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Thread Statistics | Show CCP posts - 6 post(s) |
MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 10:00:00 -
[31] - Quote
Aeon Amadi wrote: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..?
Lets try to address this in your own thread where the math-hammering is taking place. I don't want to turn a logical debate and exchange of information into a heated argument.
I will say that if you think that having such drastically increased mobility doesn't constitute a major advantage let alone a disproportionate one given the fitting costs I must find fault with your thought process.
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
18682
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Posted - 2015.03.13 10:07:00 -
[32] - Quote
shaman oga wrote: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. back? it's been zero for many months
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7622
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Posted - 2015.03.13 10:12:00 -
[33] - Quote
CCP Rattati wrote:shaman oga wrote: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. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash.
If the heavy cannon turrets splashed it'd justify keeping it IMHO.
AV
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Taipaen
Loose Cannon Security
25
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Posted - 2015.03.13 10:26:00 -
[34] - 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.
.
Love the idea of jump boost equipment rather than module. Jumps can wonderfully change the way battles flow and provide some great maneuvering, but I'm not fond of bunny hop game play.
Edit to add suggestion/question: could the module have a cool-down like the vehicle active modules? It could still be passive, but if jump button is held for big jump the boost kicks in, and activates a timer so that subsequent jumps would be normal until X seconds pass. |
Haerr
Nos Nothi
2493
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Posted - 2015.03.13 11:16:00 -
[35] - Quote
Can you take a look at reintroducing nanos and overdrives for vehicles? |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
49
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Posted - 2015.03.13 11:18:00 -
[36] - Quote
It's something that I haven't checked but has the new heat buildup on rails been applied to installations too?
It strikes me that if it has then the turrets are going to be almost useless in anti-tank engagements as a tank with a damage mod and heat sink fitted will easily be able to out gun one. Obviously a tank should be able to win the engagement but they can already out manoeuvre one and have a tactical advantage with their third person view letting them put themselves in positions to be able to hit the turret without it being able to hit them.
I just think that engaging a manned installation should be more of a calculated risk than it currently is for anything other than a milita tank. Maybe installations all need to be fitted with active heat sinks and damage mods too meaning that they're more dangerous if manned. Or just assume that they all have a permanent heat sink as they're in a fixed location so that they have a chance against a pilot who has all the toys...... unmanned rail turrets don't even shoot back when engaged at the moment.
I guess I'm saying that the basic stats of the installations should be better than the basic stats of the tank turrets (I know that they have more eHP) but that this deficit should be easily couterable by modules and good piloting. I can see things returning to the point where the installations are just early match canon fodder for the pilots as the used to be (still are).
Not a vehicle user though, and I understand their resentment of them, but if they're in the game they should be competitive now that higher tier vehicles are coming through.
Just my thoughts as a noob who sometimes finds turrets the only way to achieve anything in a match. Thanks for all the work on the game so far. |
duster 35000
Algintal Core Gallente Federation
391
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Posted - 2015.03.13 11:38:00 -
[37] - Quote
KalOfTheRathi wrote: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 The dispersion on the AHMG effects hit detection too I think.
My favorite tank is Magrider.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
391
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Posted - 2015.03.13 11:39:00 -
[38] - Quote
True Adamance wrote: Of JoyI'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. Why were you using a proto tank in pubs?
Molestia approved
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Balistyc Farshot
The Exemplars RISE of LEGION
94
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Posted - 2015.03.13 13:02:00 -
[39] - Quote
Edgar Reinhart wrote:It's something that I haven't checked but has the new heat buildup on rails been applied to installations too?
It strikes me that if it has then the turrets are going to be almost useless in anti-tank engagements as a tank with a damage mod and heat sink fitted will easily be able to out gun one. Obviously a tank should be able to win the engagement but they can already out manoeuvre one and have a tactical advantage with their third person view letting them put themselves in positions to be able to hit the turret without it being able to hit them.
I just think that engaging a manned installation should be more of a calculated risk than it currently is for anything other than a milita tank. Maybe installations all need to be fitted with active heat sinks and damage mods too meaning that they're more dangerous if manned. Or just assume that they all have a permanent heat sink as they're in a fixed location so that they have a chance against a pilot who has all the toys...... unmanned rail turrets don't even shoot back when engaged at the moment.
I guess I'm saying that the basic stats of the installations should be better than the basic stats of the tank turrets (I know that they have more eHP) but that this deficit should be easily couterable by modules and good piloting. I can see things returning to the point where the installations are just early match canon fodder for the pilots as the used to be (still are).
Not a vehicle user though, and I understand their resentment of them, but if they're in the game they should be competitive now that higher tier vehicles are coming through.
Just my thoughts as a noob who sometimes finds turrets the only way to achieve anything in a match. Thanks for all the work on the game so far.
Yes it hit rail installations. I was on a rail installation and on a blaster installation yesterday. The rail installation over heated after 3 shots if you didn't pause. That just got through another installation's shields then over heated. I was on a blaster and it tore through the shields and say 1/8 of the armor then over heated. I like to measure turret to turret as a constant. The rail installations feel rather nerfed in comparison. I haven't gotten into a missile installation to fire on another turret yet. The other thing to note is that with the LAVs being paper thin, blaster turrets were actually effective and just letting the AI do damage kept several LAVs away until they could hack it. The rail turret was useless, so I would recommend turning up the AI on those installations, since they never fire on infantry. I agree that the counter to a turret should be infantry, since they should be able to kill the gunner who is in the open. I had to shotgun the blaster turret gunner to start my test.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Fox Gaden
Immortal Guides Learning Alliance
6080
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Posted - 2015.03.13 13:04:00 -
[40] - Quote
CCP Rattati wrote: 1) AHMG accuracy and range, plus heat decrease maybe
It sounds awesome now, but it would be nice to be able to have the bullets actually hit the target at a decent range, so the weapon would be effective on open maps, particularly with the range reduction of the other HMG's.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6080
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Posted - 2015.03.13 13:08:00 -
[41] - Quote
Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote: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. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist...
I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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alten hilt
Nos Nothi
411
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Posted - 2015.03.13 13:25:00 -
[42] - Quote
Flying Scotsman drop suit + Kubo's Plasma cannon + 5 myofibs = most fun I've EVER had in Dust.
Seriously, Myofibs as the currently exist has made this game so much fun!
Surviving Dust: Tutorial Series
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Takahiro Kashuken
Red Star.
4142
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Posted - 2015.03.13 13:44:00 -
[43] - Quote
Take AV nades back down to 2.
600k is too expensive for something that isn't prototype.
Railgun still suffers from bugs which date back 3 years, mostly randomly overheating and firing all rounds or simply will not reload.
Railgun now overheats on the 3rd shot when it used to overheat on the 4th, it should at least go back to 4th or even 5th shot.
Missiles fire too slow to cause enough damage, either up the damage or add more in the clip.
No skill bonus on the HAV x8 skill.
PG/CPU increase on shield vehicles, still having to rely on resource modules. Infact do it for all vehicles variety is life.
Dispersion module doesn't work, no noticable difference.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
33
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Posted - 2015.03.13 14:19:00 -
[44] - 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, 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. I don't use a single myro. That being said I don't understand how being in a shield tank suit and removing your sield tank isn't a huge drawback. I was shooting these guys all day and destroying them. Favorite was to just shoot them enough to watch them fall and die. They should be harder to fit yes, but I have trouble believing that a cal with less than 300 shields is that much of a problem. Simply because it wasn't at all for me. I probably got killed by 3 different people using them because even with equal gun game their ehp can't hold up. Restricting pg and cpu more would prevent armour tanked shield suits using them and would probably be the best option to satisfy everyone here. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2550
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Posted - 2015.03.13 14:44:00 -
[45] - Quote
Fox Gaden wrote:Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote: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. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist... I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage. My memory is that resistance to turret splash was part of the original argument for heavies' resistance, but even so, DUST is an explosion-rich environment. And there are other vehicle turrets that have splash.
In a normal fps i'd agree with Breakin, but with the amount of explosive spam in DUST the heavies should keep their resistances imo.
Also, adding more splash back to vehicles is pushing their role back towards infantry-farming, imo.
PSN: RationalSpark
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Sgt Kirk
Fatal Absolution Negative-Feedback
9861
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Posted - 2015.03.13 14:44:00 -
[46] - Quote
Hah! My suspicions were right! They didn't suffer stacking penalties!
Pshh! I don't need numbers and maths! I've been with this game long enough to feel when stuff isn't working right.
**** you science!
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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Templar XIII
Vherokior Combat Logistics Minmatar Republic
89
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Posted - 2015.03.13 14:57:00 -
[47] - Quote
CONCERNING MYOFIBRILS:
The patch, as it has been rolled out, needs a bit, a BIG bit of polishing I agree...
GåÆ jump module tone down: massively (your 3 per suit approach is not bad either)
GåÆ jump animation: more authentic, no still persona flying through air motionless w/o even having to bend one's knees
GåÆ jumping needs inertia
GåÆ landing animation: have us i.e. reach a roof's latch barely and have us drag ourselves up then: even PrinceOfPersia for Gameboy 1st gen. had this, Titanfall might be a better comparison though... GåÆ GåÆ besides, just like jumping from great heights, there is to be no room for holding a weapon at the same time to begin with.
The blue pills in general are a wonderful idea with much potential for more vertical fighting, only their implementation is somewhat...
...half-baked,
...but remediable. |
duster 35000
Algintal Core Gallente Federation
392
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Posted - 2015.03.13 14:58:00 -
[48] - Quote
Takahiro Kashuken wrote:Take AV nades back down to 2.
600k is too expensive for something that isn't prototype.
Railgun still suffers from bugs which date back 3 years, mostly randomly overheating and firing all rounds or simply will not reload.
Railgun now overheats on the 3rd shot when it used to overheat on the 4th, it should at least go back to 4th or even 5th shot.
Missiles fire too slow to cause enough damage, either up the damage or add more in the clip.
No skill bonus on the HAV x8 skill.
PG/CPU increase on shield vehicles, still having to rely on resource modules. Infact do it for all vehicles variety is life.
Dispersion module doesn't work, no noticable difference.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Yeah, on a "Proto" shield hull I can't fit an regulator if it goes to the low slot, and have a small booster at the same time.
Extender X3, shield hard, booster, must use fitting mods, then no room let, adv blaster turret. or extender X2, booster x2, shield hard, same result.
Molestia approved
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Bright Cloud
Namtar Elite Gallente Federation
870
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Posted - 2015.03.13 15:16:00 -
[49] - Quote
Honestly the melee mods allow you to places that where dropship exclusive previously, however that comes of the price of sacrificing all highslot for this single purpuse. For example on the map biomass you can access most of the roofs as a scout/assaults and actually flank the annoying roofcampers with a shotgun. It adds another layer to the game and gets rid of the usual scrubbyness.
Bright is the opposite of dark! Who would have thought of that?!
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Doc DDD
TeamPlayers Negative-Feedback
386
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Posted - 2015.03.13 15:18:00 -
[50] - Quote
Large Rails have effectively been removed from the game, it is far easier to simply drive any blaster tank straight into any rail tank and hold down the fire button, reload once, and finish off said rail tank.
That said, I like where proto blaster armor tanks are right now... however, the other two turrets, and proto shield tanking, need to be brought up to the same level. If you call in a rail tank or missile tank you are doing it wrong at this point.
Shield regulators going in the lows is going to make ZERO difference, over 300 pg so I can have my crappy recharge rate start 1 seconds earlier? Makes more sense to stack more EHP as tanks spend the whole match running and hiding. At 300 pg the recharge rate needs to be doubled as well as faster.
Armor hardener duration is nearly twice as long as shields.. I would suggest increasing shield hardeners to the same duration.
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Logi Bro
Brutor Vanguard Minmatar Republic
3487
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Posted - 2015.03.13 15:51:00 -
[51] - Quote
Militia nanohives were also left out of the x3 buff.
Not sure if intended or not, but the Sica is pre-fitted with small blaster turrets, instead of railguns or missiles befitting of a Caldari vehicle.
SP Sinks? Fixed.
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duster 35000
Algintal Core Gallente Federation
393
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Posted - 2015.03.13 16:38:00 -
[52] - Quote
Doc DDD wrote:Large Rails have effectively been removed from the game, it is far easier to simply drive any blaster tank straight into any rail tank and hold down the fire button, reload once, and finish off said rail tank.
That said, I like where proto blaster armor tanks are right now... however, the other two turrets, and proto shield tanking, need to be brought up to the same level. If you call in a rail tank or missile tank you are doing it wrong at this point.
Shield regulators going in the lows is going to make ZERO difference, over 300 pg so I can have my crappy recharge rate start 1 seconds earlier? Makes more sense to stack more EHP as tanks spend the whole match running and hiding. At 300 pg the recharge rate needs to be doubled as well as faster.
Armor hardener duration is nearly twice as long as shields.. I would suggest increasing shield hardeners to the same duration.
No, shield hardeners need a shorter cooldown.
Molestia approved
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Boot Booter
Titans of Phoenix
1181
|
Posted - 2015.03.13 17:23:00 -
[53] - Quote
Please please don't simply limit the number of myos you can equip. That's just not the way dust should be. Instead fix the stacking penalty which clearly isn't working. Also consider adding a drawback to myos like decreased stamina pool or increased stamina use from jumping and melee.
I should say that having over 3 myos is a penalty on itself because you will take damage from hitting the ground. Unintended drawback... Beautiful. |
Lavallois Nash
Federal Transfers and Trades
536
|
Posted - 2015.03.13 17:55:00 -
[54] - Quote
LAVs should have the ability for their passive/active scans to be visible to the whole team. I feel this would help it more into a recon role for lightly armored ones. This way if you want to outfit a LAV with speed and a scanner instead of armor, it will actually be able to broadcast back to the team the information you are intercepting. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
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Posted - 2015.03.13 18:23:00 -
[55] - Quote
Fox Gaden wrote:Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote: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. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist... I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage. it's not explosive resistance, it's splash resistance. it applied to rail impacts when they still had splash, and it applies to PLC near misses. It applies to missiles from an ADS which were swapped to the projectile profile. it does not apply to mass driver direct hits. ONLY to the splash radius, and it's not particularly hard to lob a mass driver shell into a sentinel's underpants.
it's also not correctly applying to REs correctly or full-health cal and minsents would be able to take ADV and single PRO RE hits to the chin.
as it stands a basic RE that does less damage than a sentinel has health (after considering profiles) is instapopping any sentinel. the resistance isn't working, and the REs are doing more damage than intended.
AV
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Kaeru Nayiri
Ready to Play
631
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Posted - 2015.03.13 19:07:00 -
[56] - 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.
Praise be, mighty Rattati.
Know what cannot be known.
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BLOOD Ruler
N.O.V.A 514
1262
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Posted - 2015.03.13 19:46:00 -
[57] - Quote
I am against the nerf of the Myo I use 2 adv on Amarr scout and it appears balance. How about after you have 2 stacked the third doesn't appear that high Basic is as intended, Complex works right.
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
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XxBlazikenxX
Y.A.M.A.H
531
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Posted - 2015.03.13 20:04:00 -
[58] - Quote
Cat Merc wrote: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 Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother?
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
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Posted - 2015.03.13 20:42:00 -
[59] - Quote
XxBlazikenxX wrote:Cat Merc wrote: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 Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother? Dunno what you're talking about.
Rattatattatattatattatattatattatattatattatattati
Is a machinegun.
AV
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ROMULUS H3X
research lab
418
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Posted - 2015.03.13 20:55:00 -
[60] - 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, 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.
I sense an inability and reluctance to adapt to the new gameplay, It's been 2 days and people are still scared to leave their comfort zone? God damn babies, leave your diapers at home. I've been vouching for EVERYONE to invest into Myofibers for years and now that they became essential, there are people who STILL don't want them.
Geez, here's your Ba-Ba baby Boo-Boo.
Never said I wasn't BIASED by the way, happy that you could point out the COMPLETELY OBVIOUS to those who don't know I like to punch.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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