|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
BARAGAMOS
Kinsho Swords Caldari State
258
|
Posted - 2015.10.03 19:46:00 -
[1] - Quote
Well apparently they work fine from the number of people using them. EVERY game yesterday there were multiple people starting off as redline snipers. Its a low risk BS tactic that really has no place in the game for a reason. If you could not hide in the red line and require counter sniping as the lone answer to doing it then it would be a little better. It is a completely unsatisfying game experience (remember this is a game) to have multiple suits knocked off or start every encounter wounded by some ZERO skill scrub who thinks sitting in the redline is playing a FPS. Sniping is relatively easy compared to actually participating in the mass combat. It is also much less risky. The Thales obliterates 650 hp suits in a single body shot, and even if it does not kill the target he will die in the next encounter with an enemy because be has less than half his hps. Some of you kids need to remember that games are supposed to be fun for everyone playing, and sniping is only fun for one person. That's why you see it nerfed not enhanced. OHKs ruin the FPS feel, and if everyone can OHK or safely 2 shot every suit in the game from the redline that's all the game will become. Sniper rifles are already great. The fact you can one hit everything below proto with a poorly placed body shot from a Thales or two shots form a Tactical is already OP. I can't melt an AM Assault with an AAR from 400 meters while he can't return fire. So why should anyone be able to hide in safety and kill with impunity? This game is about risk and reward, and right now the sniper rifle is already a lot less risk than the reward you get. I am sorry some of you have a hardon for scrub tactics where there is little to no counter play. This is the same myopic "mommy I want to kill but not be killed" attitude you see from tankers and ADS pilots. If you want to pad your K/D you have to take a risk. It is a FPS not a sniper simulator. Much like it is not a Tank Commander Sim. I see lots of whining to make these things kill easier and safer, but no ideas to actually balance them. How about high damage but no ability to fire from the redline...I'm guessing the number of snipers will drop fast. Like I said, yesterday there were snipers killing people in the first 3 minutes of the game on every open map. Nothing like starting a game and getting OHKed before you even see the first enemy right...
Come on grow some balls and realize anyone with any sense can read these threads as what they really are. QQ I can't kill with one shot from the luxury of my MCC. If you don't like the way sniper rifles are now, just pick up another gun and actually try to take a point. |
BARAGAMOS
Kinsho Swords Caldari State
258
|
Posted - 2015.10.03 20:04:00 -
[2] - Quote
fragmentedhackslash wrote:[quote=Summa Militum] This is just stupid wrong.
My suggestion, is to return many things to DUST514, one of these being the 800m range table of the sniper rifle, I used to shoot over the horizon ranges, and it took me a very, very long time to get proficient at this, and there were only a few that were. So the 3200m proto sniper rifle range table is NOT OP. That is the correct range for a futuristic sniper rifle, operational at over the horizon ranges. This is where I, and a select few, used to operate.
//slash
No modern rifle in use by any military fires 3200 meters..
Not even half that for Marine/Army issue. So that's a far stretch for the future considering at 1.6 miles the curve of the earth is hiding the target on flat ground.
Even in the future 3200 meters is a LONG way to fire a round and expect it to land with any interference wind/humidity/barometric pressure/ turning of the planet from a hand held device. The amount of velocity needed for that would require a huge amount of energy. Not sure that would be in line with the tech level of other guns in the game. If you are talking about it being futuristic, it cant be more advanced than say the AR. A gun landing that round would be the only gun you ever needed and in truth with that velocity would shred tanks as easy as people. So the current SR ranges seem already out of line with the other nonsniper weapons. They do much more damage over a much greater distance, and increasing that range just skews those numbers more.
|
BARAGAMOS
Kinsho Swords Caldari State
258
|
Posted - 2015.10.03 20:50:00 -
[3] - Quote
Zan Azikuchi wrote:Summa Militum wrote:Doc DDD wrote:sniper range should be similar to large rail turret range.. im all for at least 600m on both... My friend Joey, who pretty much only plays Eve now, stopped playing Dust514 because of a reduction in the range of Sniper Rifles. Apparently, before I started playing this game I guess, the range of Sniper Rifles was much greater than it is now. The SR had the range of 600 meter's before the nerf, when the game had the sharpshooter skill for all weapon's which at base skill, gave 25% increase to range and sharpshooter proficiency gave 15%, which gave the Sniper Rifle 240+ range or a maximum of 840 meters. Something as a sniper, I miss a lot, especially back before they added walls to objectives, snipers could keep objectives from being hacked and be useful to the team, more than be the "kill anything or kill nothing at all" sniper type. If they don't change the SR range's back, at least reintroduce sharpshooter and sharpshooter proficiency. And to help snipers remove the walls of null cannon's so that we can get into position, and even fight for position's with enemy sniper's in the mountains on certain maps. (In example, the map on domination with the mushroom building, and the null cannon in the courtyard) It would make for such a more interesting game if more forces could fluctuate and influence the flow of the battlefield, more so than a mario scrub with an MD and some RE's.
So who ever first hacks an objective keeps it all game??? That's what the ability to snipe a hacker means. So no put up more walls so that the game can be played. Not speed hacks to start and snipe camping until the game ends. That does not even sound fun...why would you want that?
The Mario scrubs are an issue on their own. Maybe we should just put them and snipers in a bag and them fight it out...may the best scrub win.
|
BARAGAMOS
Kinsho Swords Caldari State
259
|
Posted - 2015.10.03 22:02:00 -
[4] - Quote
Zan Azikuchi wrote:BARAGAMOS wrote:Zan Azikuchi wrote:Summa Militum wrote:Doc DDD wrote:sniper range should be similar to large rail turret range.. im all for at least 600m on both... My friend Joey, who pretty much only plays Eve now, stopped playing Dust514 because of a reduction in the range of Sniper Rifles. Apparently, before I started playing this game I guess, the range of Sniper Rifles was much greater than it is now. The SR had the range of 600 meter's before the nerf, when the game had the sharpshooter skill for all weapon's which at base skill, gave 25% increase to range and sharpshooter proficiency gave 15%, which gave the Sniper Rifle 240+ range or a maximum of 840 meters. Something as a sniper, I miss a lot, especially back before they added walls to objectives, snipers could keep objectives from being hacked and be useful to the team, more than be the "kill anything or kill nothing at all" sniper type. If they don't change the SR range's back, at least reintroduce sharpshooter and sharpshooter proficiency. And to help snipers remove the walls of null cannon's so that we can get into position, and even fight for position's with enemy sniper's in the mountains on certain maps. (In example, the map on domination with the mushroom building, and the null cannon in the courtyard) It would make for such a more interesting game if more forces could fluctuate and influence the flow of the battlefield, more so than a mario scrub with an MD and some RE's. So who ever first hacks an objective keeps it all game??? That's what the ability to snipe a hacker means. So no put up more walls so that the game can be played. Not speed hacks to start and snipe camping until the game ends. That does not even sound fun...why would you want that? The Mario scrubs are an issue on their own. Maybe we should just put them and snipers in a bag and them fight it out...may the best scrub win. You seem to completely missed my example, that sniper(s) would be fighting over position, and seem to believe that your team wouldn't have a counter sniper(s) or an ADS, or someone to go out to hunt the individual(s), It's not meant to be fun for you, the mud runner's, it's meant to add more interesting gameplay for sniper's, you must also understand that not everyone can just walk in with an Amarr AK.0 or Gallente GK.0, right? And in regard's to my last post, the point was, even if you use a weapon that has immense range, most people aren't going to try and waste their ammo to waste a guy that they could potentially miss and would be more comfortable shooting at much closer ranges, where they have experience shooting at. Case in point, I can kill player's with a BK42 ACR at a range of 70-80 meter's, feathering the weapon, but most other player's shoot at ranges of 30-40 meter's, which if they feel comfortable shooting at that range, all the more power to them. Even the AR can snag a kill at 70 meter's, provided they have low armor, or rather 250 or less armor and no cover. Fact is, many gun's have the range, most player's and people shoot at shorter range's. (Another example and an excellent one at that, is the ARR which has close to the same range as the RR, and once again, most players don't shoot at the medium distance range, but prefer to get closer to the enemy, for better sight on enemy acquisition). So like in most video game's, most weapon range's are pretty much utility, their there, but most people choose not to use it, mostly because the gun-games meta is purely centered around being in close, which makes excellent gun-game for supporting classes, such as Sniper, Mortar/Support, and Tank. Fact is, there's just too much preventing a sniper from doing his/her job in this game and a mortar/support or tanker will be able to function equally on the battlefield, would be nice if we could tag player's on the mini-map with a sniper rifle and get recon/scan assist's, like having your target in your sights for more than 2 second's and he/she automatically becomes tagged and seen by the rest of the team.
Do you read this after you post?
First the game is about those guys running around as mud runners in those suits, not about camping to snipe. Sniping IS NOT a role in this game. Read the suits to understand roles. Sniping has a very small niche for a reason. They don't have job as you put it. Assaults, scouts, heavies have roles and can take whatever 'Job" they want to take on. If its not fun as you say why would you want it in a game???
Only a complete idiot believes that if you increase range on a sniper rifle suddenly half the game players became incapable of pointing and clicking at the new range for some reason. THERE IS NO SKILL DIFFERENTIAL between the best and worst players in this game when it comes to moving your thumbs. They will snipe at the farthest possible range that gives a clear view just like they do now... Why would that change????
Snipers are a fine addition to the game, but by no means meant to be a role. That's why their is no suit labeled sniper. Having some guy you cant even see kill you while you try to hack a point... why would that seem like a great idea. So then you have to change suits and try to find a the guy in his redline hoping he does not shot you while you try to find a place to actually get a shot in without his team killing you. VERY NARROW COUNTER PLAY. Increasing the range or opening up the maps gives you even less counter play. I am not anti SR, but I am anti easy mode. Right now snipers are already easy mode. They are low risk and high reward which is against the entire premise of the game. |
BARAGAMOS
Kinsho Swords Caldari State
266
|
Posted - 2015.10.04 00:30:00 -
[5] - Quote
Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop.
I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. |
BARAGAMOS
Kinsho Swords Caldari State
266
|
Posted - 2015.10.04 02:22:00 -
[6] - Quote
Aeon Amadi wrote:BARAGAMOS wrote:Precisely, nothing is wrong with it. It is working more than fine, but every couple weeks we get the "OMG I can't hit a guy in the head but I want to OHK dudes from the redline" post. It gets old. The guys with proto/officer snipers and fully skilled out SRs are having no trouble sniping. The issue is all the wannabe marine recon scrubs not understanding the game, and thinking just because a gun says sniper rifle its an excuse to play solitaire from 400 meters and they want to shoe horn it into situations were it is not the right fit. Its a gun like any other gun in the game. Its not a role. I don't say "I'm a Rail rifler", and the rail rifle is not going to be good in all situations. The sooner the wannabes understand that the sooner, the "Please CCP make me a killing machine with no risk from the redline because I cant hack the actual game mechanics" stop. I mean come on, I want an insta kill button on my control pad where I just have to see a guy and press it, but I don't think that's very good for the game. Sniping is not hard, is not a role, is not even usually helpful to the team on most maps. It is useful in a select few situation like any other weapon in this game. It is also sadly one of the options with the fewest counter strategies which is a great reason to keep it the way it is, or even better just increase the damage and make it only usable when not in the redline. That balances the risk and the reward. I just get tired of people thinking the SR is any different from other guns. Its a tool to be used some of the time when the situation calls for it. It is not a full time occupation...hence no suit named sniper. They work fine; they kill more than fine, so aside from the QQ about being bad with them I'm not sure what people want. Apparently just insta kill buttons. If you think it's an instant win button, you clearly have never sniped in Dust 514 before.
Again you seem to have a literacy issue Aeon: No one ever said it is an instant win button. Sound out the words and read it again. Kill is not the word Win. You have this issue a lot, we write one thing and you read another. Then you post something random. There is a reason you are getting a lot of bashing lately. Mature up and READ the posts.
I snipe seldom, but when I do its not exactly hard. It is certainly not an instant win, but in fact, usually contributes little towards a win. Most of the time having another person pushing the objective is ten times better than one guy sniping. It has its place in the game, but its not a do every game activity as some players want it to be. Its a tool that right now is one of the few things in the game working OK. It probably needs some fine tuning, but upping range or damage is not right direction from the current base. Players who know when to use the tool do really well with relatively little risk compared to other in-game activities, and those who don't come here and beg for OHKs from 400 meters on all maps. It just needs to be seen as just another gun to be used when appropriate, and not given some mythic status as a separate role in the game. The AR will not be useful on all maps, and most people seem to grasp that. The issue seems to be when people can't apply the same logic to SRs. |
BARAGAMOS
Kinsho Swords Caldari State
266
|
Posted - 2015.10.04 04:16:00 -
[7] - Quote
Zan Azikuchi wrote:[quote=BARAGAMOS][quote=Aeon Amadi][quote=BARAGAMOS] So with your logic, sniper's have no role, in a realistic stand-point that could be a very grave problem (no pun intended), because if we look at this with a realistic type of view, how would Caldari ever win if they never had sniper's? Exactly they wouldn't not to say they wouldn't be helpful, given the fact that many Caldari weaponry have long spool time's, the caldari would be at a considerable disadvantage if they were caught off guard by a Gallente Scout who, logically, flanked from a different angle and distracted the opposition long enough for his own troops to encroach on the Caldari forces and engage from a distance of their liking, now by your logic, the only role's there ARE, is those that are currently in the game, so if THAT were realistic, then logically sniper rifle's simply wouldn't exist PERIOD, so taking THEM out of the equation, there would be, absolutely NOTHING, to stop Gallente from ruling over Caldari with an Iron Fist.
Now Sniper's do actually deserve their own role, as in many FPS' from the Battlefield franchise, to many unnamed franchises they fit a specific role, that's flexible, and can support the allied team in more than 1 way, wouldn't make much sense to have an SR in a futuristic game and not expand upon it in someway, which is what really need's to happen.
Also your claim that your not "Anti Sniper" completely contradicts the fact that you pretty much, bashed on a few sniper's already, not twisting word's, just pointing out the obvious.
Furthermore, you're pretty much insulting anyone who even tries to defend the sniper rifle.... And we haven't even called you out by name..... You're the only one who seem's pretty hostile in this current moment.
You might want to understand what "role" means for Dust. They are listed in the Wiki and on the drop suit pages if you need help finding them. Amazing enough sniper is not listed. The SR is just a gun like any other gun it is not a role. Treat it like a tool not an occupation. It is not going to be useful on most maps and trying to force it to be is like trying to force the AR to be useful on every map. I am not antisniper, I am anti "OMG let me have OHKs from 800 meters." Sorry your programing from other nontactical FPS lead you to believe that sniping was a role that every game needed on every map. Sniper deserves no more a role than a Laser rifler....They are both just guns. Both can be used on the role of scout, commando, assault, etc. Both also are not going to be good on every map, but on some maps they are great. Clamoring for the sniper rifle to be good everywhere is the same as wanting the Mass driver or any other gun to be good on every map. That's more than unreasonable.
As for that example ....the bolt pistol works fine on that scout, other than that I am not even sure where you were headed with it.
The sniper rifle does not need defending, it puts in work all day. What needs defending is the QQ about how it needs more range, less sway, or more damage. It is not meant to be an every map every game weapon much the way MDs or swarms are situational. I have yet to see a half competent sniper not have many multiples of Kills to death in a game where there is open ground like the bridge. So, again why are you wanting to "fix" something that right now works fine except to want to OHK from farther away.. that's the only argument I see on here. Guys wanting to basically chill in the MCC and press R2 for kills. The SR has no issue being a real force on many maps and with a DS to get you to some really nice perches it is already downright oppressive on maps such as the one that looks like a dam. Like I said I use the sniper rifle on occasion to counter snipe, and its not underpowered. If its skilled out you can bring down anyone on the field with two or less hits to the body from much farther than they can even see you. I am sorry but shooting a guy when you don't even render on their screen is a huge advantage that you already have. What more are you wanting???
The key is to treat the SR like any other gun. It is not going to be something you can use every map. It's not going to be a OHK machine that lets you go 20/0 every game either. It is a great TOOL for some maps and allows for some great games when it is called for, but in most cases it is simply not going to be useful enough to warrant running.
Besides you really don't want 16v16 redline sniper games because the gun over shadows other guns in the game after you turn up the damage, reduce the sway, and increase the range. |
BARAGAMOS
Kinsho Swords Caldari State
269
|
Posted - 2015.10.04 05:09:00 -
[8] - Quote
Zan Azikuchi wrote:Except I'm not asking for more damage, especially not reduced sway, either increased range or maybe reintroduction of sharpshooter skills to increase the range, or maybe the ability to tag my enemies, so that my allies can see their location's, that's all I'm asking for. It's more upsetting to see an enemy within the scope and know he's going to get away with everything he want's like some spoiled teenager from a rich family, all because your allies aren't on comm's or are too ignorant, or unaware to know where the enemy is at.
If not able to kill them, at least give us the ability to tag em'.
That seems like something that would give guys with sniper rifles a more rounded purpose and make them more useful on more maps without amping up the actual gun itself. So maybe some combination of abilities that make snipers not feel like your team is down a man is the right answer. |
BARAGAMOS
Kinsho Swords Caldari State
326
|
Posted - 2015.10.14 20:57:00 -
[9] - Quote
Skyline Lonewolf wrote:Samantha Hunyz wrote:Symbioticforks wrote:Breakin Stuff wrote:I personally feel that the failures of the sniper rifle are too intrinsically tied to core issues like movement not having inertia, low framerate and poor hit detection to be reasonably hotfixed. I don't even know the state of thing these days. However, the last time I was around these parts. CCP went over the top with headshot damage multiplier which only needed a small buff, and almost completely ignored increasing base damage. They also reduced the charge sniper rifle clip size from 5 to 3. Which made the Rifle obsolete when you could spam fire 5 bullets from a standard sniper rifle praying for headshots and do just as well if not better. Reducing the magazine size from 5 to 3 on the charge made the weapon incapable of killing some heavies without reloading if you hit the body on all 3 shots. Those extra bullets were needed, especially considering the lag / framerate issues of the game. Anyway, if CCP had listened to me, and accepted my proposed damage scaling I feel this would be a lot less of an issue. Also the unrequested (unchangeable) Sniper Rifle Cross Hair change, was super annoying as well. I totally agree. The headshot multiplier was never needed. It effectively makes counter sniping easier and did little for the actual sniper. HP and speed increases has made the sr irrelevant. If hit detection worked, headshots would be more attainable. Oh and don't get me started on those "temporary" sights that nobody wanted. I want legitimate crosshairs. I use the tac most often, and it feels like I am being punished for trying to get closer with an AOE style sight. completely agree on CSR and how it has been affected. the reload mainly from having 2 less bullets per clip makes it obsolete considering you have to factor in charge time. heavies took 4 body shots to kill regardless if not a head shot and a follow-up. the other guns seem to be in the right place though in terms of mechanics. most people agree that the SR damages should scale better also. so much could be accomplished for the betterment of gameplay for everyone if they actually listened to sniper proposals from the guys who actually snipe a majority of the their gameplay. not to sound bitter, but it's like getting intel from the source lol but unbiased. we've more than showcased many ways that this can be done without destroying balance, but rather, promote it in our feedback. that's also utilizing available assets. anyway, still good to see you chime in once in a while Symbs. To Aeon: I know that nothing is guaranteed, ahd you don't mean to get our hopes up, but proper scaling of SR damage relative to the Thales, redline distance/tweaks, and some range reversion will go a long way to promote balance and making this weapon/role more effective on the battlefield imo.
Not sure everyone or even the majority think anything is wrong with the SR as it is. Most people, in fact, seem to think they are a area best left alone. A good sniper has no trouble producing results, and most players are not happy with OHKS from redline campers. So I am not seeing this ground swell of enthusiasm to fix the SR when its not broken. All I see is increase my range and damage as desired fixes from marine recon wannabes. How about Fixing it so the SR can't fire from the redline? I'm in favor of greater damage then, but I'm sorry most players seem to agree they do not add an enjoyable element to the game and making them better for redline camping will not change that option. You can't hack a point while sniping, and most maps are not even good for using the SR. Those maps that are good for sniping are also great for other mid to long range rifles to excel, but its difficult for those guns to have a chance to shine in those open maps if the SR OHKs everything that moves.
Just saying they work great now, work on your aim and realize like ALL OTHER GUNS they have a time and place to be used and require you to pick you targets. Wanting the sniper to be effective against all suits is the same as asking for any other weapon to effective against all suits. Its myopic and when you think about it unreasonable.
|
BARAGAMOS
Kinsho Swords Caldari State
340
|
Posted - 2015.10.15 19:34:00 -
[10] - Quote
Obviously you can't communicate your ideas very well then. Because all that post calls for over and over is a power increase in the SR. You use the word balance, but only ask for additional buffs to the SR. Which, as I underlined to accentuate, is not to the betterment of all players. The SR kills most assaults in 1 or 2 shots on a dedicated suit. Also the shield regen should not be a factor for the SR. If you can't land two shots in four seconds you don't really need to be using the gun. The first shot should put them down to below half life, and the second should finish them even if they regen for 2 seconds. In truth the SR usually kills most suits on the field that are not heavies in one shot. You don't always need to aim for the full health guys either. Every loyalty Apex I have can be OHK by a proto sniper. So, I still don't see where the lack of balance is and most seem to agree.
Again all I see is another guy QQ on the forums because he wants to redline camp and OHK guys. That's not balance. Besides, right now I have no issue killing people with the SR, so I am not sure why you would have an issue. Anecdotally speaking it is a great weapon in balance. You can't use it every game because not every map is ideal for it, so you need to understand that concept. Much like the MD or Swarms it is a particular solution to a particular problem...its not a general purpose K/D padding machine.
So the best suggestions I could give you are work on your aim if the SR feels weak to you, or even better get the hell out of the redline and help your team flip an objective. Because right now the SR needs neither damage nor range buffs to do its job in competent hands like any other weapon.
|
|
BARAGAMOS
Kinsho Swords Caldari State
340
|
Posted - 2015.10.15 20:00:00 -
[11] - Quote
Shart Machine wrote:BARAGAMOS wrote: Obviously you can't communicate your ideas very well then. Because all that post calls for over and over is a power increase in the SR. You use the word balance, but only ask for additional buffs to the SR. Which, as I underlined to accentuate, is not to the betterment of all players. The SR kills most assaults in 1 or 2 shots on a dedicated suit. Also the shield regen should not be a factor for the SR. If you can't land two shots in four seconds you don't really need to be using the gun. The first shot should put them down to below half life, and the second should finish them even if they regen for 2 seconds. In truth the SR usually kills most suits on the field that are not heavies in one shot. You don't always need to aim for the full health guys either. Every loyalty Apex I have can be OHK by a proto sniper. So, I still don't see where the lack of balance is and most seem to agree.
Again all I see is another guy QQ on the forums because he wants to redline camp and OHK guys. That's not balance. Besides, right now I have no issue killing people with the SR, so I am not sure why you would have an issue. Anecdotally speaking it is a great weapon in balance. You can't use it every game because not every map is ideal for it, so you need to understand that concept. Much like the MD or Swarms it is a particular solution to a particular problem...its not a general purpose K/D padding machine.
So the best suggestions I could give you are work on your aim if the SR feels weak to you, or even better get the hell out of the redline and help your team flip an objective. Because right now the SR needs neither damage nor range buffs to do its job in competent hands like any other weapon.
At least quote who you are talking to, because right now it looks like you are assuming quite a bit. If that's the case, then you couldn't be more wrong. Edited grammar
For some reason it dropped skylines quote... |
|
|
|