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The-Errorist
939
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Posted - 2014.12.31 02:20:00 -
[1] - Quote
Basically a revival of this thread. Trello card to vote on.
Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race.
No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Jack McReady
DUST University Ivy League
1698
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Posted - 2014.12.31 02:25:00 -
[2] - Quote
The-Errorist wrote:Basically a revival of this thread. Trello card to vote on. Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race. No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time. what does actually do such minor amounts of damage? every weapon ingame would always surpass the threshold. |
Sergeant Sazu
Nanite Systems
280
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Posted - 2014.12.31 02:29:00 -
[3] - Quote
Is this a thread about tiny amounts of damage pausing the shields?
Or is it about shields continuing to recharge until it loses a significant amount, similar to a Gunnlogi?
[37.4m SP - Next skill: Drop Uplink Deployment 4]
Veteran Assault - Expert Logibro - Aspiring Minja - Scrub Sentinel
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The-Errorist
939
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Posted - 2014.12.31 02:44:00 -
[4] - Quote
Jack McReady wrote:The-Errorist wrote:Basically a revival of this thread. Trello card to vote on. Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race. No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time. what does actually do such minor amounts of damage? every weapon ingame would always surpass the threshold. Weapons out of their optimal and effective range, like a standard assault (plasma) rifle at past 70m.
Sergeant Sazu wrote:Is this a thread about tiny amounts of damage pausing the shields?
Or is it about shields continuing to recharge until it loses a significant amount, similar to a Gunnlogi? The second one, but it should be a small amount for infantry.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Sergeant Sazu
Nanite Systems
281
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Posted - 2014.12.31 02:47:00 -
[5] - Quote
The-Errorist wrote:Sergeant Sazu wrote:Is this a thread about tiny amounts of damage pausing the shields?
Or is it about shields continuing to recharge until it loses a significant amount, similar to a Gunnlogi? The second one, but it should be a small amount for infantry.
Well then I approve. Such a change would actually make them "shields" instead of being just a type of HP.
[37.4m SP - Next skill: Drop Uplink Deployment 4]
Veteran Assault - Expert Logibro - Aspiring Minja - Scrub Sentinel
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The-Errorist
947
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Posted - 2014.12.31 22:51:00 -
[6] - Quote
Bump
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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KING CHECKMATE
Opus Arcana Covert Intervention
6698
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Posted - 2015.01.01 00:33:00 -
[7] - Quote
Amazing idea.,
I would increase the damage needed to 15% thou.
Playing as : Calscout + Amarr Assault
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11881
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Posted - 2015.01.01 01:19:00 -
[8] - Quote
Not apposed to it.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Heimdallr69
Imperfects Negative-Feedback
4103
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Posted - 2015.01.01 02:20:00 -
[9] - Quote
Like the idea
Removed inappropriate content - CCP Logibro
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The-Errorist
951
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Posted - 2015.01.01 02:23:00 -
[10] - Quote
KING CHECKMATE wrote:Amazing idea.,
I would increase the damage needed to 15% thou. It's not a percent, its a flat number.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Killer's Coys
Prima Gallicus
190
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Posted - 2015.01.01 11:50:00 -
[11] - Quote
The-Errorist wrote:Basically a revival of this thread. Trello card to vote on. Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race. Up to the optimal range a weapon will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards its effective range at which point it will do around 30% damage; damage drops further from effective range to absolute range. No longer should being hit with tiny damage damage from weapons outside their optimal/effective range stop shields from regenerating.
I wanted to write a post about this today, you made it first
I really like the idea. Because (for example), when you are a shield tanker, between 2 1vs1 and you wanna your shield to come back, you have been waiting for 5 secs and a f****** redberry shoot on you at 75m with his milicia assault rifle, and your shield stops to come back... That's just horrible...
EDIT : I forgot I've already made it lol
Like a dream
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The-Errorist
959
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Posted - 2015.01.02 23:19:00 -
[12] - Quote
bump
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
971
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Posted - 2015.01.26 11:03:00 -
[13] - Quote
It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Songs of Seraphim
Negative-Feedback.
308
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Posted - 2015.02.15 21:18:00 -
[14] - Quote
The-Errorist wrote:It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread?
Other than its needed to make shields comparable to armor?
It's greatly needed, but there isn't a clear way to implement this... Caldari and Minmatar should have higher... Tolerance. Can't think of the word. Threshold
Caldari loyalist
Yes, I'm probably drunk. Don't judge me.
Shield tanking is hard mode.
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Cat Merc
Fatal Absolution General Tso's Alliance
15165
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Posted - 2015.02.15 21:22:00 -
[15] - Quote
Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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GrimzOvaHourz
The Forgotten Spirits
83
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Posted - 2015.02.15 23:42:00 -
[16] - Quote
Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. When are you going to get good and winning 1 on 1's versus Caldari assaults? |
The-Errorist
1049
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Posted - 2015.02.16 00:33:00 -
[17] - Quote
Songs of Seraphim wrote:The-Errorist wrote:It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread? Other than its needed to make shields comparable to armor? It's greatly needed, but there isn't a clear way to implement this... Caldari and Minmatar should have higher... Tolerance. Can't think of the word. Threshold Maybe; how does 10 for amr/gal, 11 for min, and 12 for cal sound?
Suits, Tanks, a mode
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The-Errorist
1049
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Posted - 2015.02.16 01:12:00 -
[18] - Quote
Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles.
Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive.
Suits, Tanks, a mode
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Mobius Wyvern
Sky-FIRE
5794
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Posted - 2015.02.16 03:10:00 -
[19] - Quote
This seems reasonable.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Cat Merc
Fatal Absolution General Tso's Alliance
15168
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Posted - 2015.02.16 13:08:00 -
[20] - Quote
The-Errorist wrote:Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles. Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive. So basically, any weapon that can't stop shield regen at max effective range might as well not even try?
Because you're forgetting just how powerful shield regen is on shield suits.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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duster 35000
Algintal Core Gallente Federation
269
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Posted - 2015.02.16 13:31:00 -
[21] - Quote
Cat Merc wrote:The-Errorist wrote:Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles. Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive. So basically, any weapon that can't stop shield regen at max effective range might as well not even try? Because you're forgetting just how powerful shield regen is on shield suits. And you're forgetting how pathetic shield tanking is.
Why do you think nearly everyone uses armor?
Molestia approved
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Cat Merc
Fatal Absolution General Tso's Alliance
15171
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Posted - 2015.02.16 14:24:00 -
[22] - Quote
duster 35000 wrote:Cat Merc wrote:The-Errorist wrote:Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles. Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive. So basically, any weapon that can't stop shield regen at max effective range might as well not even try? Because you're forgetting just how powerful shield regen is on shield suits. And you're forgetting how pathetic shield tanking is. Why do you think nearly everyone uses armor? I know right? Even though when I played 4 PC matches the other day, there was about equal split in shields and armor.
But what do I know, I'm just the guy who did the math and created dozens of theoretical fits to try and find imbalances and fix them. Shield tanking is pathetic if the player is pathetic.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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GrimzOvaHourz
The Forgotten Spirits
86
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Posted - 2015.02.16 14:48:00 -
[23] - Quote
Cat Merc wrote:duster 35000 wrote:Cat Merc wrote:The-Errorist wrote:Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles. Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive. So basically, any weapon that can't stop shield regen at max effective range might as well not even try? Because you're forgetting just how powerful shield regen is on shield suits. And you're forgetting how pathetic shield tanking is. Why do you think nearly everyone uses armor? I know right? Even though when I played 4 PC matches the other day, there was about equal split in shields and armor. But what do I know, I'm just the guy who did the math and created dozens of theoretical fits to try and find imbalances and fix them. Shield tanking is pathetic if the player is pathetic. In PC it's useful shield tanking with all the HMG's spam, that and the fact that real men be shield tankin' are the reasons that many PC players go shield tanked. |
Cat Merc
Fatal Absolution General Tso's Alliance
15175
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Posted - 2015.02.16 14:59:00 -
[24] - Quote
GrimzOvaHourz wrote: In PC it's useful shield tanking with all the HMG's spam, that and the fact that real men be shield tankin' are the reasons that many PC players go shield tanked.
So umm, HMG spam in PC. Doesn't that mean that whoever brings armor to PC is a real man?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Logi Bro
Brutor Vanguard Minmatar Republic
3448
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Posted - 2015.02.16 15:13:00 -
[25] - Quote
Songs of Seraphim wrote:The-Errorist wrote:It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread? Other than its needed to make shields comparable to armor? It's greatly needed, but there isn't a clear way to implement this... Caldari and Minmatar should have higher... Tolerance. Can't think of the word. Threshold
Huh, "threshold," wonder where I've heard that term before......
OP, I have to disagree with a flat number of damage that must be dealt. As Cat Merc has already pointed out it makes weapons with low alpha unable to break shields over distance. That is not the point of the threshold, shields should not just infinitely recharge because the enemy is outside of effective range.
The shield threshold needs to be a certain amount of damage over a certain period of time to prevent that problem. Like I already suggested, 50 damage over 5 seconds. I believe Cat Merc said the AR does ~6 damage per shot at max effective, that means 9 bullets within 5 seconds would break threshold. Not too much to be OP, not too little that it makes the mechanic pointless.
SP Sinks? Fixed.
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Cat Merc
Fatal Absolution General Tso's Alliance
15176
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Posted - 2015.02.16 15:50:00 -
[26] - Quote
Logi Bro wrote:Songs of Seraphim wrote:The-Errorist wrote:It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread? Other than its needed to make shields comparable to armor? It's greatly needed, but there isn't a clear way to implement this... Caldari and Minmatar should have higher... Tolerance. Can't think of the word. Threshold Huh, "threshold," wonder where I've heard that term before...... OP, I have to disagree with a flat number of damage that must be dealt. As Cat Merc has already pointed out it makes weapons with low alpha unable to break shields over distance. That is not the point of the threshold, shields should not just infinitely recharge because the enemy is outside of effective range. The shield threshold needs to be a certain amount of damage over a certain period of time to prevent that problem. Like I already suggested, 50 damage over 5 seconds. I believe Cat Merc said the AR does ~6 damage per shot at max effective, that means 9 bullets within 5 seconds would break threshold. Not too much to be OP, not too little that it makes the mechanic pointless. AR does 10 at max effective, the Assault Combat Rifle does 6.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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duster 35000
Algintal Core Gallente Federation
270
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Posted - 2015.02.16 17:52:00 -
[27] - Quote
Cat Merc wrote:duster 35000 wrote:Cat Merc wrote:The-Errorist wrote:Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles. Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive. So basically, any weapon that can't stop shield regen at max effective range might as well not even try? Because you're forgetting just how powerful shield regen is on shield suits. And you're forgetting how pathetic shield tanking is. Why do you think nearly everyone uses armor? I know right? Even though when I played 4 PC matches the other day, there was about equal split in shields and armor. But what do I know, I'm just the guy who did the math and created dozens of theoretical fits to try and find imbalances and fix them. Shield tanking is pathetic if the player is pathetic. Ah, I see you are a noob at this.
You can't balance stuff based on numbers, I see mostly armor in pc and pubs, shields in pc being scouts or logis.
Molestia approved
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2392
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Posted - 2015.02.16 17:59:00 -
[28] - Quote
Jack McReady wrote:The-Errorist wrote:Basically a revival of this thread. Trello card to vote on. Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race. No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time. what does actually do such minor amounts of damage? every weapon ingame would always surpass the threshold. Weapons at range. It would prevent a stray SMG round from 60m resetting the delay. The idea so to prevent that sort of stuff, not to allow Shields to rep through AR fire. 10-12 seems fine to me.
Home at Last <3
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The-Errorist
1053
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Posted - 2015.02.16 21:36:00 -
[29] - Quote
Logi Bro wrote:...
The shield threshold needs to be a certain amount of damage over a certain period of time to prevent that problem. Like I already suggested, 50 damage over 5 seconds. I believe Cat Merc said the AR does ~6 damage per shot at max effective, that means 9 bullets within 5 seconds would break threshold. Not too much to be OP, not too little that it makes the mechanic pointless. I don't think making it a damage over time thing is possible for our current Dust dev team.
I am changing the numbers to these: 7 for gal/amr 7.5 for min 8 for cal
and here's some math:
Assault rifle 40m optimal range 70m effective range 30.9+ù(1+.1) = 33.99 shield damage 10.2 damage at 70m at 30% (max effective range)
Combat rifle 63m optimal range 84m effective range 27+ù(1GêÆ.15) = 22.95 shield damage 6.89 damage at 84m at 30% (max effective range)
0.5 damage Gëê 2.2% 1 damage Gëê 4.4% Gëê 5m closer at 69m
0.11 more damage needed for amr/gal Gëê +0.5% Gëê 1m closer at 83m 0.61 more damage needed for min Gëê +2.7% Gëê 3m closer at 81m 1.11 more damage needed for cal Gëê +4.5% Gëê 5m closer 69m
Assault Combat rifle - couldn't get all I needed because of lack of people to test on and installations don't offer enough testing potential. 63m optimal range 79m effective range 19.8+ù(1GêÆ.15) = 16.83 shield damage 5.1 damage at 79m at 30% (max effective range)
0.5 damage Gëê 3% 1 damage Gëê 5.9% 1.95 more damage needed for amr/gal Gëê +5.75% Gëê ?m 2.45 more damage needed for min Gëê +7.2% Gëê ?m 2.95 more damage needed for cal Gëê +8.7% Gëê ?m
Suits, Tanks, a mode
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Imp Smash
Molon Labe. General Tso's Alliance
770
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Posted - 2015.04.14 07:21:00 -
[30] - Quote
It would be hard to find a flat number that would be balanced for weapons and combat methodology.
Might I suggest a percentage of weapon damage?
Make it 1% less than the damage outside of effective -- so all weapons have trouble stopping shield regen outside of their effective instead of a flat number. Will allow shield focused weapons to still be a threat as they have to get a bit further outside of their effective to drop below the percentage threshold. And headshots still can be helpful. |
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