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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.28 19:51:00 -
[61] - Quote
deezy dabest wrote:Jadek Menaheim wrote:deezy dabest wrote:This causes a potential problem with heavies which armor heavies get a huge benefit from jumpy mods by being able to clear a 3 inch curb. Heavies can't fit EQ. Buff heavies base height and add a factor to pure armor plates which reduce jump height. That just buffs shield heavies who already have more mobility. In keeping jump/melee as an equipment, how would you suggest handling heavies who currently don't have an EQ slot?
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.28 19:57:00 -
[62] - Quote
Nirwanda Vaughns wrote:or even make myos low slots. least that way they can't stack cardiac regulators with them for infinite jump power or kincat melee So jumpy Min assaults and Gal assaults who can fit myos and damage mods. I see that working out great for CQC mass drivers and plasma rifles.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 00:21:00 -
[63] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:All I'm saying is that it just seems that you've ran bio suits for a couple of weeks and came to the conclusion of ..... ( meaning whatever your trying to do now ) , which is basically meaningless in an attempt to change something that doesn't need to be changed. I'd say it's been more than a couple weeks. I whacked you upside the head (in this melee montage) toward the beginning of August. I had been running commando melee builds some time before that--and I continue to run melee brawler fits since then. Safe to say I have experience on the subject of biotic builds.
Rattati has demonstrated with his process of hotfixes to the commando and biotic modules, that he has no intention of getting rid of the commando's niche role to wreck everything in CQC (note his decision to allow melee against HAVs in the latest patch). He recognizes that it is a combat counter role for clearing heavies out of entrenched objectives--fostering more fluid play. I am advocating;
1.) that such melee power only have a 20 second window, before having to recharge. i.e. if a heavy/assault/logi/scout can outmaneuver a commando's 1m power punch, they are safe from a 1-2 ohk.
2.) younger skill point players have access to same melee power (both to mount offensives and defend against brawlers), only at slower recharge times.
3.) increase the cost of melee builds that seek to optimize for quicker recharge at adv and pro EQ tiers (more frequent engagement windows). 2228dps for 15k-30k ISK (with other weapons equiped) is on the cheap end for something that can punch continuously. However, if you increase stamina costs, that makes access to proto green bottles mandatory--increasing power potential divides between new and old players. Let's balance around EQ recharge time.
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The Johnny Blaze
Nicholas Cage Fighters
19
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Posted - 2015.10.29 11:55:00 -
[64] - Quote
#REKT
Do you have what it takes to enter the Cage?
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Nirwanda Vaughns
1
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Posted - 2015.10.29 12:21:00 -
[65] - Quote
Jadek Menaheim wrote:Nirwanda Vaughns wrote:or even make myos low slots. least that way they can't stack cardiac regulators with them for infinite jump power or kincat melee So jumpy Min assaults and Gal assaults who can fit myos and damage mods. I see that working out great for CQC mass drivers and plasma rifles.
yeah true, forgot about DMs always teh first suggestion of just removing the jumping ability and adding in a charged jump. it controls the max height a suit can jump but still allows heavies more mobility for broken models/invisible walls. twice jump height would be more than enough to get over many obstacles while still allowing lighter suits alternate paths over certain walls
Please fix my C-II hitpoints!! Jesus and I love you :)
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 12:34:00 -
[66] - Quote
Again, you run into issues with charged jump in Dust.
Jadek Menaheim wrote:Nirwanda Vaughns wrote:there was no need fo rjumping mods. just a charged jump. Hold down X for a brief time and you jumped twice as high for twice the stamina. it'd allow heavies to get over small bumps. problem sorted. -Requiring twice the stamina for power jump further increases the divide between new and old players with access to mobility that allows them to shoot at the same time. Vets will almost always have the combat height advantage over less sp skilled players here. Proto green bottles give you much larger stamina pool and much faster stamina recharge time. -Adding a 'hold x to jump tool tip' requires localization, which also requires altering the baked in Scaleform UI elements of the HUD. These are very unwieldy to work with in Dust according to devs. With the cloak equipment, its icons already exist. -The cloak already affects player attributes, e.g. suit db profile. It may be easier for devs to simply make a cloak, decouple the character mesh alteration, and have it affect jump height and melee power for a limited time (e.g. 20 second window). Rather than making a charge mechanic that affects jump (and how would the charge jump be indicated on the HUD? As stated earlier, altering hud elements is time consuming for devs). -We can fix the issues of heavies not being able to jump rails by just buffing base jump height for them without the need for modules or EQ. With the equipment approach players get two options of jump (rather than always on myo modules, which are buggy and clunky when stacking). -Blue bottles in high slots do offer a good balance against offsetting the primary tank of min/caldari slayers and preventing gal/amarr from having jumps plus either a secondary tank or bonus damage. Read the balance factors in the OP on how pg modules take the place of blue bottles.
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Nirwanda Vaughns
1
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Posted - 2015.10.29 12:58:00 -
[67] - Quote
Jadek Menaheim wrote:Again, you run into issues with charged jump in Dust. Jadek Menaheim wrote:Nirwanda Vaughns wrote:there was no need fo rjumping mods. just a charged jump. Hold down X for a brief time and you jumped twice as high for twice the stamina. it'd allow heavies to get over small bumps. problem sorted. -Requiring twice the stamina for power jump further increases the divide between new and old players with access to mobility that allows them to shoot at the same time. Vets will almost always have the combat height advantage over less sp skilled players here. Proto green bottles give you much larger stamina pool and much faster stamina recharge time. -Adding a 'hold x to jump tool tip' requires localization, which also requires altering the baked in Scaleform UI elements of the HUD. These are very unwieldy to work with in Dust according to devs. With the cloak equipment, its icons already exist. -The cloak already affects player attributes, e.g. suit db profile. It may be easier for devs to simply make a cloak, decouple the character mesh alteration, and have it affect jump height and melee power for a limited time (e.g. 20 second window). Rather than making a charge mechanic that affects jump (and how would the charge jump be indicated on the HUD? As stated earlier, altering hud elements is time consuming for devs). -We can fix the issues of heavies not being able to jump rails by just buffing base jump height for them without the need for modules or EQ. With the equipment approach players get two options of jump (rather than always on myo modules, which are buggy and clunky when stacking). -Blue bottles in high slots do offer a good balance against offsetting the primary tank of min/caldari slayers and preventing gal/amarr from having jumps plus either a secondary tank or bonus damage. Read the balance factors in the OP on how pg modules take the place of blue bottles.
go with the even easier solution then... removal lol then they can just increase base jump height of a heavy suit so they're not caught in traps by bad environment design.
The whole jump ability of myos was a nice gimmick, would have been fun for say April fools but its worn thin now and its just simply annoying. we got stuff on and off buildings easily enough for almost 3yrs without super mario mode, no harm in going back
Please fix my C-II hitpoints!! Jesus and I love you :)
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 13:06:00 -
[68] - Quote
The intention was for jumps to be a tool that allowed for more fluid movement through maps. I really don't want to go back to a time when we didn't have them.
Let's move forward with a way that; -reduces (but does not eliminate) direct combat use. -gives new players more equal footing in being able to reach areas with the same EQ jump height as vets (within respective suit classes).
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Nirwanda Vaughns
1
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Posted - 2015.10.29 13:30:00 -
[69] - Quote
Jadek Menaheim wrote:The intention was for jumps to be a tool that allowed for more fluid movement through maps. I really don't want to go back to a time when we didn't have them.
Let's move forward with a way that; -reduces (but does not eliminate) direct combat use. -gives new players more equal footing in being able to reach areas with the same EQ jump height as vets (within respective suit classes).
restrict it to only being 1 fit at once? they did it with the damage control modules on vehicles so the code to do it is in there somewhere or make the stacking penalty higher to reduce super leapy suits. to get onto really high buildings its not hard to incorporate new ladders, they've proven that on the pipe/spire map when they added ladders on either side, there isn't really such a need for a suit to be jumping so high, fluidity is stopped primarily by railings and small walls, something that scouts could already leap pretty easily so just one boosted myo is plenty to open up enough new areas, leaving ladders and drop ships for the rest and other suits can move more freely with one added myo if they want to prevent being stuck anywhere
Please fix my C-II hitpoints!! Jesus and I love you :)
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 13:43:00 -
[70] - Quote
https://youtu.be/hqCR8_E64Vc?t=2m28s
Are super jumps really that bad if you can limit/control them sensibly as an activated equipment piece?
Staying with the current module version means jump must always be 'on' at a locked in height of the given number of blue bottles you have in your high slots. Go to an equipment version and players now have two options, normal jump height, and activated enhanced jumps.
We locked myos to three bottles because with 4 and 5 bottles stacking penalties did not work properly. Move them to a single EQ slot and now the devs can establish a jump height without having to deal with stacking bugs. It's controlled and manageable.
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Nirwanda Vaughns
1
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Posted - 2015.10.29 14:54:00 -
[71] - Quote
Jadek Menaheim wrote:https://youtu.be/hqCR8_E64Vc?t=2m28s
Are super jumps really that bad if you can limit/control them sensibly as an activated equipment piece?
Staying with the current module version means jump must always be 'on' at a locked in height of the given number of blue bottles you have in your high slots. Go to an equipment version and players now have two options, normal jump height, and activated enhanced jumps.
We locked myos to three bottles because with 4 and 5 bottles stacking penalties did not work properly. Move them to a single EQ slot and now the devs can establish a jump height without having to deal with stacking bugs. It's controlled and manageable.
in a way i could see it working but it'd be a whole lot less work to just remove the jump bonus from myos and buff the base jump of heavy suit lol it was a stupid idea in the first place and its only gotten more ridiculous. leave it for April 1st as a special occassion and try keep dust a little more sensible. we're not 8yr olds dazzled by super jumps and wall running of CoD (or shouldn't be) game worked well enough without them and will work just as well with them removed again
Please fix my C-II hitpoints!! Jesus and I love you :)
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Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.10.29 15:26:00 -
[72] - Quote
Nirwanda Vaughns wrote:in a way i could see it working but it'd be a whole lot less work to just remove the jump bonus from myos and buff the base jump of heavy suit lol it was a stupid idea in the first place and its only gotten more ridiculous. leave it for April 1st as a special occassion and try keep dust a little more sensible. we're not 8yr olds dazzled by super jumps and wall running of CoD (or shouldn't be) game worked well enough without them and will work just as well with them removed again How it worked in the past.
Team A: Gets dropship to small rooftop without ladders first. Glitches links and forge gunners spawn in.
Team B: Is boned. Denied access to fly in because of AV. Match stagnates as Team A holds superior position to feed players to objectives. Team B pushed out of city and redlined.
Going back to a system where the match can be decided by who rushes in with the dropship first is not progress. There's a lot of problems with Dust's maps. Jump tools offer a way to open up map access.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 15:27:00 -
[73] - Quote
Adding more ladders won't fix **** and requires client patches to bake them into the maps.
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Nirwanda Vaughns
1
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Posted - 2015.10.29 17:35:00 -
[74] - Quote
Jadek Menaheim wrote:Nirwanda Vaughns wrote:in a way i could see it working but it'd be a whole lot less work to just remove the jump bonus from myos and buff the base jump of heavy suit lol it was a stupid idea in the first place and its only gotten more ridiculous. leave it for April 1st as a special occassion and try keep dust a little more sensible. we're not 8yr olds dazzled by super jumps and wall running of CoD (or shouldn't be) game worked well enough without them and will work just as well with them removed again How it worked in the past. Team A: Gets dropship to small rooftop without ladders first. Glitches links and forge gunners spawn in. Team B: Is boned. Denied access to fly in because of AV. Match stagnates as Team A holds superior position to feed players to objectives. Team B pushed out of city and redlined.
Going back to a system where the match can be decided by who rushes in with the dropship first is not progress. There's a lot of problems with Dust's maps. Jump tools offer a way to open up map access.
how it is now.
scrubs fit jumpers and spam s**t out of MD's. team gets bored and leaves battle.
any of the buildings that DS drop FG'ers on still require a ship to get to, you can't jump onto them to combat forge gunners, the smarter ones of us got snipers on other buildings. the 2400 flux goes through buildings so no more uplink glitched in walls
CCP have fixed most of the issues of rooftop camping without the need for silly jumping. there will always be roof camping. look at caldari facility with the rafters. one team gets on rafters or above 'A '(dom) spam MDs and do nothing else. The train hangar map. point gets captured, red team spends rest of game spamming MD's Killbox room with the chimney, team captures point other team spams MD.
the issue of rooftop camping isn't the jump mods or dropships. its bad level design that allows it to happen. all the jump ability allows is a cheap playing tactic that 90% of the players are bored of and the other 10% are the ones using it who are 10-11yrs olds who still think its 'fun' and 'cool' to do, so YOLO.
the super jump was a fun idea on the test server that shouldn't have made it to tranquility and should just be taken out again.
Please fix my C-II hitpoints!! Jesus and I love you :)
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 17:59:00 -
[75] - Quote
...le sigh.
-Jump equipment takes weapons out of the hands of jumpers (reduces jumpy mass driver spam). -Mass drivers are weapons designed to be fired down on targets from a high vantage point. Working as intended. -Power jumps as equipment allow ccp devs to introduce higher jump variants (possibly 'single use' variants, e.g. small activation window with very long 40sec-1 minute recharge times that allow a merc to scale a building in a single bound--using some combination of biotics and inertia inversion tech.)
Long Term Thoughts -Phase Out Individual Uplink Use -Place greater emphasis on vehicles (mainly dropships) as spawn platforms and distance transport people movers. -Specialized jump equipment used as navigating almost anywhere vertically within small horizontal reach.
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Not Jadek Menahiem
Xer Cloud Consortium
3
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Posted - 2015.10.29 18:18:00 -
[76] - Quote
Jadek Menaheim wrote:...le sigh.
-Jump equipment takes weapons out of the hands of jumpers (reduces jumpy mass driver spam). -Mass drivers are weapons designed to be fired down on targets from a high vantage point. Working as intended. -Power jumps as equipment allow ccp devs to introduce higher jump variants (possibly 'single use' variants, e.g. small activation window with very long 40sec-1 minute recharge times that allow a merc to scale a building in a single bound--using some combination of biotics and inertia inversion tech.)
Long Term Thoughts -Phase Out Individual Uplink Use -Place greater emphasis on vehicles (mainly dropships) as spawn platforms and distance transport people movers. -Specialized jump equipment used as navigating almost anywhere vertically within small horizontal reach. OP still has me convinced they are attempting to come up with a scheme whereby CCP is convinced a super fly scout jumping onto a dropship with knives and remotes explosives is a good thing for the health of the game. |
Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.29 19:12:00 -
[77] - Quote
I guess as a Sentinel I will be out of luck then. I guess I am back to getting stuck in rough terrain and getting trapped at spawn points I can't get out of. (Their are even autospawn points in some Ambush maps that will trap a Sentinel.)
If you are going to take away our Jump Mods, could Sentinels perhaps get slightly more native jump height so we don't get stuck so often?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Avallo Kantor
945
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Posted - 2015.10.29 20:07:00 -
[78] - Quote
Why not just give Myo's an increase to stamina consumed on jump / melee attack to counter balance it's benefit?
I.e you may jump 3x as high, but jump consumes 2.5x as much stamina.
That way you can still use the powerful abilities, just not spam them... unless you further specialize yourself with additional green drugs. (And honestly a full pill / drug fit should be viable imo as a "speed tanking" fit)
"Mind Blown" - CCP Rattati
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 20:27:00 -
[79] - Quote
Fox Gaden wrote:I guess as a Sentinel I will be out of luck then. I guess I am back to getting stuck in rough terrain and getting trapped at spawn points I can't get out of. (Their are even autospawn points in some Ambush maps that will trap a Sentinel.)
If you are going to take away our Jump Mods, could Sentinels perhaps get slightly more native jump height so we don't get stuck so often? Fox, already covered in this section of the 1st post.
Quote:Balance Factors:
-Scouts get a pg fitting bonus to MSDs. -Scouts can fit both a MSD and a cloak thus removing the ability of cloaked super punches from min scouts/
-Logis use their equipment fitting bonus for the MSD -As EQ the MSD gives the logi a buff by allowing them to improve high slot tank or ewar while retaining increased mobility with the MSD to navigate map and lay hives/links.
-Assaults and commandos do not get a fitting bonus so they are required to fit pg modules in high slots (similar to myo blue bottles in high slots) in order to fit a MSD while retaining decent fitting space for weapons and low slot modules. -The usefulness of map navigation with a MSD to an assault or commando means they must sacrifice their 1 EQ slot which in the current meta is filled with a scanner, compact nano, allotek nano, or various uplinks. Removing this enhances the support role of logis for their team who may carry multiple equipment in addition a MSD.
-Sentinels will continue to not have an EQ slot. All suit tiers would get a jump height buff that allows them to clear rails without a need for modules or EQ.
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Jadek Menaheim
1nner.Heaven
7
|
Posted - 2015.10.29 20:32:00 -
[80] - Quote
Avallo Kantor wrote:Why not just give Myo's an increase to stamina consumed on jump / melee attack to counter balance it's benefit?
I.e you may jump 3x as high, but jump consumes 2.5x as much stamina.
That way you can still use the powerful abilities, just not spam them... unless you further specialize yourself with additional green drugs. (And honestly a full pill / drug fit should be viable imo as a "speed tanking" fit) This creates further power divides between new and old players. Will paste this here again.
Jadek Menaheim wrote:Nirwanda Vaughns wrote:there was no need fo rjumping mods. just a charged jump. Hold down X for a brief time and you jumped twice as high for twice the stamina. it'd allow heavies to get over small bumps. problem sorted. -Requiring twice the stamina for power jump further increases the divide between new and old players with access to mobility that allows them to shoot at the same time. Vets will almost always have the combat height advantage over less sp skilled players here. Proto green bottles give you much larger stamina pool and much faster stamina recharge time. -Adding a 'hold x to jump tool tip' requires localization, which also requires altering the baked in Scaleform UI elements of the HUD. These are very unwieldy to work with in Dust according to devs. With the cloak equipment, its icons already exist. -The cloak already affects player attributes, e.g. suit db profile. It may be easier for devs to simply make a cloak, decouple the character mesh alteration, and have it affect jump height and melee power for a limited time (e.g. 20 second window). Rather than making a charge mechanic that affects jump (and how would the charge jump be indicated on the HUD? As stated earlier, altering hud elements is time consuming for devs). -We can fix the issues of heavies not being able to jump rails by just buffing base jump height for them without the need for modules or EQ. With the equipment approach players get two options of jump (rather than always on myo modules, which are buggy and clunky when stacking). -Blue bottles in high slots do offer a good balance against offsetting the primary tank of min/caldari slayers and preventing gal/amarr from having jumps plus either a secondary tank or bonus damage. Read the balance factors in the OP on how pg modules take the place of blue bottles.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 20:36:00 -
[81] - Quote
@Avallo Kantor As I've also said many times before, keeping jump height locked into the high slot module system is too clunky. -It prevents devs from introducing new jump height options as stacking penalties become an issue. -It is always on. Moving to an activated equipment approach lets players use normal jumps and enhanced jumps.
________________________________________________ Before someone says something else about assaults being too powerful if we remove blue bottles from high slots allowing them to add additional shield tank or damage mods...STOP, and please read the balance section.
Quote:Balance Factors:
-Scouts get a pg fitting bonus to MSDs. -Scouts can fit both a MSD and a cloak thus removing the ability of cloaked super punches from min scouts/
-Logis use their equipment fitting bonus for the MSD -As EQ the MSD gives the logi a buff by allowing them to improve high slot tank or ewar while retaining increased mobility with the MSD to navigate map and lay hives/links.
-Assaults and commandos do not get a fitting bonus so they are required to fit pg modules in high slots (similar to myo blue bottles in high slots) in order to fit a MSD while retaining decent fitting space for weapons and low slot modules. -The usefulness of map navigation with a MSD to an assault or commando means they must sacrifice their 1 EQ slot which in the current meta is filled with a scanner, compact nano, allotek nano, or various uplinks. Removing this enhances the support role of logis for their team who may carry multiple equipment in addition a MSD.
-Sentinels will continue to not have an EQ slot. All suit tiers would get a jump height buff that allows them to clear rails without a need for modules or EQ.
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Koch Rosenzweig
b.l.u.e s.t.a.r
856
|
Posted - 2015.10.29 20:38:00 -
[82] - Quote
Fix the frame rate first
"There is no dishonor in losing the race. There is only dishonor in not racing because you are afraid to lose.GÇ¥
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 20:40:00 -
[83] - Quote
Koch Rosenzweig wrote:Fix the frame rate first Nice edit about high slot tanking. I was going to harp on someone for not reading the damned proposal for the 15th time.
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jett it
Ancient Exiles. Bleeding Sun Conglomerate
513
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Posted - 2015.10.29 20:42:00 -
[84] - Quote
Jadek Menaheim wrote:@Avallo Kantor As I've also said many times before, keeping jump height locked into the high slot module system is too clunky. -It prevents devs from introducing new jump height options as stacking penalties become an issue. -It is always on. Moving to an activated equipment approach lets players use normal jumps and enhanced jumps.
I really like the idea, like really like it.
But I think ccp said when the jump mods came out the sole purpose of them was for heavies to be able to have a little more access to the structure such as jumping over railings and up little curbs and stuff that they couldn't normally do.
With that being said where does that leave heavies, with no equipment slots ccp's initial thoughts and plans are thrown out the window.
Also I did not have time to read this massive thread so if someone has already explained about this or came up with a solution please forgive me.
jettGaming - Youtube
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Koch Rosenzweig
b.l.u.e s.t.a.r
856
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Posted - 2015.10.29 20:43:00 -
[85] - Quote
Jadek Menaheim wrote:Koch Rosenzweig wrote:Fix the frame rate first Nice edit about high slot tanking. I was going to harp on someone for not reading the damned proposal for the 15th time.
Yeah, read it at time sorry xd
"There is no dishonor in losing the race. There is only dishonor in not racing because you are afraid to lose.GÇ¥
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.29 20:44:00 -
[86] - Quote
@jett it Ow my heart...please read the bottom of this post. It was just asked, and the answer has always been in the original post.
https://forums.dust514.com/default.aspx?g=posts&m=3012654#post3012654
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jett it
Ancient Exiles. Bleeding Sun Conglomerate
513
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Posted - 2015.10.29 20:55:00 -
[87] - Quote
Gotcha. Thx.
jettGaming - Youtube
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.31 01:54:00 -
[88] - Quote
@Nirwanda Vaughns
Killing is just a means of communication.
I got your message team killer scrub.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.11.03 03:59:00 -
[89] - Quote
Still looking for input and feedback on this.
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ROMULUS H3X
research lab
836
|
Posted - 2015.11.03 10:34:00 -
[90] - Quote
Sooooo, I won't be able to do a 180 Plasma Cannon Jump Shot on a Heavy's face... get looooooost.
No Frisky Flying Forger either, jumping over a railing while simultaneously landing an Ishukone Assault Forge shot mid flight dirrectly between the eyes.. OoooOOOOoo What a feeling...
Way to ruin the fun Jadek... like really.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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