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Piercing Serenity
PFB Pink Fluffy Bunnies
854
|
Posted - 2015.03.02 03:05:00 -
[1] - Quote
Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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LUGMOS
Corrosive Synergy RISE of LEGION
2428
|
Posted - 2015.03.02 03:10:00 -
[2] - Quote
Yes...
If STANDARD dropships are buffed
Official QuafeGäó Advocate
Anti-FoTM Prof. V
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gustavo acosta
Capital Acquisitions LLC Bad Intention
981
|
Posted - 2015.03.02 03:19:00 -
[3] - Quote
Timers are a bit long, however vehicles would need to be buffed so they can be consistent forms of transport.
Other than that yeah sounds purty cool.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Piercing Serenity
PFB Pink Fluffy Bunnies
854
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Posted - 2015.03.02 03:21:00 -
[4] - Quote
gustavo acosta wrote:Timers are a bit long, however vehicles would need to be buffed so they can be consistent forms of transport.
I agree. If changes were made to drop uplinks, it would have to be part of a process where other forms of spawn mechanics were buffed. Any other suggestions?
Additionally, I would confer more bonuses to modules instead of base stats. Throw-away LAVs should not be the de-facto method of spawning in. Perhaps we could give a small shield bonus to the mCRU module?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Vitharr Foebane
Shining Flame Amarr Empire
2255
|
Posted - 2015.03.02 03:27:00 -
[5] - Quote
no this would make yet another Amarr suit useless
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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LUGMOS
Corrosive Synergy RISE of LEGION
2429
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Posted - 2015.03.02 03:44:00 -
[6] - Quote
Vitharr Foebane wrote:no this would make yet another Amarr suit useless Nope.
Since it's percentage based, it will still get a very nice reduction to time.
And there is only one 'useless' Amarr suit, being the scout. Caldari has you beat on the most 'useless' suits.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
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Ydubbs81 RND
Ahrendee Inc. Negative-Feedback
3782
|
Posted - 2015.03.02 03:50:00 -
[7] - Quote
Piercing Serenity wrote:Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts?
Drop uplinks have been nerfed....coupled with the bandwith limit for suits, I think uplinks are fine. All but one of the proto uplinks have spawn timers longer than 10s. The other one shorter is in the amarr loyalty store, which you have to actively grind to earn (not to mention that you aren't earning any ISK in FW).
10s is a long time, 15 secs is an eternity....anything longer than that, I wouldn't even bother spawning. I think uplinks are being used in a tactical way atm, because you have to place them in good positions because they can be destroyed so easily.
Shield tanking is hard mode /period.
> Check RND out here
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LUGMOS
Corrosive Synergy RISE of LEGION
2430
|
Posted - 2015.03.02 03:54:00 -
[8] - Quote
Ydubbs81 RND wrote:you have to place them in good positions because they can be destroyed so easily. ie. The roof...
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Vitharr Foebane
Shining Flame Amarr Empire
2255
|
Posted - 2015.03.02 03:56:00 -
[9] - Quote
LUGMOS wrote:Vitharr Foebane wrote:no this would make yet another Amarr suit useless Nope. Since it's percentage based, it will still get a very nice reduction to time. And there is only one 'useless' Amarr suit, being the scout. Caldari has you beat on the most 'useless' suits. 50% of sh*t is still sh*t
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
|
LUGMOS
Corrosive Synergy RISE of LEGION
2430
|
Posted - 2015.03.02 03:57:00 -
[10] - Quote
Vitharr Foebane wrote: 50% of sh*t is still sh*t
But it's not half bad
Official QuafeGäó Advocate
Anti-FoTM Prof. V
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KEROSIINI-TERO
The Rainbow Effect
1818
|
Posted - 2015.03.02 06:48:00 -
[11] - Quote
Piercing Serenity wrote:Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts?
Even as an all time advocate to drop uplink usage, I agree to most of this.
However, there's one thing that should be addressed before these tune-downs. That is high position warfare and of it most notably the ability to stick equipment - links - on top of anything in order to have practically endless supply of spawners there.
Looking at both sides of the coin.
Even Aurum one.
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Genral69 death
Random Gunz RISE of LEGION
88
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Posted - 2015.03.02 10:36:00 -
[12] - Quote
Piercing Serenity wrote:Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts? So what happens of you team is getting red lined completely . There's no chance you could call a dropship in without them seeing it. When I get red lined I try and get out with a clouck and put uplinks behind them so they are pined in. But maikng the changes you want would make it longer for people to spawn and most likely get the uplink killed quicker. Also if you haven't noticed maybe 3 out of the 16 guys your up against have Av from the start of the match |
LOOKMOM NOHANDS
Warpoint Sharx
54
|
Posted - 2015.03.02 11:03:00 -
[13] - Quote
NOOOOOO. The game is already slow enough with bandwidth minimizing the number of links out there that are under 10 seconds.
Maybe we should just make vehicles work right instead of nerfing something else into the ground to make up for them. |
VALCORE72
Dead Man's Game RUST415
216
|
Posted - 2015.03.02 13:39:00 -
[14] - Quote
oh wow PFB corp tag . aint seen them tags in a loooooong time . |
Piercing Serenity
PFB Pink Fluffy Bunnies
856
|
Posted - 2015.03.02 13:54:00 -
[15] - Quote
Ydubbs81 RND wrote:
Drop uplinks have been nerfed....coupled with the bandwith limit for suits, I think uplinks are fine. All but one of the proto uplinks have spawn timers longer than 10s. The other one shorter is in the amarr loyalty store, which you have to actively grind to earn (not to mention that you aren't earning any ISK in FW).
10s is a long time, 15 secs is an eternity....anything longer than that, I wouldn't even bother spawning. I think uplinks are being used in a tactical way atm, because you have to place them in good positions because they can be destroyed so easily.
Bandwidth did not nerf drop uplinks, but put a more firm upper limit on how many uplinks can be out, in my opinion. Whatever the status of uplinks before bandwidth - Overpowered, Balanced, or Underpowered - they are still the same after bandwidth. The problems are just less noticeable because uplinks are less prolific. Furthermore, so long as there is one uplink with a spawn time lower than any other form of spawn - Null cannon, mCRU, etc - that uplink will always be favored over the other spawn mechanics.
I'm also still not convinced by your argument. There needs to a sliding scale for every mechanic in this game. The more you gain in one category, the less you have in others. With respect to drop uplinks, the scale should be:
Static Location (Shortest Spawn time) <----------------------------------------------------------------> Variable location (Longest Spawn Time)
I might even go as far as to say that players should feel like they are waiting an eternity (15-20s) for spawning on an uplink. 90% of the time, Uplinks spawns are the result of losing positioning. Your punishment should be a longer wait.
Genral69 death wrote:
So what happens of you team is getting red lined completely . There's no chance you could call a dropship in without them seeing it. When I get red lined I try and get out with a clouck and put uplinks behind them so they are pined in. But maikng the changes you want would make it longer for people to spawn and most likely get the uplink killed quicker. Also if you haven't noticed maybe 3 out of the 16 guys your up against have Av from the start of the match
As I mentioned before, perhaps we could add some shield bonus directly to mCRUs. However, I don't think you are fully appreciating the changes that an uplink nerf would make. If uplinks were nerfed, there would be more vehicles with mCRUs (ideally) out before the team was redlined. So, as long as those vehicles are still up before a team loses most of its spawn points, they aren't redlined.
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Joel II X
Bacon with a bottle of Quafe
6451
|
Posted - 2015.03.02 14:30:00 -
[16] - Quote
LUGMOS wrote:Vitharr Foebane wrote:no this would make yet another Amarr suit useless Nope. Since it's percentage based, it will still get a very nice reduction to time. And there is only one 'useless' Amarr suit, being the scout. Caldari has you beat on the most 'useless' suits. Ever since they got the precision bonus, I wouldn't call them useless. |
Piercing Serenity
PFB Pink Fluffy Bunnies
856
|
Posted - 2015.03.02 15:51:00 -
[17] - Quote
Vitharr Foebane wrote:no this would make yet another Amarr suit useless
I believe that it would be a soft buff to the Amarr logi - possibly to the detriment of other logis. A change like this would just further secure the role of the Amarr logis as the uplink users.
Perhaps we could include uplink bonuses to other logis (Gal Logi lowers the profile of the uplink) so that uplinks placed by other logis are not so marginalized
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
LUGMOS
Corrosive Synergy RISE of LEGION
2440
|
Posted - 2015.03.02 17:31:00 -
[18] - Quote
Joel II X wrote:LUGMOS wrote:Vitharr Foebane wrote:no this would make yet another Amarr suit useless Nope. Since it's percentage based, it will still get a very nice reduction to time. And there is only one 'useless' Amarr suit, being the scout. Caldari has you beat on the most 'useless' suits. Ever since they got the precision bonus, I wouldn't call them useless. 'Tis why I wrote 'useless'...
I don't believe any one suit is useless, you can make any work if you do it right.
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Anti-FoTM Prof. V
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Ydubbs81 RND
Ahrendee Inc. Negative-Feedback
3784
|
Posted - 2015.03.02 18:01:00 -
[19] - Quote
Piercing Serenity wrote:Ydubbs81 RND wrote:
Drop uplinks have been nerfed....coupled with the bandwith limit for suits, I think uplinks are fine. All but one of the proto uplinks have spawn timers longer than 10s. The other one shorter is in the amarr loyalty store, which you have to actively grind to earn (not to mention that you aren't earning any ISK in FW).
10s is a long time, 15 secs is an eternity....anything longer than that, I wouldn't even bother spawning. I think uplinks are being used in a tactical way atm, because you have to place them in good positions because they can be destroyed so easily.
Bandwidth did not nerf drop uplinks, but put a more firm upper limit on how many uplinks can be out, in my opinion. Whatever the status of uplinks before bandwidth - Overpowered, Balanced, or Underpowered - they are still the same after bandwidth. The problems are just less noticeable because uplinks are less prolific. Furthermore, so long as there is one uplink with a spawn time lower than any other form of spawn - Null cannon, mCRU, etc - that uplink will always be favored over the other spawn mechanics. I'm also still not convinced by your argument. There needs to a sliding scale for every mechanic in this game. The more you gain in one category, the less you have in others. With respect to drop uplinks, the scale should be: Static Location (Shortest Spawn time) <----------------------------------------------------------------> Variable location (Longest Spawn Time) I might even go as far as to say that players should feel like they are waiting an eternity (15-20s) for spawning on an uplink. 90% of the time, Uplinks spawns are the result of losing positioning. Your punishment should be a longer wait. [quote=Genral69 death]
I don't see a reason for nerfing uplinks. You can one-hit melee an uplink and it's gone. if you want to nerf the spam, then limit the number of total uplinks on a map for one team.
They need to be strategically placed. Sometimes if you're waiting to spawn and see an uplink deployed and you deploy on that link, it could be destroyed before the timer allows you to spawn. Having faster spawns on objectives or 30K hp installations doesn't make sense to me when they are harder to destroy and free to use. Good uplinks cost ISK and takes up considerable pg to use.
Shield tanking is hard mode /period.
> Check RND out here
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Mad Syringe
ReDust Inc.
496
|
Posted - 2015.03.02 18:36:00 -
[20] - Quote
Piercing Serenity wrote:EDIT: List of proposed changes
1) Proto mCRU: 5 < X < 10s (Teamwork should be promoted whenever possible) 2) Null cannon Spawn timer: 10s (Most static position) 3) CRU: 15s (Variable position) 4) Uplinks: 20s as a lower limit (Most variable position) 5) mCRU offers some shield bonus 6) Changes must accompany vehicle rework
Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts?
Absolutely NOT
Public games already suffer greatly from the absence of links. Balance is often destroyed, because there are not enough linkers on one side.
To be dependent on a vehicle player that is not on comms with me... forget about it. I don't want to spawn in the CR'U of a pilot, who has no idea what my fitting is and where I'm useful in the map. Spawning in the mobile CRU of a squad member who is on comms, might help in certain situations, but it has one big flaw, you can't go in sneaky, and the vehicle will go down fast if any AV is involved.
This is a terrible Idea. The only thing that has merits, is the decreased spawn timer for mobile CRUs with higher tiers... (not only skills, but higher tier CRU's with higher fitting costs)!
To be honest, exept if I'm jerking around, I'll not spawn in a mobile CRU without comms to the pilot, It just doesn't make sense, you'll be dropped somewhere completely else than you want to go, it's just stupid.
Also please make it impossible to spawn in a vehicle, that has no available seat. It's ********, that you can spawn in a tank that has no gunner seat!
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1813
|
Posted - 2015.03.02 18:43:00 -
[21] - Quote
LUGMOS wrote:Ydubbs81 RND wrote:you have to place them in good positions because they can be destroyed so easily. ie. The roof... ^^^ This , are you being sarcastic .?. not a attack against you but the people that think this way which seem like a lot that want to kill links altogether , not saying that's you but you say what you do like laying them on the ground doesn't make them that much more easily to camp and destroy because there is no effort if there right in you face at eye level to do anything but kill the link or camp it .
I just get tired of people ragging on links and those who use them in or on rooftops like laying them on the ground is that much better or the fact that most matches have at least 4 scouts running around at all times makes hiding them with the detectability that scouts have a workable plan .
Just not happening if it's not a stomping because people move around the whole map for the most points looking for places to place links , attack and or hide .
These are the same people who campaign for a link nerf or a change where they can't be placed in high areas .
I read topics like that every now and then .
Not saying that's YOUR aim but I guess I became sensitive to this just from the rhetoric that's been displayed so far and not in this post but just in general .
I catch YouTuber's even , you see people stacking links on each other on their way to a hack in plain sight or around a hack sight , clearly visible or slightly hidden ... not saying that you do this but just watch in-game .
Edit : Maybe you say this like those are some of the most viable places to place them .
Doubts are like flies and should be treated as such and crushed .
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Piercing Serenity
PFB Pink Fluffy Bunnies
857
|
Posted - 2015.03.03 13:51:00 -
[22] - Quote
@YDubbs: I do not just want to reduce the frequency of drop uplinks, because I think that the current problem of "High uplink use" is a symptom of a larger problem. Currently, uplinks - a "solo" piece of equipment - is dramatically more powerful than a more team oriented option. Whenever we have a case like this, the team oriented option should be favored. This is a team game, after all. In this case, that means that the minimum spawn timer for drop uplinks must be higher than the minimum timer of a mCRU. Personally, I would be okay with uplinks having a lower bandwidth cost (more uplinks out) if they were more in line with the other balancing philosophies of the game.
@General: Spawning on an mCRU is no more dangerous that spawning on any individual uplink. Because uplinks are currently more prolific, your odds of spawning on a safe uplink are higher than your odds of spawning on a safe mCRU. However, I would reiterate that a change like this would promote more vehicles to carry mCRUs anyway, offering a higher "safe spawn" rate
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
425
|
Posted - 2015.03.03 21:29:00 -
[23] - Quote
Turned out to be a much nicer thread than I would anticipate. Nice replies all around, no matter what side you are taking.
I'm not Logi, and only skilled into Uplinks far enough to snag and use the reasonably advanced models. Why spend the SP just to get good Uplinks? Because winning a Dust match is (intended to be) about "controlling access around the map". Just as someone has already well-posted here, every component has got to have one weakness for every strength, or else it's not really a Dust-style gadget.
The CRU's strength over the uplink is that it has the juice for infinite delivery of troops. The CRU's weakness from the uplink is, it can be converted to help the enemy, and must be baby-sitted.
A weakness the uplink has from the CRU is that is can be shut down with a single bullet as soon as you plant it. A strength of the uplink over the CRU is that the right model can "spawn" you in faster than a CRU.
The strength the Uplink has over the CRU is that it can be placed a tactically near to where its needed as the danger allows. The weakness the Uplink has from a CRU is, you need to wait and gamble for it to be manually delivered, and wisely delivered (GǪLOL, no, not simply "on da roof")
There are other uplink strength-to-weakness factors in place, and I think if the uplink device itself were ever "nerved" around with in any way, it will only disrupt one of the best tools that a player (good at shooting or NOT) has for controlling the map and hurting the enemy. The Bandwith mechanic is showing us that the Uplink is the only non-shooting "weapon" in Dust that can really get your opponent scared. (Btw, recognizing the Uplink as a "weapon", THAT's what made me Skill into it)
mCRUs are a gadget too far away and too linked to an upcoming part of the game that is still a big unknown: Vehicle Progession and Vehicle Logi. I don't feel comfortable suggesting adjustments on mCRUs until after we see how they are even going to be fitted into what kinds of vehiclesGǪ
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Golden Day
Amarr Templars Amarr Empire
978
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Posted - 2015.03.03 21:44:00 -
[24] - Quote
What have you been smoking?
Can I have some too?
im not crazy......( -í° -£-û -í°)
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LUGMOS
Corrosive Synergy RISE of LEGION
2490
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Posted - 2015.03.03 21:50:00 -
[25] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:snip Nah, I was being sarcastic. Roof links are annoying but require strategic camping of them with AVers to defend from drop ships (semi-sarcastic :p)
Official QuafeGäó Advocate
Anti-FoTM Prof. V
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K RISE of LEGION
2023
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Posted - 2015.03.03 23:27:00 -
[26] - Quote
Sounds good, + 1
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Amature ADS Pilot
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1128
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Posted - 2015.03.03 23:35:00 -
[27] - Quote
LUGMOS wrote:Ydubbs81 RND wrote:you have to place them in good positions because they can be destroyed so easily. ie. The roof... You mean the "Shooting Gallery"? They pop up like little ducks, and I hit the targets from range. Much fun.
I get the feeling, you're not up to par with rooftop suppression and Sniper Rifles.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Piercing Serenity
PFB Pink Fluffy Bunnies
860
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Posted - 2015.03.04 00:28:00 -
[28] - Quote
Any other thoughts?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Assert Dominance
Ahrendee Inc. Negative-Feedback
925
|
Posted - 2015.03.04 03:09:00 -
[29] - Quote
F**k your 20s uplinks
6 man proto squad errday.
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Green Means Go
Kameira Lodge Amarr Empire
20
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Posted - 2015.03.04 03:20:00 -
[30] - Quote
No no no, not in my house. Why can't you nerds just play the broken game we have instead of creating more problems? Are you trying to put me out of a job? Links where already nerfed hard enough. Can't even switch suits for Pete's sake. I hope you get your wish. Enjoy your long walks you fatty. |
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