shield tanking is viable is because they have higher strafe speeds than armor tanked suits. Armor plates already have a more than sufficient strafe penalty. I'd recommend just reducing heavies and scouts base strafe speeds and not touching any other stats.
Better.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Jebus McKing
Jebus Hates Scans
1030
|
Posted - 2014.11.20 23:22:00 -
[221] - Quote
Scouts wiggle strafing is not the problem, poor hit detection is!
Fix hit detection!
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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KA24DERT
TeamPlayers Negative-Feedback
806
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Posted - 2014.11.20 23:28:00 -
[222] - Quote
Kensai Dragon wrote:KA24DERT wrote:FPSes are based on shooting and moving.
We have Aim Assist to take care of the shooting.
Now we're going to nerf strafing to take care of that pesky "moving" business.
Wow.
If you can't aim, and you can't hit a moving target, you're probably playing the wrong genre. Wow. So when I clearly see that I'm passing through your stream of fire and not taking damage then I should call that my skillful strafing. If you intentionally maneuver such that my aim is off (juking in American Football), good for you because that is a talent. When your maneuvering consists of exploiting a broken mechanic that fails to register damage, that's hardly in the same league. If you want hit detection fixed, lobby for that.
But nerfing movement in an already sluggish game is the wrong fix. |
RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
697
|
Posted - 2014.11.20 23:28:00 -
[223] - Quote
Jadd Hatchen wrote:Ok, so I've been reading through all the arguments for this thread and I've come to the conclusion that CCP's original idea for fixing strafing will not work unless something is also done about shield penalties... Meaning the following:
!) For BOTH armor plates and shields extenders, they should be changed to a percentage system so that they become more tailored to the dropsuit they are being fitted on. This way "brick tanking" things that should be releatively lower EHP will not happen.
2) Imposing a movement penalty (ie. speed/strafe/mass) is good for armor plates and makes sense, however it does NOT make sense for shields.
3) For shield extenders, there should be one or possibly two drawbacks (and NOT have the recharge delay as one of them)... First they should affect the signature of the dropsuit so that they are almost one class size larger for detection purposes (light goes to medium, medium to heavy, heavy to LAV, LAV to HAV, HAV... welll no one hides those). Second it should increase the HITBOX of the dropsuit such that they are easier to HIT by players. These two changes would effectively mimic the drawback of shield extenders in EVE for spaceships. In EVE, adding armor plates adds mass, greater mass reduces top speed, acceration, and agility (turning/alignment time). In EVE, adding shield extenders makes the ship's signature radius bloom to a larger size and thus guns that would normally not be able to track and hit the smaller ships are subsequently able to do so.
This sort of change would be a BETTER and more comprehensive FIX for the situation that has caused this line of discussion.
I like this idea too. This discussion is becoming very interesting in its suggestions. This is why i love the forums, so many minds attacking an issue from all different experiences and opinions.
Right now I am on board with a strafe speed adjustment and the armor and shield stuff mentioned above.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Jebus McKing
Jebus Hates Scans
1031
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Posted - 2014.11.20 23:59:00 -
[224] - Quote
Signature penalty for shield extenders: Noone except scouts would even care because noone but scouts care for EWAR apparently. And this would hit the min scout even harder than the cal scout. Bad proposal.
Hitbox size increase penalty for shield extenders: This would either be hardly noticeable or cause massive problems like getting hit even while behind cover etc. Bad proposal.
Strafe speed penalty: Poor attempt at ending scout and heavy dominance. More mobility penalties make the game increasingly annoying to play. Have the potential to kill scout class while at the same time having no effect on heavies. Problem with hitting scouts is a hit detection problem, not a strafe speed problem. Bad proposal.
What could be done instead: - Finally make scout bonus affect module efficacy instead of base stats. Tanked scouts will have awful EWAR abilities, easy to detect, bad scans. - Buff assaults profile by 5db to give them the chance to hide from scouts with poor EWAR. - Heavy dominance could be reduced by changing other parameters like base HP, HMG DPS, HMG range, rep-tool rep rate, etc. - HP module stacking could be solved by making other modules more effective and actually worth the risk.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
520
|
Posted - 2014.11.21 00:07:00 -
[225] - Quote
RedBleach LeSanglant wrote:Jadd Hatchen wrote:Ok, so I've been reading through all the arguments for this thread and I've come to the conclusion that CCP's original idea for fixing strafing will not work unless something is also done about shield penalties... Meaning the following:
!) For BOTH armor plates and shields extenders, they should be changed to a percentage system so that they become more tailored to the dropsuit they are being fitted on. This way "brick tanking" things that should be releatively lower EHP will not happen.
2) Imposing a movement penalty (ie. speed/strafe/mass) is good for armor plates and makes sense, however it does NOT make sense for shields.
3) For shield extenders, there should be one or possibly two drawbacks (and NOT have the recharge delay as one of them)... First they should affect the signature of the dropsuit so that they are almost one class size larger for detection purposes (light goes to medium, medium to heavy, heavy to LAV, LAV to HAV, HAV... welll no one hides those). Second it should increase the HITBOX of the dropsuit such that they are easier to HIT by players. These two changes would effectively mimic the drawback of shield extenders in EVE for spaceships. In EVE, adding armor plates adds mass, greater mass reduces top speed, acceration, and agility (turning/alignment time). In EVE, adding shield extenders makes the ship's signature radius bloom to a larger size and thus guns that would normally not be able to track and hit the smaller ships are subsequently able to do so.
This sort of change would be a BETTER and more comprehensive FIX for the situation that has caused this line of discussion.
I like this idea too. This discussion is becoming very interesting in its suggestions. This is why i love the forums, so many minds attacking an issue from all different experiences and opinions. Right now I am on board with a strafe speed adjustment and the armor and shield stuff mentioned above.
HP modules being percentage based instead of flat amounts is an old, good idea (I first saw it from Atiim I think right after 1.8 dropped) that is exactly the kind of good, workable solution which just gets lost in the forum ether of qq/nerf/buff/intentional misinformation.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
697
|
Posted - 2014.11.21 00:19:00 -
[226] - Quote
Yeah, it just never got enough traction on its own.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Jotun Izalaru
Goonfeet
221
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Posted - 2014.11.21 00:28:00 -
[227] - Quote
Back in 1.2 or whatever when strafing (and backpedaling, backpedaling is just as bad) was significantly slower than 90% of movement speed, Dust was a flat out better game because of it.
Reducing everyone's strafe speed isn't some horrific response that punishes everyone, Dust players dealt with it before at a time when Dust was more successful - at the time the increased strafe speed was an accident, which was kept on for god knows what reason. It wasn't even a solution to problems the game had at the time. |
JIAF-PR
116
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Posted - 2014.11.21 00:49:00 -
[228] - Quote
I like this idea: Shield extender with a profile penalty (comparable with the benefit of a dampener) Armor plate with all move penalty (increase in strafe penalty)
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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Luk Manag
of Terror TRE GAFFEL
579
|
Posted - 2014.11.21 00:52:00 -
[229] - Quote
Breakin Stuff wrote:Fox Gaden wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope Can the drawback for Extenders be a larger hit box for shields?Movement penalties don't make sense for Shield Extenders, and the big problem with Caldari Scouts is how small their hit box is, so how about when you extend your shields, it makes them bigger, as in easier to hit? No. The drawback cannot be a bigger hitbox That conclusion is hardly the final word. There are always workarounds. For example, you could map one of the existing models over the scout. A scout with a transparent heavy alligned/centered on his head. Quick and dirty. If a programmer tells you something is impossible you just haven't incentivized him properly.
There will be bullets. ACR+SMG [CEO of Terror]
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7284
|
Posted - 2014.11.21 00:58:00 -
[230] - Quote
There's something amusing about this. The current strafe speeds are due to a bug that happened way back, everyone loved it because you could dodge bullets (abuse faults in hit detection, let's be real, no-one is dodging bullets), and anyone who disagreed (including myself) was shunned.
More than a year later, people are now rejoicing at the proposal to add strafe speed reduction to extenders/plates. The hilarity of this is just too much for me
This is one of those times where you can put a timeline on the table of what the community has wanted/asked for and literally match up a contradiction. Further giving proof to the fact that the community of Dust 514 -truly does not know what it wants-.
Anyway, personal amusement aside, throwing in another proposal: HP modules reduce turn speed. There. I said it. Been wanting it for a long time and it's a shot in the dark that might get turned down unanimously but, I said it.
Long-Term Roadmap
This Player is Against Proto BPOs
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Thor Odinson42
Molon Labe. General Tso's Alliance
5307
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Posted - 2014.11.21 03:03:00 -
[231] - Quote
Killer's Coys wrote:hfderrtgvcd wrote:This is a bad idea. The only reason shield tanking is viable is because they have higher strafe speeds than armor tanked suits. Armor plates already have a more than sufficient strafe penalty. I'd recommend just reducing heavies and scouts base strafe speeds and not touching any other stats. I'm not the only one, thank you bro
+1
I'm having a hard time not getting angry. Might as well just remove shields and armor and have a single HP mod. Remove highs and lows as well.
I wish my avatar was Minmatar.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 03:12:00 -
[232] - Quote
hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box.
how long have we been telling CCP the scout hit boxes are stupid?
how long have they said basically that theyre are working as intended?
now they say the same exact scout we have been complaining about for months is suddenly OP, but not because of the hit box, its because shield extenders are OP?
GTFO |
Vitantur Nothus
Nos Nothi
505
|
Posted - 2014.11.21 03:15:00 -
[233] - Quote
DeathwindRising wrote:hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box. how long have we been telling CCP the scout hit boxes are stupid? how long have they said basically that theyre are working as intended?
The CalScout hitbox isn't stupid or broken. It is magical. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 03:17:00 -
[234] - Quote
Vitantur Nothus wrote:DeathwindRising wrote:hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box. how long have we been telling CCP the scout hit boxes are stupid? how long have they said basically that theyre are working as intended? The CalScout hitbox isn't stupid or broken. It is magical.
i dont believe in such magics
lol |
Aeon Amadi
Fatal Absolution General Tso's Alliance
7290
|
Posted - 2014.11.21 03:20:00 -
[235] - Quote
DeathwindRising wrote:hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box. how long have we been telling CCP the scout hit boxes are stupid? how long have they said basically that theyre are working as intended? now they say the same exact scout we have been complaining about for months is suddenly OP, but not because of the hit box, its because shield extenders are OP? GTFO
Kind of a stretch. It's quite clear, to me, that Rattati is trying to combat EHP tanking as a whole by adding more penalties to Armor Plates and Shield Extenders by way of reducing strafe speed. The logic, toward extenders specifically, is that the module itself has weight, not necessarily the shield. Thereby, he's not saying shield extenders are OP at all and even if he were he's hinting at a counter-balance through Myrofibrals/Kinetic Catalyzers increasing strafe speed, as stated in an earlier post.
The premise there is that he's trying to increase the benefits of utility while further discouraging simply stacking HP modules on everything. Is it the correct way to do it? That's up for debate. But he never once said that "Caldari Scouts are over-powered because of shield extenders". If anything, this change is more focused toward Sentinel's who arguably have no other reason to use any other module -BESIDES- HP tanking modules.
It's a sound idea. Sentinel wants to stack plates/extenders, he's going to lose mobility, which makes him more vulnerable. Something I'm not entirely against because Sentinel's shouldn't be about mobility anyway. Scouts would be affected as well, which is good, because there's a lot of scouts out there (not just Caldari) that just brick tank and become a faster Assault.
The worst that can happen is we try it, no-one likes it, and we revert back to the old ways. Honestly, I -liked- the way the strafe speeds were BEFORE the strafe speed increase bug back in 1.5 (I think) so I'm all for it.
Long-Term Roadmap
This Player is Against Proto BPOs
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Funkmaster Whale
Whale Pod
2505
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Posted - 2014.11.21 03:45:00 -
[236] - Quote
Rattati all the ideas you've had so far have been pretty on point, but I really think messing with the already severely clunky movement DUST 514 has is going to only make things worse for everyone.
Back when we had the super fast strafe speed this game was A LOT more fun and intense because everything felt a lot more fast paced. It was not balanced, and we sulked but adjusted to it. I know you want to bring balance to Scouts and you're desperately looking at all these things Scouts are good at and just looking to tune all of them back one by one until your stats start to say that Scouts are killing and dying just as much as any other suit, but I really think you're not searching in the right places.
If you mess with something as integral as "strafe speed" in a first person shooter you go down that route of just making the game more and more clunky. The movement in this game already suffers from getting caught on corners, hills, random geometry, and just overall feeling really floaty.
Rattati, Scouts became broken in 1.8 because (a) active scanner nerf (b) Scout EWAR buff. You've already solved the problem of bringing balance to Scouts amongst eachother but the problem remains of EWAR being too powerful and exclusive to them. Now, the reason it is overpowered is because this game will put a red chevron above everyone's head who's around you if your scanners pick them up. You are given the EXACT location of an enemy as a Scout. This simple piece of information completely changes the encounter and is what makes playing a Scout incredibly easy.
If you were to do one thing to balance Scouts and EWAR altogether would be to remove the chevrons that appear on your screen. Make passive scanning exclusive to your radar (that thing in the top left of the screen). Scouts would then still have the EWAR advantage because they would know ahead that there are enemies nearby because their suit picks up a signature, but their exact location would still require the Scout to get visual contact and thus exposing himself. Right now that's the problem. I can play a Caldari Scout and I never have to make myself vulnerable because the game tells me exactly where I need to be to not be in line of sight. I can dance around a pole with a Heavy and have him never see me because the game tells me he's behind it.
This game would benefit tremendously from this one simple change to passive scans, and I guarantee you'd see a sharp drop in the number of Scouts you see dominating games.
Follow me on Twitch.tv!
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D3LTA Blitzkrieg II
0uter.Heaven
130
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Posted - 2014.11.21 04:07:00 -
[237] - Quote
Funkmaster Whale wrote:Rattati all the ideas you've had so far have been pretty on point, but I really think messing with the already severely clunky movement DUST 514 has is going to only make things worse for everyone.
Back when we had the super fast strafe speed this game was A LOT more fun and intense because everything felt a lot more fast paced. It was not balanced, and we sulked but adjusted to it. I know you want to bring balance to Scouts and you're desperately looking at all these things Scouts are good at and just looking to tune all of them back one by one until your stats start to say that Scouts are killing and dying just as much as any other suit, but I really think you're not searching in the right places.
If you mess with something as integral as "strafe speed" in a first person shooter you go down that route of just making the game more and more clunky. The movement in this game already suffers from getting caught on corners, hills, random geometry, and just overall feeling really floaty.
Rattati, Scouts became broken in 1.8 because (a) active scanner nerf (b) Scout EWAR buff. You've already solved the problem of bringing balance to Scouts amongst eachother but the problem remains of EWAR being too powerful and exclusive to them. Now, the reason it is overpowered is because this game will put a red chevron above everyone's head who's around you if your scanners pick them up. You are given the EXACT location of an enemy as a Scout. This simple piece of information completely changes the encounter and is what makes playing a Scout incredibly powerful in this game.
If you were to do one thing to balance Scouts and EWAR altogether would be to remove the chevrons that appear on your screen. Make passive scanning exclusive to your radar (that thing in the top left of the screen). Scouts would then still have the EWAR advantage because they would know ahead that there are enemies nearby because their suit picks up a signature, but their exact location would still require the Scout to get visual contact and thus exposing himself. Right now that's the problem. I can play a Caldari Scout and I never have to make myself vulnerable because the game tells me exactly where I need to be to not be in line of sight. I can dance around a pole with a Heavy and have him never see me because the game tells me exactly where he is behind it. Preemptively knowing exactly where to shoot and always getting the first shot is the problem with Scouts. I don't know how else to stress this, but it's desperately what needs to be addressed.
This game would benefit tremendously from this one simple change to passive scans, and I guarantee you'd see a sharp drop in the number of Scouts you see dominating games. Please don't mess with movement speed, especially if it's reducing it.
EWAR is the major problem, not ability to strafe. I can agree with that. But.... How exactly EWAR should be handled.....well that is a different topic all together.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2334
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Posted - 2014.11.21 04:22:00 -
[238] - Quote
Funkmaster Whale wrote:Rattati all the ideas you've had so far have been pretty on point, but I really think messing with the already severely clunky movement DUST 514 has is going to only make things worse for everyone.
Back when we had the super fast strafe speed this game was A LOT more fun and intense because everything felt a lot more fast paced. It was not balanced, and we sulked but adjusted to it. I know you want to bring balance to Scouts and you're desperately looking at all these things Scouts are good at and just looking to tune all of them back one by one until your stats start to say that Scouts are killing and dying just as much as any other suit, but I really think you're not searching in the right places.
If you mess with something as integral as "strafe speed" in a first person shooter you go down that route of just making the game more and more clunky. The movement in this game already suffers from getting caught on corners, hills, random geometry, and just overall feeling really floaty.
Rattati, Scouts became broken in 1.8 because (a) active scanner nerf (b) Scout EWAR buff. You've already solved the problem of bringing balance to Scouts amongst eachother but the problem remains of EWAR being too powerful and exclusive to them. Now, the reason it is overpowered is because this game will put a red chevron above everyone's head who's around you if your scanners pick them up. You are given the EXACT location of an enemy as a Scout. This simple piece of information completely changes the encounter and is what makes playing a Scout incredibly powerful in this game.
If you were to do one thing to balance Scouts and EWAR altogether would be to remove the chevrons that appear on your screen. Make passive scanning exclusive to your radar (that thing in the top left of the screen). Scouts would then still have the EWAR advantage because they would know ahead that there are enemies nearby because their suit picks up a signature, but their exact location would still require the Scout to get visual contact and thus exposing himself. Right now that's the problem. I can play a Caldari Scout and I never have to make myself vulnerable because the game tells me exactly where I need to be to not be in line of sight. I can dance around a pole with a Heavy and have him never see me because the game tells me exactly where he is behind it. Preemptively knowing exactly where to shoot and always getting the first shot is the problem with Scouts. I don't know how else to stress this, but it's desperately what needs to be addressed.
This game would benefit tremendously from this one simple change to passive scans, and I guarantee you'd see a sharp drop in the number of Scouts you see dominating games. Please don't mess with movement speed, especially if it's reducing it. Well said and i agree completely. The innate ability of scouts to see whats coming and exactly where it is while simultaneously staying off the tacnet accounts for the bulk of their performance advantage, imo.
PSN: RationalSpark
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Leadfoot10
Molon Labe. General Tso's Alliance
2244
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Posted - 2014.11.21 05:11:00 -
[239] - Quote
I agree with you both. |
GLOBAL fils'de RAGE
Consolidated Dust
50
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Posted - 2014.11.21 05:12:00 -
[240] - Quote
Go big on this one, cut it 15% across the board, then your per class adjustments, and don't put myfibs out as a cover until you look at it from 35,000 feet.
Go big in order to protect DUST!
good luck |
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