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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 06:03:00 -
[121] - Quote
As an expansion on that EMF emitter, lets have one for Dropships too to temporarily cloak against swarmlock.
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Adipem Nothi
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15
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Posted - 2015.09.13 08:11:00 -
[122] - Quote
el OPERATOR wrote:Retread hyperbole about Gallogi and permascan, personal issues about EWAR being binary. And fixes to return scouts to their undetectable, high hp, all-seeing peak. We need something else, people. The merry go round has to stop.
News Bulletin:
1. GalLogi scans really are a problem. It isn't hyperbole. Permascan is real, and players are tired of it. 2. The Scouts of your nightmares went extinct 9 months ago. By all accounts, today's Scout is UP. 3. No one here (especially me) wants a repeat scoutocolypse or a useless GalLogi.
Saying it ain't so won't change the facts. |
Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.13 10:03:00 -
[123] - Quote
Stefan Stahl wrote: - Active scanners could also be based around "time on target". Pull out scanner, aim it at a target, hold down the trigger. The scan e.g. starts at 60 dB and precision is reduced by 10 dB per second as long as the target is still inside the cone. Precision decreases until it reaches maximum precision for that scanner, e.g. 28 dB after ~3 seconds. The charge-meter in the bottom right could be used to indicate scan progress. When precision is smaller than profile, the enemy pops up on the radar until the trigger is released. When the enemy leaves the scanner's cone the precision resets. - An active dampener as a direct counter to active scanners (use wrist-computer for graphical representation). Upon activation the active dampener reduces scan profile for approximately the duration of one active scanner cooldown. The active dampener doesn't have to be held up to be in effect. Cooldown is twice the active duration.
This caught my eye because its very similar to something I was thinking about. The idea is to avoid Active Scanners having a 'permascan" feature which I think we can all agree on as being something that is not a good thing. Here is my version of what I think Stefan was getting at.
- Active Scanners have an charge meter much like Cloaks, that discharge while in use and recharge when not in use.
- Scanners have a minimum precision and duration
- While active, precision gradually improves.
- Because there is a max duration of scan, there is an effective max precision.
- If a target's profile ever exceeds the current precision of the scanner, the target will show up on scans.
- Targets will appear on scans for the duration of the scan (and potentially a short time after)
- The closer a target is to the max signature of the scanner, the less time they will spend on scans, and the more time the scanner will need to dedicated to scanning down that target.
http://smg.photobucket.com/user/leowen/media/activescanner_zpsw9lnfy7h.png.html
Thoughts?
"That little sh*t Pokey..." --CCP Rattati
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Adipem Nothi
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15
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Posted - 2015.09.13 15:37:00 -
[124] - Quote
Pokey Dravon wrote:Thoughts? Very clever. +1 |
el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 19:36:00 -
[125] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Retread hyperbole about Gallogi and permascan, personal issues about EWAR being binary. And fixes to return scouts to their undetectable, high hp, all-seeing peak. We need something else, people. The merry go round has to stop.
News Bulletin: 1. GalLogi scans really are a problem. It isn't hyperbole. Permascan is real, and players are tired of it. 2. The OP Scouts of your nightmares went extinct 9 months ago. By all accounts, today's Scout is UP. 3. No one here (especially me) wants a repeat scoutocolypse or a useless GalLogi. Saying it ain't so won't change the facts.
Its not as big a problem as the detrimental effects of having a base stat/core mechanic rewrite every 90 days OR peoples' unwillingness to adapt farther than the simplest of FPS playstyle.
Scouts were never my nightmare. Go reread our convos, I HTFU, GG and got busy. Only issue I ever had with the new scouts was 2 equipments and that was the only fix I ever asked for until somebody instigated other behaviour from me.
Nobody here would claim publicly that they were regardless.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 19:44:00 -
[126] - Quote
Pokey Dravon wrote:Stefan Stahl wrote: - Active scanners could also be based around "time on target". Pull out scanner, aim it at a target, hold down the trigger. The scan e.g. starts at 60 dB and precision is reduced by 10 dB per second as long as the target is still inside the cone. Precision decreases until it reaches maximum precision for that scanner, e.g. 28 dB after ~3 seconds. The charge-meter in the bottom right could be used to indicate scan progress. When precision is smaller than profile, the enemy pops up on the radar until the trigger is released. When the enemy leaves the scanner's cone the precision resets. - An active dampener as a direct counter to active scanners (use wrist-computer for graphical representation). Upon activation the active dampener reduces scan profile for approximately the duration of one active scanner cooldown. The active dampener doesn't have to be held up to be in effect. Cooldown is twice the active duration.
This caught my eye because its very similar to something I was thinking about. The idea is to avoid Active Scanners having a 'permascan" feature which I think we can all agree on as being something that is not a good thing. Here is my version of what I think Stefan was getting at.
- Active Scanners have an charge meter much like Cloaks, that discharge while in use and recharge when not in use.
- Scanners have a minimum precision and duration
- While active, precision gradually improves.
- Because there is a max duration of scan, there is an effective max precision.
- If a target's profile ever exceeds the current precision of the scanner, the target will show up on scans.
- Targets will appear on scans for the duration of the scan (and potentially a short time after)
- The closer a target is to the max signature of the scanner, the less time they will spend on scans, and the more time the scanner will need to dedicated to scanning down that target.
http://smg.photobucket.com/user/leowen/media/activescanner_zpsw9lnfy7h.png.htmlThoughts?
I like the addition of an Active Dampener, it's new content which in turn creates new gameplay potential. I think if the Active Scanner is to become an "only works while active" then the Damp should be the same. I also think considering the speed that conflicts occur at that if theres to be a high-low precision drop over time element 3 seconds from limit to limit is pretty long. 1.75-2.25 would probably work much better, especially if "painting" during cooldown is disappearing.
More than anything the benefit of this idea is it's new content .
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.13 20:02:00 -
[127] - Quote
New content doesn't do you much good if core concepts are still broken. You dont build an expansion onto your house if the main roof is caving in. Besides, Cloaks at least to some extent are active dampeners.
"That little sh*t Pokey..." --CCP Rattati
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 20:21:00 -
[128] - Quote
A lot of these things aren't actually broken tho, some people just don't like or can't handle the results. So instead of creating constant instability as to what and how the core works create game elements which allow creation of gameplay closer to what some people are looking for.
There will never be a sandbox if its constantly having the sand swapped for mud or rocks or woodchips or some combo of them.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 20:27:00 -
[129] - Quote
The
Quote:...main roof caving in...
in this game wouldn't be scanners/damps anyway, it'd be w/e the problem is that causes all those often -cited percormance issues. Lag,freezes, matches disappearing etc.
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15
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Posted - 2015.09.13 20:47:00 -
[130] - Quote
Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10%
Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession.
In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%.
Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. |
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Aeon Amadi
12
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Posted - 2015.09.13 21:16:00 -
[131] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline.
Hrmm.
http://dust.thang.dk/market_historycategory.php
According to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes.
Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability.
Negative Introspection - Aeon's CPM Blog
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.13 21:22:00 -
[132] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability.
As well as a decline in usage from a decline in actual playerbase across those periods.
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Leither Yiltron
0uter.Heaven
1
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Posted - 2015.09.13 23:02:00 -
[133] - Quote
el OPERATOR wrote:Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability. As well as a decline in usage from a decline in actual playerbase across those periods.
You could reasonably use the eve-offline charts' data to get a statistic that is (daily purchase numbers)/(daily average) or even .../(3-day daily rolling average). Not perfect, but maybe more reasonable.
Have a pony
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15
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Posted - 2015.09.14 00:46:00 -
[134] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability. There's no other way to describe scout usage trends. Within a month or two of Falloff, Scout usage dropped from outselling all else by 2:1 to underselling Assaults by the same massive margin. The nerf worked. The plummet in usage was immediate and sustained. To date, Scout usage has continued to decline. Current trends held constant, Commandos will be outselling Scouts in a matter of months. Whether that's good or bad is beside the point. The point is that Scouts aren't the OP problem they used to be and haven't been for nearly a year. |
el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.14 00:57:00 -
[135] - Quote
Leither Yiltron wrote:el OPERATOR wrote:Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability. As well as a decline in usage from a decline in actual playerbase across those periods. You could reasonably use the eve-offline charts' data to get a statistic that is (daily purchase numbers)/(daily average) or even .../(3-day daily rolling average). Not perfect, but maybe more reasonable.
I think there'd need to be mac ID tracking to determine actual usage, 100 alts and their purchasing trends doesn't help. I'm coming from the perspective that physically there used to be more players-in chats, in lobbies, in game. New/different ID behaviours are meaningless when the physical population is so obviously atrophying.
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15
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Posted - 2015.09.14 02:22:00 -
[136] - Quote
Leither Yiltron wrote:el OPERATOR wrote: As well as a decline in usage from a decline in actual playerbase across those periods.
You could reasonably use the eve-offline charts' data to get a statistic that is (daily purchase numbers)/(daily average) or even .../(3-day daily rolling average). Not perfect, but maybe more reasonable. Scout usage rates have declined by over 400% since December of last year. From over 80k to roughly 20k. We've no doubt lost players over the past 9 months, but you can't blame a drop of that magnitude on declining headcounts. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.14 02:57:00 -
[137] - Quote
Unless we see some actual usage statistics, and average kills per spawn, quoting market data is wildly unhelpful. If we lost all the EZ mode FOTM jerks but the regulars stuck around and still devastate, then that would say quite a lot about the class.
But market data alone, in a vacuum is next to useless.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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15
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Posted - 2015.09.14 03:00:00 -
[138] - Quote
Breakin Stuff wrote:Unless we see some actual usage statistics, and average kills per spawn, quoting market data is wildly unhelpful. If we lost all the EZ mode FOTM jerks but the regulars stuck around and still devastate, then that would say quite a lot about the class.
But market data alone, in a vacuum is next to useless.
Google Doc
^ That's all we've got. If you need fresh data, you guys are closer to the source than anyone here. If you wanted to, you could just ask Rattati. "Hey boss, Scout usage is down. Are they underperforming or are they just whiny bastards? Is there any room for us to maybe nerf 'em again? Maybe in the EWAR department, again? Or should we actually pay mind to their feedback?" |
Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.14 03:13:00 -
[139] - Quote
Breakin Stuff wrote:Unless we see some actual usage statistics, and average kills per spawn, quoting market data is wildly unhelpful. If we lost all the EZ mode FOTM jerks but the regulars stuck around and still devastate, then that would say quite a lot about the class.
But market data alone, in a vacuum is next to useless.
I think a more proper metric would be "What percentage of the playerbase uses this role compared to the total playerbase"
I mean as an extreme example, if 50% of the people were scouts but now it's closer to 20% (appx where it should be) that could also explain a more drastic drop in total scouts.
"That little sh*t Pokey..." --CCP Rattati
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Leither Yiltron
0uter.Heaven
1
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Posted - 2015.09.14 03:23:00 -
[140] - Quote
el OPERATOR wrote:
I think there'd need to be mac ID tracking to determine actual usage, 100 alts and their purchasing trends doesn't help.
When I say "daily average", I mean the daily average simultaneous player count. You won't be getting a precise tracking of per capita purchases, but presumably the unique daily player count is strongly associated with the average simultaneous player count. It's ad-hoc, but more useful than raw market numbers.
Have a pony
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15
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Posted - 2015.09.14 04:20:00 -
[141] - Quote
Wife's in labor :-) Back later ! |
el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.14 04:35:00 -
[142] - Quote
Adipem Nothi wrote:Wife's in labor :-) Back later !
Good Luck!!
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.15 02:24:00 -
[143] - Quote
el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-)
Carry on, gents. o7 |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.15 02:47:00 -
[144] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-) Carry on, gents. o7 Maybe he'll be the Sentinel in the family!
AVERT YOUR EYES!
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.15 05:03:00 -
[145] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-) Carry on, gents. o7
Yay for Lil' Nothi!
"That little sh*t Pokey..." --CCP Rattati
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.17 00:16:00 -
[146] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-) Carry on, gents. o7
Congratulations!
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.17 01:52:00 -
[147] - Quote
Thx, guys! Meet James Nothi.
Chubby or not, he will learn the knives :P |
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