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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:08:00 -
[151] - Quote
Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me.
AVERT YOUR EYES!
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.24 18:09:00 -
[152] - Quote
CCP Rattati wrote:Soraya Xel wrote:CCP Rattati wrote:please read the whole thing. Overall a massive buff for dedicated AV, both infantry and vehicle. I did read the whole thing. Can you spell out the part where Swarms were buffed? If the damage was buffed in a way I'm not realizing, can you explain how that's supposed to help when I have half the range of a forge gun, and can't really hit anything I want to fire at anyhow? CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Logically, my ability to punt infantry suits with the forge means it's superior to swarms in multiple ways. Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch.
As someone who uses the PLC and Forge both on a regular basis, I am ok with this.
The PLC is a great utility weapon, splash for damaging enemies around corners, direct shots for taking out infantry, lucky / SIK shots for putting hurt on dropships and a half reasonable form of AV to help push away tanks.
I think the forge needs the crit shots more than the PLC.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.24 18:10:00 -
[153] - Quote
XxBlazikenxX wrote:Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you
exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:11:00 -
[154] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you.
#dealwithit
AVERT YOUR EYES!
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.24 18:15:00 -
[155] - Quote
XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you. #dealwithit seem like your pointlessly derailing
my guess is despite your statement you probably are one of said people that only know how to throw grenades that tends to be the case whenever a logical statement that would result in someones toy being nerfed is put out..
looks at all the "skilled players" that defended the long range rail rifle when i made threads that it needed nerfed for months ..then guess what ccp nerfed it
i bet ur just defending your tactic
most people i know of think grenades are a problem in fact the suggestion to remove the ability to resupply them with nanos has been around for 2 years cough cough KAZE kinda like the cough cough (vehicle lock) (runs and hides dont ban me ccp i said it VEHICLE LOCK )
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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nicholas73
Glitched Connection
488
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Posted - 2015.09.24 18:16:00 -
[156] - Quote
Finally looks like a good update. Since the grenades are being looked at what about the sleek variant? That definitely needs a buff.
Jack of all trades, master of none.
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Soraya Xel
Random Gunz Rise Of Legion.
6
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Posted - 2015.09.24 18:23:00 -
[157] - Quote
XxBlazikenxX wrote:-Forge is not the longest ranged AV weapon, swarm launchers track out to 100 meters more than forge guns.
This is entirely useless/unhelpful, because you can't freaking FIRE.
Swarms need 200-250 meter lock range to be a viable weapon against dropships. Their ability to outrange swarms is ridiculous, and for some reason swarms keep getting nerfed further.
Let's just agree that if this swarm nerf isn't reversed, we should just remove swarms. Having them in the game and claiming they're AV weapons is just lying to newbies.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:23:00 -
[158] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust
No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you. #dealwithit seem like your pointlessly derailing
my guess is despite your statement you probably are one of said people that only know how to throw grenades that tends to be the case whenever a logical statement that would result in someones toy being nerfed is put out..
looks at all the "skilled players" that defended the long range rail rifle when i made threads that it needed nerfed for months ..then guess what ccp nerfed it
i bet ur just defending your tactic
most people i know of think grenades are a problem in fact the suggestion to remove the ability to resupply them with nanos has been around for 2 years cough cough KAZE kinda like the cough cough (vehicle lock) (runs and hides dont ban me ccp i said it VEHICLE LOCK )[/quote] I'm not even skilled into grenades.
AVERT YOUR EYES!
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jerrmy12 kahoalii
G0DS AM0NG MEN
1
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Posted - 2015.09.24 18:24:00 -
[159] - Quote
XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you. #dealwithit NO U
so, shield stats? i can't view the docs on mobile
Closed beta vet.
Lurk mode is engaged.
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XxWarlordxX97
L0RDS 0F LEGI0N
4
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Posted - 2015.09.24 18:29:00 -
[160] - Quote
can I get a free repec when this hotfix comes out
Buff my cal heavy
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Kaze Eyrou
DUST University Ivy League
3
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Posted - 2015.09.24 18:31:00 -
[161] - Quote
jerrmy12 kahoalii wrote:NO U
so, shield stats? i can't view the docs on mobile
QAOldNew okRecharge Rate126220 okRecharge Delay43 okDepleted Delay106
OldOldOldNewNewNew QAFactionRoleShield RechargeRecharge DelayThresholdShield RechargeRecharge DelayThreshold okCaldariScout (basic)503650311 okCaldariLogistics (basic)254645311 okCaldariAssault3056403.510 okCaldariCommando (basic)206635410 okCaldariSentinel30463049 okMinmatarScout4046453.510 okMinmatarLogistics2056403.510 okMinmatarAssault25663549 okMinmatarCommando1866304.59 okMinmatarSentinel2046254.58 okGallenteScout30463059 okGallenteLogistics15662559 okGallenteAssault2076205.58 okGallenteCommando15761568 okGallenteSentinel15561067 okAmarrScout3046305.58 okAmarrLogistics1566255.58 okAmarrAssault20762067 okAmarrCommando1576156.57 okAmarrSentinel1556106.56
Depleted DelaysProposed CaldariProposed MatariProposed GallenteProposed Amarr okAllLight Suits3456 okAllMedium Suits2345 okAllHeavy Suits1234
Unfortunately, I'm too lazy to take a screenshot of it (unless someone else wants to do it, my screen is a bit small anyways), and formatting on the forums is pretty bad. But here it is.
Kinda wishing there was a [code] tag ability.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Thaddeus Reynolds
Facepunch Security
428
|
Posted - 2015.09.24 18:32:00 -
[162] - Quote
Kaze Eyrou wrote:jerrmy12 kahoalii wrote:NO U
so, shield stats? i can't view the docs on mobile QAOldNew okRecharge Rate126220 okRecharge Delay43 okDepleted Delay106 OldOldOldNewNewNew QAFactionRoleShield RechargeRecharge DelayThresholdShield RechargeRecharge DelayThreshold okCaldariScout (basic)503650311 okCaldariLogistics (basic)254645311 okCaldariAssault3056403.510 okCaldariCommando (basic)206635410 okCaldariSentinel30463049 okMinmatarScout4046453.510 okMinmatarLogistics2056403.510 okMinmatarAssault25663549 okMinmatarCommando1866304.59 okMinmatarSentinel2046254.58 okGallenteScout30463059 okGallenteLogistics15662559 okGallenteAssault2076205.58 okGallenteCommando15761568 okGallenteSentinel15561067 okAmarrScout3046305.58 okAmarrLogistics1566255.58 okAmarrAssault20762067 okAmarrCommando1576156.57 okAmarrSentinel1556106.56 Depleted DelaysProposed CaldariProposed MatariProposed GallenteProposed Amarr okAllLight Suits3456 okAllMedium Suits2345 okAllHeavy Suits1234
Unfortunately, I'm too lazy to take a screenshot of it (unless someone else wants to do it, my screen is a bit small anyways), and formatting on the forums is pretty bad. But here it is. Kinda wishing there was a [code] tag ability. http://i.imgur.com/AyvqAgn.png
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.09.24 18:41:00 -
[163] - Quote
I found myself nodding in agreement with the changes several times while reading the original post, particularly on the rifle section.
I am looking forward to trying the Magsec again.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Regnier Feros
Pielords
750
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Posted - 2015.09.24 18:45:00 -
[164] - Quote
Fox Gaden wrote:I found myself nodding in agreement with the changes several times while reading the original post, particularly on the rifle section.
I am looking forward to trying the Magsec again. The assault scrambler pistol caught my eye
LongLiveQueenZarZar
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
137
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Posted - 2015.09.24 18:46:00 -
[165] - Quote
Soraya Xel wrote:XxBlazikenxX wrote:-Forge is not the longest ranged AV weapon, swarm launchers track out to 100 meters more than forge guns. This is entirely useless/unhelpful, because you can't freaking FIRE. Swarms need 200-250 meter lock range to be a viable weapon against dropships. Their ability to outrange swarms is ridiculous, and for some reason swarms keep getting nerfed further. Let's just agree that if this swarm nerf isn't reversed, we should just remove swarms. Having them in the game and claiming they're AV weapons is just lying to newbies. Wow, could you get worse?
So, the second a dropship deploys, anywhere on the map, you want to be able to fire at it with auto aim weapons? Seriously? The few actually SKILLED swarmers that exists have ALWAYS waited till the dropship gets nice and close before unloading their missiles, because that almost ensures a kill and keeps you more protected via knocking the ship around (reducing it is stupid, by the way).
The only weapon that's going to hit you from 150+ meters is the small missile launcher, and that's extremely unlikely thanks to you being the size of a flees *****, and likely not even rendering to begin with. Side gunners might reak a little bit of havok finally, but probably not, since hovering still in midair is a wonderful way to get insta gibbed by rails and forge guns, and swarm launchers will still be able to hit you if they get beneath you where your gunners can't see.
Stop being bad.
Seriously |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:48:00 -
[166] - Quote
Regnier Feros wrote:Fox Gaden wrote:I found myself nodding in agreement with the changes several times while reading the original post, particularly on the rifle section.
I am looking forward to trying the Magsec again. The assault scrambler pistol caught my eye Hopefully it will be as useful as in the old days.
AVERT YOUR EYES!
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Sgt Kirk
Fatal Absolution Bleeding Sun Conglomerate
12
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Posted - 2015.09.24 18:51:00 -
[167] - Quote
Kevall Longstride wrote:Francois Sanchez wrote:A few things worry me :
The gal RoF bonus seems too good, and keep in mind it will buff variants such as the breach and the tactical that don't need a buff. It will also buff shotguns. We've had assurances from Rattati that the bonus will apply to AR's only. We were obviously concerned about the Bons becoming a machine shotgun gun. Also bare in mind that AR's will now be eating up ammo like candy so the clips will drain much faster. YOU ALL MISSED THE CHANCE TO EXPERIENCE THE GLORY OF THE BON BON MACHINE GUN
Sgt Kirk's Propaganda Youtube Channel
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Kaze Eyrou
DUST University Ivy League
3
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Posted - 2015.09.24 18:52:00 -
[168] - Quote
Thaddeus Reynolds wrote:Kaze Eyrou wrote:jerrmy12 kahoalii wrote:NO U
so, shield stats? i can't view the docs on mobile QAOldNew okRecharge Rate126220 okRecharge Delay43 okDepleted Delay106 OldOldOldNewNewNew QAFactionRoleShield RechargeRecharge DelayThresholdShield RechargeRecharge DelayThreshold okCaldariScout (basic)503650311 okCaldariLogistics (basic)254645311 okCaldariAssault3056403.510 okCaldariCommando (basic)206635410 okCaldariSentinel30463049 okMinmatarScout4046453.510 okMinmatarLogistics2056403.510 okMinmatarAssault25663549 okMinmatarCommando1866304.59 okMinmatarSentinel2046254.58 okGallenteScout30463059 okGallenteLogistics15662559 okGallenteAssault2076205.58 okGallenteCommando15761568 okGallenteSentinel15561067 okAmarrScout3046305.58 okAmarrLogistics1566255.58 okAmarrAssault20762067 okAmarrCommando1576156.57 okAmarrSentinel1556106.56 Depleted DelaysProposed CaldariProposed MatariProposed GallenteProposed Amarr okAllLight Suits3456 okAllMedium Suits2345 okAllHeavy Suits1234
Unfortunately, I'm too lazy to take a screenshot of it (unless someone else wants to do it, my screen is a bit small anyways), and formatting on the forums is pretty bad. But here it is. Kinda wishing there was a [code] tag ability. http://i.imgur.com/AyvqAgn.png Thank you kind sir. Have an internet.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Aeon Amadi
12
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Posted - 2015.09.24 19:04:00 -
[169] - Quote
jerrmy12 kahoalii wrote:Aeon Amadi wrote:Awesome. Now I can finally update my blog xD
Looking forward to reading and responding to comments and super excited to see how shield balancing works out. Can start working on Step Two of Shield Balancing. Unfortunately, all of that will have to wait until after class!
Keep killing, my friends! you have school? .......estimated time of release?
Kust got out of school. Eating lunch then heading home and can talk more.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Mikel Arias
Challengers 506
199
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Posted - 2015.09.24 19:05:00 -
[170] - Quote
When? I didnt read all, but in what I read I didnt see anything about this. |
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.24 19:08:00 -
[171] - Quote
Arkena Wyrnspire wrote:
Forge gun:
+ Longest ranged AV option + Has multiple useful variants + Highest alpha damage of all AV + Strong against infantry - there's a reason it's been used as a sniper replacement in the past (and been nerfed for it) + Most accurate AV option - can reliably hit weakpoints + Fastest projectile of all AV - Charge time - Lowered mobility whilst charging - Has to be on a heavy suit (? Does this count as a real combat drawback?)
Swarm launcher:
+ Tracking + Doesn't need to be used on a heavy suit - Short range - Travel time - Completely unable to defend against infantry, rendering a sidearm mandatory - Unreliable on ground targets (e.g. frequently running into walls) - Lock-on time (less than forge gun's charge up time though) - Cannot be pre-charged (unlike the forge gun)
There're probably a couple of points you can scrounge elsewhere, but I don't really think that lineup favours the swarms.
The one thing that has always bugged me about the FG is that range. It's a railgun on a heavy suit that has full up and down directional aiming and able to position itself in far more advantageous positions over a tank it's intended to fight. I would personally like to see the FG get knocked down a peg or two on range.
Maybe trade out for more damage but less range.
Breakin, where you at fool. |
Thaddeus Reynolds
Facepunch Security
432
|
Posted - 2015.09.24 19:11:00 -
[172] - Quote
Tebu Gan wrote:Arkena Wyrnspire wrote:
Forge gun:
+ Longest ranged AV option + Has multiple useful variants + Highest alpha damage of all AV + Strong against infantry - there's a reason it's been used as a sniper replacement in the past (and been nerfed for it) + Most accurate AV option - can reliably hit weakpoints + Fastest projectile of all AV - Charge time - Lowered mobility whilst charging - Has to be on a heavy suit (? Does this count as a real combat drawback?)
Swarm launcher:
+ Tracking + Doesn't need to be used on a heavy suit - Short range - Travel time - Completely unable to defend against infantry, rendering a sidearm mandatory - Unreliable on ground targets (e.g. frequently running into walls) - Lock-on time (less than forge gun's charge up time though) - Cannot be pre-charged (unlike the forge gun)
There're probably a couple of points you can scrounge elsewhere, but I don't really think that lineup favours the swarms.
The one thing that has always bugged me about the FG is that range. It's a railgun on a heavy suit that has full up and down directional aiming and able to position itself in far more advantageous positions over a tank it's intended to fight. I would personally like to see the FG get knocked down a peg or two on range. Maybe trade out for more damage but less range. Breakin, where you at fool.
At the same time though, the forge gun has lower magazine, ammo carried, and a slower refire rate than the big railgun turret. Additionally, the platforms the forge gun is deployed on are far more susceptible to small-arms fire than the HAVs/emplacements the Railgun turrets go on. My only problem with the forge gun is how effective it is at sniping...making it effectively a better sniper rifle than the sniper rifle, but this is more an issue with the sniper rifles than with the forge gun itself
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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7th Son 7
Hakuna Matatah Inc
1
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Posted - 2015.09.24 19:16:00 -
[173] - Quote
Since when were my advanced grenades " fairly useless "? I'm confused
Only your complete and total awareness is needed, nothing else will do. ----- OSHO
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Soraya Xel
Random Gunz Rise Of Legion.
6
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Posted - 2015.09.24 19:18:00 -
[174] - Quote
Let me propose a far better swarm fix, Rattati.
- Increase the lockon range to 225-250m. - Reduce the tracking range to more like 250m-275m.
This is both a quality of life improvement for:
- Swarmers can now actually fire at dropships again, without having to try to position themselves directly under the target. - Dropships have a much more reasonable chance of escaping shots they are actively trying to avoid.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Duke Noobiam
The Dukes of Death
549
|
Posted - 2015.09.24 19:19:00 -
[175] - Quote
As others have done, I'd like to voice my concern on the galente assault bonus.
It seems to me that 5% per level is obviously too much when you consider this will basically translate to a 25% DPS increase. We've seen in the past that much smaller increases to DPS have had huge impacts on balance and weapon viability.
Examples: 1. The ASCR DPS was recently buffed by 15%, it is now acknowledged that the weapon is unbalanced.
2. The 10% damage bonus my Commando gets is very noticeable when compared to using the same weapon with a logi or assault.
Why not make it 2% or 3% per level and evaluate the impact of the change rather than using a number that is glaringly too big and that will require lowering within one week of the release? |
Asad Thahab-Jabal
Incorruptibles
157
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Posted - 2015.09.24 19:29:00 -
[176] - Quote
Duke Noobiam wrote:It seems to me that 5% per level is obviously too much when you consider this will basically translate to a 25% DPS increase. It is a 5% flat bonus, or 1% per level. Not 5% per level.
Ripley Riley is on safari until Oct 9th. I will represent him until he returns.
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Jakkal Shoobah
Eastern Star Recon Group
237
|
Posted - 2015.09.24 19:32:00 -
[177] - Quote
Please don't **** this up dust community. That is all.
While slow to anger and occasionally indecisive, they are also capable of harnessing enormous resolve when truly tested.
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.09.24 19:33:00 -
[178] - Quote
Soraya Xel wrote:Let me propose a far better swarm fix, Rattati.
- Increase the lockon range to 225-250m. - Reduce the tracking range to more like 250m-275m.
This is both a quality of life improvement for:
- Swarmers can now actually fire at dropships again, without having to try to position themselves directly under the target. - Dropships have a much more reasonable chance of escaping shots they are actively trying to avoid.
You still get the turning radius nerf, which is fine, but we need some operational range we just don't have to make swarms viable. Forge still maintains far superior damage, range, and accuracy. Horrible idea. In truth, there isn't any true benefit for ADS at this stage, except for less dramatic avoiding maneuvers.
On top of that, giving swarms an increase in range will allow one of the most annoying tactics I've ever had to deal with. Redline swarms. And before you ask "what were you doing so close to the redline" check out some of the maps in dom, ACQ, hell even some skirmish matches have letters right up near the red zone. Telling me to avoid that is to basically tell me not to try to win, or assist my team.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Bremen van Equis
Incorruptibles
722
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Posted - 2015.09.24 19:38:00 -
[179] - Quote
Soraya Xel wrote:Let me propose a far better swarm fix, Rattati.
- Increase the lockon range to 225-250m. - Reduce the tracking range to more like 250m-275m.
This is both a quality of life improvement for:
- Swarmers can now actually fire at dropships again, without having to try to position themselves directly under the target. - Dropships have a much more reasonable chance of escaping shots they are actively trying to avoid.
You still get the turning radius nerf, which is fine, but we need some operational range we just don't have to make swarms viable. Forge still maintains far superior damage, range, and accuracy.
Remember, dear Soraya, with your sweet sculptural logics and werds, that the swarmer is effectively invisible (not rendering) to the DS pilot outside of the new lockon range.
Now pilots will be able to see you with your buffed shields on your buffed swarm-dmg calmando around the same time they can actually engage you. Wutz the problem?
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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Soraya Xel
Random Gunz Rise Of Legion.
6
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Posted - 2015.09.24 19:40:00 -
[180] - Quote
At 150m lockon, it is functionally impossible to kill a dropship that isn't AFK.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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