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Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.24 15:00:00 -
[1] - Quote
The wheel is cool, and it's useful. When you're not halfway between your AR and your Pistol, that is. The selection wheel, for all those of you who are looking at me funny. For such a simple thing, it has been overcomplicated way too much. We don't need to have the selection fall between two modules, it doesn't do anything - it doesn't even deselect something you didn't want to switch, you let go of the right analog stick to do that.
So, proposition: The wheel stays, but when you turn the stick, the selection 'snaps' to the closest module instead of falling somewhere between. It sounds simple, and it sounds dumb, but believe me, it'll do wonders. Anyone here played *Ratchet & Clank? No? Can't blame you. But if anyone has, then they know that the selection wheel can be so easy and intuitive - which, unfortunately, isn't how it is now.
Think of the Logis! Shuffling through their handbag in the middle of a gunfight looking for that blasted nanite injector - and where did I put it??
Please. It'll make this game so much better. The same thing goes for fitting, though due to the environment of that, it's not so much of an issue, but it still exists.
Penny for your thoughts?
*I'm not a very big gamer, so I had to use my limited experience to make this analogy. In other words, only game that I know has what I'm talking about. |
Val'herik Dorn
CrimeWave Syndicate
264
|
Posted - 2013.01.24 17:01:00 -
[2] - Quote
As a full time Logibro I wholeheartedly approve of this idea.
I can't tell you how many times i have to reopen my stupid wheel selection thing because I pull out the wrong piece of equipment.
The real problem with this is that in a heated situation where I'm trying to rev then rep the heavy i can pull out my nanohive (its in the middle) instead of either one maybe spread them out a little more like right left and bottom center as well. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.25 00:26:00 -
[3] - Quote
The idea of making it a 'snap selection' is to make it more intuitive: that is, you do it without thinking, so there are no worries in the middle of a match. In the game I referred to, you have about 8 different weapons that I've had no trouble managing trough this interface (or that it's similar anyhow). |
Nhali
Doomheim
0
|
Posted - 2013.01.25 00:31:00 -
[4] - Quote
For my part, I have played the Ratchet and Clank games, and I approve of this suggestion.
I agree with the original suggestion without reservation, for each point made already. |
Goku Asscannon
Doomheim
0
|
Posted - 2013.01.25 00:36:00 -
[5] - Quote
I asked for more or less the same thing. But I think would help a lot if they just got rid of all that empty space. Make all those active buttons bigger. That will also help people as they can see what they are equipping. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.01.25 00:41:00 -
[6] - Quote
I have played the ratchet and clank games(deadlock being my fav) but I prefer the old select system where you could quickly tap R2 multiple times and it would go to the equipment you wanted and not have to bother with the wheel. but I do like the wheel without the snap so sorry but I gotta dislike this thread :/ just my personal preference maybe a way that everyone can chose their own preference. |
Devils advocate03
Algintal Core Gallente Federation
3
|
Posted - 2013.01.25 00:58:00 -
[7] - Quote
a million times yes!!! please make this happen! |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.25 07:36:00 -
[8] - Quote
Thor Thunder Fist wrote:I have played the ratchet and clank games(deadlock being my fav) but I prefer the old select system where you could quickly tap R2 multiple times and it would go to the equipment you wanted and not have to bother with the wheel. but I do like the wheel without the snap so sorry but I gotta dislike this thread :/ just my personal preference maybe a way that everyone can chose their own preference.
Double tapping R2 sounds like something that CPP should bring back. I respect your opinion wholeheartedly, however I'm curious as to why you like the wheel as it is. Care to share? |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2013.01.25 08:18:00 -
[9] - Quote
As a logibro and Ratchet & Clank fan i approve |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.29 15:53:00 -
[10] - Quote
This would really really be awesome |
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Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.01.29 16:38:00 -
[11] - Quote
+1.
My wife plays a Logi and the wheel is what makes her curse and throw the controller. I've lost count of the times shes repaired an enemy instead of shooting them or tossed a Nanohive on a dead body instead of raising them. |
Rico Dall
Carbon 7
3
|
Posted - 2013.01.29 16:45:00 -
[12] - Quote
+1, +1,+1
I've lost count of the times that I have run up to a merc that needs a repair and madly pointed a nanohive at them. Please consider this. |
Crazy Mistah Jay
Prima Gallicus
11
|
Posted - 2013.01.29 18:23:00 -
[13] - Quote
Wheel really shame when we have 2,3 or 4 equipments in a dropsuit, because we can make a mistake when we wants use one of this equipment, so i agree with the "fast selection" of equipments with L2 (like MAG, and we can't select an equipment if we haven't enough of this equipment, so if you have droplinks (to 0) and nanohives (to 1), when you rapidly push on L2, you can select nanohives only (because you haven't enough droplinks)) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 16:15:00 -
[14] - Quote
Great idea is still great, and deserves attention. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.31 12:11:00 -
[15] - Quote
Would also really like to be hearing from anyone who doesn't like this idea, and their reasons for their stance. No hate or personal attacks, but for the development of my idea I need to understand its flaws. |
dust badger
BetaMax.
283
|
Posted - 2013.01.31 12:15:00 -
[16] - Quote
so many times ive gone to change to my side arm and start charging someone to realise im about to chuck a nanohive in thier face.
Maybe just make the wheel adaptive to how many items you have, so if you just have 2 weapons then the wheel is split in half and then the logis with 5 have the wheel split in half |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.31 12:56:00 -
[17] - Quote
Better fix: Once something is highlighted, make it STAY highlighted until you select something else.
My biggest problem with the wheel is the fact that I have to throw my aim off to select what I want. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.01.31 12:59:00 -
[18] - Quote
I like the wheel. It takes a small bit to get the twitch memory for selection, but when I'm running logi I love it. Just take your time till then. If you're used to assault/scout and switch to logi you can expect to be all over the place for the start.
What the devs do need to do is spread out the options around the full 360 degrees. If they have slots all the way around and the player can decide which slot they want to have what in, I think most people would be very happy with it. For example, scouts and assaults up to proto, could have the main weapon at 12 o'clock, sidearm at 3 o'clock, and the equipment at 6 o'clock.
What I'm going to say next is common knowledge to most veterans. If you have a nanohive, injector, drop uplink, etc. in your hands and you want to switch back to your gun, you don't have to bring up the wheel. Just tap the R2 and it automatically equips your main weapon. The same for switching between main weapon and sidearm. Just tap R2.
Possibly the reason that we have everything crammed together on the wheel is that once all the other modules that have activated functions are introduced into the game, and the field commander dropsuit the Crusader is included, there will be alot of options to control on that wheel. That will sound like hell for some people, but then again, others will glory in all the options. I can't wait to try it
As to Ratchet & Clank, I've only played one and I can't remember the name, but me and my mates had a laugh playing it with a slab of beer. Anyway, it had a customisable wheel. If you preferred a certain weapon/item in a certain spot you put it there. It worked great. |
Tech Dok
Super Smash Bros Friends United Seeking Influence and Notoriety
3
|
Posted - 2013.01.31 23:48:00 -
[19] - Quote
+1 |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:19:00 -
[20] - Quote
Garrett Blacknova wrote:Better fix: Once something is highlighted, make it STAY highlighted until you select something else.
My biggest problem with the wheel is the fact that I have to throw my aim off to select what I want. Isn't this already implemented? It's that way with the quick squad-leader commands anyhow. |
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Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:28:00 -
[21] - Quote
Oxskull Duncarino wrote:I like the wheel. It takes a small bit to get the twitch memory for selection, but when I'm running logi I love it. Just take your time till then. If you're used to assault/scout and switch to logi you can expect to be all over the place for the start. What the devs do need to do is spread out the options around the full 360 degrees. If they have slots all the way around and the player can decide which slot they want to have what in, I think most people would be very happy with it. For example, scouts and assaults up to proto, could have the main weapon at 12 o'clock, sidearm at 3 o'clock, and the equipment at 6 o'clock. What I'm going to say next is common knowledge to most veterans. If you have a nanohive, injector, drop uplink, etc. in your hands and you want to switch back to your gun, you don't have to bring up the wheel. Just tap the R2 and it automatically equips your main weapon. The same for switching between main weapon and sidearm. Just tap R2. Possibly the reason that we have everything crammed together on the wheel is that once all the other modules that have activated functions are introduced into the game, and the field commander dropsuit the Crusader is included, there will be alot of options to control on that wheel. That will sound like hell for some people, but then again, others will glory in all the options. I can't wait to try it As to Ratchet & Clank, I've only played one and I can't remember the name, but me and my mates had a laugh playing it with a slab of beer. Anyway, it had a customisable wheel. If you preferred a certain weapon/item in a certain spot you put it there. It worked great. Visually, the wheel is great. Honestly, it's so pretty. The selection has buggered me plenty of times, particularly when grabbing the Nanite Injector in the middle of a gunfight. Tapping R2 does get my weapon up quick, but for Space-Epipen... I actually think CCP is thinking of keeping the rest of the slots available for active modules when they're implemented - which they are going to be, I remember a Dev post saying such, though they were in planning I believe. Active modules would only be activated in the middle of a fight, and I think is another good reason for my suggested feature. You literally can switch weapons and turn on modules without thinking once your muscle memory gets the hang of it. Again, thanks for answering. Still not sure why you like the current wheel, but it's always good to get another perspective.
P.S. Oh my god Crusader suits are going to be amazing. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:29:00 -
[22] - Quote
Oxskull Duncarino wrote:I like the wheel. It takes a small bit to get the twitch memory for selection, but when I'm running logi I love it. Just take your time till then. If you're used to assault/scout and switch to logi you can expect to be all over the place for the start.
What the devs do need to do is spread out the options around the full 360 degrees. If they have slots all the way around and the player can decide which slot they want to have what in, I think most people would be very happy with it. For example, scouts and assaults up to proto, could have the main weapon at 12 o'clock, sidearm at 3 o'clock, and the equipment at 6 o'clock. Visually, the wheel is great. Honestly, it's so pretty. The selection has buggered me plenty of times, particularly when grabbing the Nanite Injector in the middle of a gunfight. Tapping R2 does get my weapon up quick, but for Space-Epipen... I actually think CCP is thinking of keeping the rest of the slots available for active modules when they're implemented - which they are going to be, I remember a Dev post saying such, though they were in planning I believe. Active modules would only be activated in the middle of a fight, and I think is another good reason for my suggested feature. You literally can switch weapons and turn on modules without thinking once your muscle memory gets the hang of it. Again, thanks for answering. Still not sure why you like the current wheel, but it's always good to get another perspective.
P.S. Oh my god Crusader suits are going to be amazing. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.02.01 11:02:00 -
[23] - Quote
Jackof All-Trades wrote:Garrett Blacknova wrote:Better fix: Once something is highlighted, make it STAY highlighted until you select something else.
My biggest problem with the wheel is the fact that I have to throw my aim off to select what I want. Isn't this already implemented? It's that way with the quick squad-leader commands anyhow. No it isn't. And no it isn't.
If I want to set a defend order on a squadmate at anything resembling a decent speed, I HAVE to line up aiming slightly down and to the left, because when highlighting the "Defend" order, I CAN'T release the stick or I lose the highlight on the selected order. If it works otherwise for you, awesome. But it doesn't work for me.
Same problem setting orders on the map. Highlight a position, hold X, and tilt the stick. Highlight the desired order, then release the stick, and it doesn't stay highlighted. You have to release X first, which sends the marker across the screen for a moment and possible pans the map away from where you want to be looking. Not as big a frustration there, but still occasionally annoying. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.02 12:25:00 -
[24] - Quote
Garrett Blacknova wrote:No it isn't. And no it isn't.
If I want to set a defend order on a squadmate at anything resembling a decent speed, I HAVE to line up aiming slightly down and to the left, because when highlighting the "Defend" order, I CAN'T release the stick or I lose the highlight on the selected order. If it works otherwise for you, awesome. But it doesn't work for me.
Same problem setting orders on the map. Highlight a position, hold X, and tilt the stick. Highlight the desired order, then release the stick, and it doesn't stay highlighted. You have to release X first, which sends the marker across the screen for a moment and possible pans the map away from where you want to be looking. Not as big a frustration there, but still occasionally annoying. Ah yes, my apologies, I thought you meant when you were just panning around. It's good to have a cancel order though, and releasing the stick is as good as any. Why do you hold down X, for me it's R2, R3 (the right analog stick you press down). Anyway, the problem you have with the selection wheel wobbling about is what inspired me to put this post, so if you don't think it works then damn, no point in it very much is it :p if CCP were to make it so when you release the analog lets it stay on the highlighted field, then what would be the cancel action? |
The Paige
Tronhadar Free Guard Minmatar Republic
3
|
Posted - 2013.02.02 15:19:00 -
[25] - Quote
Another logibro begging for this to be made. |
udc
Sektor Sieben Kybernetik GWK
17
|
Posted - 2013.02.02 15:37:00 -
[26] - Quote
This would be wonderful, so many times I've shot at my fallen comrades when I intended to heal them :( |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.05 21:48:00 -
[27] - Quote
Slightly ashamed self-bump |
Gabber Medic
Planetary Response Organisation Test Friends Please Ignore
7
|
Posted - 2013.02.16 08:43:00 -
[28] - Quote
+1 the wheel feels wrong in its current state. i think that the fix suggested here would make a world of improvement |
kiarbanor
S.e.V.e.N.
11
|
Posted - 2013.02.16 15:49:00 -
[29] - Quote
+1
The current wheel system also gets in the way of squad orders. "No! I want to DEFEND! STOP!" There are always some nice curse words in there, too. |
Meeko Fent
Kinsho Swords Caldari State
12
|
Posted - 2013.02.16 20:35:00 -
[30] - Quote
I remember when you could tap R2 repeatedly and it switched between the several things you fitted to drop suit. THAT was a way better system the now. And the " Just get close" Idea to the switching wheel is also very close to necessary. I'm not a BIG Reviver, but I do revive a lot and when i'm trying to get to my Nano-Injector during a firefight, it is a big Hassle. Get butchered a lot because of this jacked up system. |
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RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 01:51:00 -
[31] - Quote
I haven't played it in a while so correct me if I'm wrong but doesn't Bioshock have this system? Simple and effective to select between 8 different weapons. I like the snap idea but I feel that the same problems might persist, with the cursor just fighting to snap to the thing you don't want selected.
Another solution here could be to just make the cursor more sensitive or use a different selection method (maybe the d-pad) so your aim isn't screwed when selecting something. |
Terry Webber
Gothic Wars Consortium
35
|
Posted - 2013.02.17 02:05:00 -
[32] - Quote
I love OP's idea. To satisfy those that are used to the current method, this could be an option. |
The-Last-Ninja
FIND CARL CORP
34
|
Posted - 2013.02.17 04:05:00 -
[33] - Quote
+1. Would be great for both the weapon/equipment wheel, as well as the fitting wheel.
I completely understand what you mean about the R&C selection wheel because of Resistance: Fall of Man's weapon wheel being similar, and I played that game a lot. |
Jackof All-Trades
Bojo's School of the Trades
81
|
Posted - 2013.03.09 08:37:00 -
[34] - Quote
Glad to see agreement. Pity the Devs haven't written about it in their weekly responses though. |
Garrett Blacknova
Codex Troopers
1910
|
Posted - 2013.03.09 11:26:00 -
[35] - Quote
Jackof All-Trades wrote:Garrett Blacknova wrote:No it isn't. And no it isn't.
If I want to set a defend order on a squadmate at anything resembling a decent speed, I HAVE to line up aiming slightly down and to the left, because when highlighting the "Defend" order, I CAN'T release the stick or I lose the highlight on the selected order. If it works otherwise for you, awesome. But it doesn't work for me.
Same problem setting orders on the map. Highlight a position, hold X, and tilt the stick. Highlight the desired order, then release the stick, and it doesn't stay highlighted. You have to release X first, which sends the marker across the screen for a moment and possible pans the map away from where you want to be looking. Not as big a frustration there, but still occasionally annoying. Ah yes, my apologies, I thought you meant when you were just panning around. It's good to have a cancel order though, and releasing the stick is as good as any. Why do you hold down X, for me it's R2, R3 (the right analog stick you press down). Anyway, the problem you have with the selection wheel wobbling about is what inspired me to put this post, so if you don't think it works then damn, no point in it very much is it :p if CCP were to make it so when you release the analog lets it stay on the highlighted field, then what would be the cancel action? Having the release of the stick as a cancel function makes it impossible to maintain your aim where you had (and usually wanted) your aim. No, it isn't as good as an alternative cancel option. Like R3, which already cancels any selection you made on the weapon wheel when switching you to the order wheel, and also cancels any order you selected when using it to switch back to the weapon wheel. |
Robert JD Niewiadomski
Edimmu Warfighters Gallente Federation
7
|
Posted - 2013.03.09 14:15:00 -
[36] - Quote
+1 This is another thread requesting change of "the wheel". Good :). Tapping R2 changes weapons. But what about EQuipement? Repper, Jabber, Hives & Uplinks? No amount of R2 tapping will do. I'v tried it. It doesn't work for EQ. Selecting EQ involves fiddling with the right stick. Several times. Under fire. With a big chance of failing logi job :( It is OK if you run with nothing else but guns. It is a torment for using logi gear.
Propositions: #1) The Wheel should "snap" more reliably into slots. As stated in the OP. It looses focus too quickly now. Causing a wheel session to be longer than necessary... #2) Make R2 tapping to cycle weapons, dropsuit aware: for logistic cycle equipment, for others cycle weapons... #3) Allow flagging favorite gear in fitting... #4) For future, more civilized times: allow full customization of controls (like in EVE, ok i know it's not EVE)...
DUST is work in progress. Plenty of room for improvements :) We are here to hint on some of them.
Please DUST Devs, improve The Wheel (of Whines )... |
The-Last-Ninja
FIND CARL CORP
41
|
Posted - 2013.03.10 00:04:00 -
[37] - Quote
Robert JD Niewiadomski wrote:+1 This is another thread requesting change of "the wheel". Good :). Tapping R2 changes weapons. But what about EQuipement? Repper, Jabber, Hives & Uplinks? No amount of R2 tapping will do. I'v tried it. It doesn't work for EQ. Selecting EQ involves fiddling with the right stick. Several times. Under fire. With a big chance of failing logi job :( It is OK if you run with nothing else but guns. It is a torment for using logi gear. Propositions: #1) The Wheel should "snap" more reliably into slots. As stated in the OP. It looses focus too quickly now. Causing a wheel session to be longer than necessary... #2) Make R2 tapping to cycle weapons, dropsuit aware: for logistic cycle equipment, for others cycle weapons... #3) Allow flagging favorite gear in fitting... #4) For future, more civilized times: allow full customization of controls (like in EVE, ok i know it's not EVE)... DUST is work in progress. Plenty of room for improvements :) We are here to hint on some of them. Please DUST Devs, improve The Wheel (of Whines )... So it becomes The Wheel of Shines :)
I agree that we need to be able to quick switch through equipment, however I really liked MAG's way.
From my thread here.
The-Last-Ninja wrote:]The weapon/equipment wheel is great. However, when it comes to quick switching, MAG's control scheme was ideal and smooth. Tap L2 to switch through equipment, tap R2 to switch through weapons. Grenades would just have to be wielded like the nova knife. At the very least, allow this to be an option. |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
0
|
Posted - 2013.03.18 13:51:00 -
[38] - Quote
I couldn't agree with this more. As mainly playing Logi I find a lot of my deaths\non revives could be avoided if the swapping mechanism was better. Something along the lines of MAG would be ideal where tapping L2 could perhaps cycle Grenade,Injector,Rep Kit & Hives.
They could make it that Grenade is always 1st in the cycle and then allow you to order your equipment slots to your preferred order. I think even tapping L2 4 times would be far quicker than using the stupid wheel that more often than not you have to stand dead still to concentrate on what you are selecting and then you die.
I think this would encourage blue dots to actually revive non squad members as unless you have squad memebers close by then its usually best to just bleed out because its too much effort to rez somebody (That is if they also fixed the syringe "dead blue dot" indicator to make more sense. |
Kray Dytt
THE DOLLARS
25
|
Posted - 2013.03.18 14:14:00 -
[39] - Quote
I fully support this. I only use the wheel to get my nanohive out, but even then I find it annoying, so I can imagine how logi's must feel |
Crusader Rex
EYE Security Task Force and Resources Acquisition
0
|
Posted - 2013.03.18 14:37:00 -
[40] - Quote
I would like to chime in on this one, too. The wheel is just about the biggest beef I hear about as a clan/corp leader who is trying to get his people to play. First impressions really count, and a lot of people are scared off by the wheel. I agree it looks good, but as a LOGI ( my main kit) it drives me nuts the amount of time it takes me to shift between options. I cant say how many times I have been killed because of some problem with the wheel. Spread it out. Key map it. But please do something with it, folks. Love the game. |
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DusterBuster
DUST University Ivy League
55
|
Posted - 2013.03.18 16:42:00 -
[41] - Quote
I agree with this post, this would be a simple way to solve the issue.
I still don't like the wheel much though. Awhile ago I suggested there be an item bar along the bottom of the screen, that displays all of your current equipment. To select an item, you use left and right on the d-pad to hover over which item you want, and use L2 to use it. If anyone has ever played minecraft, it would behave similarly to the item bar in that. The pros of this system is that you can quickly switch between and use different items, and you always know what you have equipped. It also wouldn't interfere with your aim. However, it may take a tiny bit longer to get between items that are separated between multiple slots. If anyone is interested in checking it out, the thread is located here. I also have a different solution to the squad commands located here.
However, here is some feedback for you, since I don't want to come in here, advertise my ideas and then disappear. Your idea of making the selector snap to the objects is a very simple and elegant way of solving the problem of switching between items. I have some issues with the wheel in general, but if CCP decides to stick with the wheel, they should definitely implement this asap. +1 overall.
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Bling Blaine
FrontLine-Coalition
4
|
Posted - 2013.03.19 02:02:00 -
[42] - Quote
I agree with the fact that the wheel is not fast or accurate for most mercs in the heat of battle. It just isn't fluid, considering most mercs have never used this wheel style before.
I use logi alot and I really dont have an issue pulling my equipment out in an instant with bullets flying in all directions as I have muscle memorized the twitch command it requires to operate, But......in the rare instance when I am using alot of different dropsuits I will forget what I put where and pull the wrong item out. Therefore hitting R2 2x would automatically hit my nanite injector as it would be (after sidearm) default #1 equip slot, 3x for nanohive so on and so fourth.
Also the snap to closest slot would definatly help for mercs who are just missing there intended slot when snapping.
The exact same snap to icon feature should be applied to squad order commands as well, as we all know what a bea'tch it is to mark someone when they are a running scout on traverse terrain.
So I believe we are all in concurrance that the wheel isn't fast or accurate enough in the heat of battle, so bring back R2 cycle, and add snap to effect. Thanks |
Robert JD Niewiadomski
Edimmu Warfighters Gallente Federation
23
|
Posted - 2013.03.22 08:44:00 -
[43] - Quote
bump |
Jackof All-Trades
Bojo's School of the Trades
115
|
Posted - 2013.06.14 07:11:00 -
[44] - Quote
It's been three months, but I think this is as good a time as any to bring this backGǪ Shameless self-bump in light of awkward module switching for tanks |
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