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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Rattati
C C P C C P Alliance
18644
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Posted - 2015.03.13 05:17:00 -
[1] - Quote
Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DarthJT5
Random Gunz RISE of LEGION
299
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Posted - 2015.03.13 05:20:00 -
[2] - Quote
Do you ever sleep?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:26:00 -
[3] - Quote
Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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CCP Rattati
C C P C C P Alliance
18644
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Posted - 2015.03.13 05:28:00 -
[4] - Quote
MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon.
Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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WeapondigitX V7
The Exemplars RISE of LEGION
266
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Posted - 2015.03.13 05:29:00 -
[5] - Quote
The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) |
MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:34:00 -
[6] - Quote
WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,)
Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy.
Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9853
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Posted - 2015.03.13 05:40:00 -
[7] - Quote
Not only do LAVs need more fitting but they need more slots.
The jump mods are fine to me.
I only use one and I can just barely get where I need to go but I can do it. A heftier staking penalty should do it.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Aeon Amadi
Chimera Core
8997
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Posted - 2015.03.13 06:10:00 -
[8] - Quote
CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being.
They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates...
Blah, I'll get the bug hunting team on it and figure out exactly how this is going down.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aderek
Made in Poland... E-R-A
124
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Posted - 2015.03.13 06:11:00 -
[9] - Quote
Hmm, why Gunlogi C/1 have les EHP that Gunlogi C-1 (old Gunlogi type). Im proto gunlogi tanker with prot rail gun and etc. Why when i use all proto eq/comp my ADVANCE tank is worse that my standard tank (with same ew/comp that adv) ? So with standard tank i have more shield, more armour and more shut power that adv tank. Its a joke or mistake?
Good day :)
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
60 kk SP and growing
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 06:12:00 -
[10] - Quote
Sgt Kirk wrote:Not only do LAVs need more fitting but they need more slots.
The jump mods are fine to me.
I only use one and I can just barely get where I need to go but I can do it. A heftier staking penalty should do it.
Based on my preliminary testing, basic myo's are working as intended they provide the same bonus to melee that they were meant to provide to jump height. Advanced myo's are slightly better than intended at 25% instead of 20%. complex myo's are twice as good as they should be at 50% instead of 25%.
I think part of the issue here is that the myofibril stimulant skill / module has some problems, it's +10% efficacy per level and the basic and advanced mods are a little bit underwhelming on what they do to melee damage, jump height literally still up in the air (lol puns), while the complex module when combined with the level 5 skill is very, very powerful on both melee and jump height.
The skill bonus needs some tweaking, the module needs buffs to melee damage at basic and advanced.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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CCP Rattati
C C P C C P Alliance
18651
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Posted - 2015.03.13 06:24:00 -
[11] - Quote
Aderek wrote:Hmm, why Gunlogi C/1 have les EHP that Gunlogi C-1 (old Gunlogi type). Im proto gunlogi tanker with prot rail gun and etc. Why when i use all proto eq/comp my ADVANCE tank is worse that my standard tank (with same ew/comp that adv) ? So with standard tank i have more shield, more armour and more shut power that adv tank. Its a joke or mistake?
Good day :)
p.s. today i saw that scout jump 8-12 m high... no comments
All CA HAvs have 2200/900 ehp.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
18651
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Posted - 2015.03.13 06:25:00 -
[12] - Quote
Aeon Amadi wrote:CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down.
Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
931
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Posted - 2015.03.13 06:51:00 -
[13] - Quote
Question about tank fitting: I was under the impression that tanks should be able to fit all modules and one lower module of the same tier.
Instead, I have to fit a complex PG upgrade to fit 3 adv modules and a adv turret and the rest basic on my ADV Armor tank.
I have to fit a complex Pg and a complex CPU to fit 3 ADv modules and an ADV turret on my ADV shield tank.
Tank fitting space is insuffiecient,
EDIT: Large missiles are also a disaster now. By significantly increasing the delay between missile volleys they are no longer high alpha weapons.
Redline for Thee, but no Redline for Me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3149
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Posted - 2015.03.13 06:55:00 -
[14] - Quote
Why are you so against giving LAVs more slots?
Also for small blasters: make the initial dispersion what it was pre-echo and let it improve from there.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2162
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Posted - 2015.03.13 06:59:00 -
[15] - Quote
Please don't touch the max number that we can fix, Rattati. I've been running four of these on a Minmatar Assault for months and it's currently the only gameplay style I really enjoy. Doing this would tone back the jump, but weaken a low HP melee suit further. Perhaps prevent the merc from firing when jumping, just about anything besides cutting back on the total number. Could we at least give this some time and see how things work out? Most people will probably be running three anyways at most, with only the dedicated melee users using more.
Please, Rattati, don't take my melee action. I might actually have to start shooting my gun again.
My Plasma Cannon says "Hello" to your face~
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MRBH1997
Knights Of Ender RISE of LEGION
186
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Posted - 2015.03.13 07:17:00 -
[16] - Quote
Can we have the rail changes removed as well a the missile changes for large turrets. The blaster is viable again but armor tanks are almost impossible for me to kill with a full proto even if they are just advanced or even basic. Missiles have to low of fire rate so they can't out damage a double rep Madeugar with a hardener even with a damage mod. Rails just aren't viable because you get 2 shots and then you have to wait a couple seconds to fire another and te process continues. I don't understand why thy were changed when all that was needed turret wise was a buff to blasters. Please Rattati, make vehicle AV possible again as a tanker!
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
KOE Agents now doing community events!
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Cat Merc
Negative-Feedback. Negative-Feedback
15484
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Posted - 2015.03.13 07:20:00 -
[17] - Quote
Does it really matter that the Myo stim is as strong as it is? You lose HP and you lose damage for using those, I see nothing wrong with biotics allowing us to forgo HP and damage for increased speed, stamina and jump height.
It takes 3 myo stims for a Gal Assault to jump up on a supply depot. If the myo stims won't allow me to do that after any nerf you devise, I'll either drop them or only use one. VoV
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15484
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Posted - 2015.03.13 07:22:00 -
[18] - Quote
DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none.
Nor can he afford to sleep, after the giant mess the game was left in before he came in
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 07:44:00 -
[19] - Quote
Cat Merc wrote:Does it really matter that the Myo stim is as strong as it is? You lose HP and you lose damage for using those, I see nothing wrong with biotics allowing us to forgo HP and damage for increased speed, stamina and jump height.
It takes 3 myo stims for a Gal Assault to jump up on a supply depot. If the myo stims won't allow me to do that after any nerf you devise, I'll either drop them or only use one. VoV
Yes, it does matter.
There should always be some sort of linear progression to the advantages a module provides and it should generally mean that by fitting one thing you sacrifice something else. Fit more tank? Lose strafe speed or damage. Fit kincats? Expensive on PG and you give up on tank.
Currently myo's are providing a disproportionate return on their investment, They're inexpensive on powergrid and don't cost copious amounts of cpu either and the advantages they provide in terms of movement greatly outweigh the sacrifices they require in terms of HP. This is compounded by the fact that all of the map design in dust was never meant for people to move in the extreme manners that stacked complex myo's provide meaning that many elements of cover, height advantage, obstacles or terrain traversal issues no longer exist for people with stacked myo's.
So these are suits that now have insane movement advantages... and what weapons are they carrying frequently? Plasma cannons is one of the most common things I've seen, because similarly to dropship missiles, having height a0dvantage with them makes them unbelievably good and if you don't kill them with your PLC, MD, Flaylock, Remote or grenade that you're now almost never at risk of harming yourself with, you also have the advantage of being able to deliver 500-600 damage melee strikes with.
This is on top of how stacked myo's affect ones ability to break conventional line of fire at shorter ranges. So yeah, as they currently are at high levels / stacked extremes they've presented a few issues.
Now this is not to say that everything is absolutely horrifically terrible about them. I think that some of the gameplay they provide solely in regards to movement out of combat is quite interesting and presents some really interesting 'what if's'. I think I probably wouldn't be horribly upset by a module with similar disadvantages to a cloak field (fitting costs + weapon swapping delays) being implemented to provide 'non-combat' traversal options that might allow one to put down some sneaky uplinks but not allow them to do crazy mid combat moonjumps.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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KalOfTheRathi
Nec Tributis
1430
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Posted - 2015.03.13 07:51:00 -
[20] - Quote
AHMG? What is the purpose of this weapon now?
It sounds like a WW1 Sten Gun, yuck. Rate of fire is so slow that a scout can run between the rounds. Even more impossible to kill the devs favorite suit. Range wasn't ganked but it is basically useless, IMHO.
Weird. Just a weird gun now.
Tanks suck. Deleted most of my setups. Upgrading the skills to get back to what I had yesterday take ~2.4M SP. I could do that math and just wait for the passive SP to puke that much up.
The R1 battle list had one perk that was worth it, everything else was a grind. I played one match and booked.
Off to Dark Souls.
Later, KR
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:06:00 -
[21] - Quote
MINA Longstrike wrote:WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy. Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Ok I will test the proto assault HMG, lucky I have 52 million SP (ive only spent $4 on DUST 514 in 2 years). Feels great to have gotten as far as I have with the progression system.
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WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:12:00 -
[22] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
That would limit the melee damage a lot, I would suggest you increase melee range by roughly 1.2m and change the attack from a pinpoint attack to a arch attack to allow melee to be more user friendly and help reduce hit detection issues that I have had since beta. I do manage a few melee kills when hit detection works.
I am having hit detection issues because I am trying to melee assassinate from behind targets that are moving away from me(because it makes little noise compared to the shotgun). Hitting the image still does not register the damage most of the time even on heavy suits. (unless my distance to the image is roughly 0.05m). My range needs to be larger in order for melee to be viable. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17638
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Posted - 2015.03.13 08:41:00 -
[23] - Quote
Of Joy
I'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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ROMULUS H3X
research lab
411
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Posted - 2015.03.13 09:00:00 -
[24] - Quote
CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being.
Please do not change them. It will break my heart, just let it marinate for a few months and lets see how everything settles.
Let's be rational, how could we be so rash? THIS IS THE BEST THING TO HAPPEN TO DUST. PERIOD.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2682
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Posted - 2015.03.13 09:10:00 -
[25] - Quote
When you say reduce dispersion on small blasters, does that include adding inverse dispersion?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 09:22:00 -
[26] - Quote
ROMULUS H3X wrote:Let's be rational, how could we be so rash?
Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, people with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with.
Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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shaman oga
Dead Man's Game
4148
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Posted - 2015.03.13 09:42:00 -
[27] - Quote
Any chance to have a little AoE back (2-3 meters) with large rails? Increased heat build up is a very huge nerf, heat sink are on high slots wich means less HP-regen-hardener, i think a little AoE would improve our experience.
Pimp my Barge
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Aeon Amadi
Chimera Core
9011
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Posted - 2015.03.13 09:48:00 -
[28] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down. Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi.
For the first time in Dust 514 I legitimately feel like a super-soldier capable of things that are only possible in a science fiction environment as well as finding applicable use in something that, up until now, was never useful.
Sure, five are crazy, but it's not like they're killing anybody. If the reasoning is that it's silly then I propose we nerf the ever living **** out of the Scouts for being able to strafe through bullets. -That- is silly. Five Myofibrils is also such an edge case that it's likely never going to find much legitimate use. It's -way- too big of a sacrifice on shield tanking suits and armor tanking suits aren't capable of it because they simply don't have the slots.
I'm just saying man, of all the disappointing nerf considerations (and I've seen plenty) this one probably takes the cake.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
9011
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Posted - 2015.03.13 09:49:00 -
[29] - Quote
MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, p eople with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
Can you give examples..?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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KEROSIINI-TERO
The Rainbow Effect
1853
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Posted - 2015.03.13 09:50:00 -
[30] - Quote
CCP Rattati wrote:
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
ALTERNATIVE SUGGESTION: Leave everything as it is but reduce Blue Can jump bonus to the originally advertised one: helps jump over ledges and railings, like what Red Cans do (they do buff jump height!) but slightly better than those.
Leave the high jumps on the scale of twice the height of person to proper jetpacks of some distant future.
Looking at both sides of the coin.
Even Aurum one.
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