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trollface dot jpg
Destined 4 Biomass
34
|
Posted - 2013.03.01 17:17:00 -
[1] - Quote
[https://forums.dust514.com/default.aspx?g=posts&m]Here[/url]'s the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost.
Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:21:00 -
[2] - Quote
trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP.
your forgetting that the tanker needs some skills for foot soldering, also some skills are shared.
plus you only get 0 marks... you didnt show your working out.
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trollface dot jpg
Destined 4 Biomass
34
|
Posted - 2013.03.01 17:24:00 -
[3] - Quote
Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned.
Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either. |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:28:00 -
[4] - Quote
trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either.
well link this post to your other |
Takahiro Kashuken
Intara Direct Action Caldari State
118
|
Posted - 2013.03.01 17:29:00 -
[5] - Quote
The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs |
Sontie
VENGEANCE FOR HIRE
100
|
Posted - 2013.03.01 17:30:00 -
[6] - Quote
I don't get what you are trying to prove...
So tanks take less SP to max? Who cares? Tanks are easily countered, but are still well worth their ISK cost. This game isn't about everything being 1v1 balanced. It's about risk. What are you willing to spend to ensure victory? |
Winscar Shinobi
Better Hide R Die
50
|
Posted - 2013.03.01 17:31:00 -
[7] - Quote
Tanks still cost a pretty penny more but the SP debate can be put at rest.
I hope ._. |
trollface dot jpg
Destined 4 Biomass
34
|
Posted - 2013.03.01 17:41:00 -
[8] - Quote
Takahiro Kashuken wrote:The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs Check the link. I included HAV all the way up to level 5, and the dropsuits still cost over 11 MIL more SP. The skills for maxing a tank are more SP intensive, but the sheer number of skills required to max out an infantry class makes their SP requirements obscenely higher.
Sontie wrote:I don't get what you are trying to prove...
So tanks take less SP to max? Who cares? Tanks are easily countered, but are still well worth their ISK cost. This game isn't about everything being 1v1 balanced. It's about risk. What are you willing to spend to ensure victory? I'm showing that the main argument tank drivers have for wanting buffs for their gear, or nerfs for AV (i.e. their "massive SP investment"), is faulty. I could run these same numbers for an MAX AV built character, but they would be even higher since all heavy weapon skills (for a forge gun) cost even more than the light weapon skills I listed here. |
Takahiro Kashuken
Intara Direct Action Caldari State
118
|
Posted - 2013.03.01 17:48:00 -
[9] - Quote
trollface dot jpg wrote:Takahiro Kashuken wrote:The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs Check the link. I included HAV all the way up to level 5, and the dropsuits still cost over 11 MIL more SP. The skills for maxing a tank are more SP intensive, but the sheer number of skills required to max out an infantry class makes their SP requirements obscenely higher. .
Link doesnt work
So until i see the working out and maths then no tanks as a base will always require more SP than a suit |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.03.01 17:51:00 -
[10] - Quote
You know you have a bad post when I have to post.
When av nades can counter my proto tank things aren't balanced When swarms stacked with damage mods can do 4000-5000(without hardeners) things aren't balanced Only some points I don't need to explain everything do I? |
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Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:58:00 -
[11] - Quote
what your trying to argue is a maxed out infantry costs more than a maxed tank, well its fundamentally flawed. you took into account ALL skills to max the infantry but not all to max the tanker afterall the tanker is a soldier inside a tank.
as a result the tanker needs identical skills aswell as additional skills for tank operation and components and the turrets affecting small turrets would also be shared.
no matter your math tanking will always be a SP and ISK drain as its a very expensive role and as specialist as it is it demand generalised (foot soldier) skills as a backup.
most of skills in your calculations are core skills with just AR, grenadier, SMG and nanocircuitary (to an extent) bein skills of a specialist role whereas most vehicle skills are specialist |
Sontie
VENGEANCE FOR HIRE
102
|
Posted - 2013.03.01 18:00:00 -
[12] - Quote
6 missiles time (300 times 1.33) = 4000-5000? |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:00:00 -
[13] - Quote
Mr Zitro wrote:You know you have a bad post when I have to post.
When av nades can counter my proto tank things aren't balanced When swarms stacked with damage mods can do 4000-5000(without hardeners) things aren't balanced Only some points I don't need to explain everything do I?
lmao ^^^ agreed.
only after being in a tank do you realise how cheap the paper theyre built with really is |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:05:00 -
[14] - Quote
Sontie wrote:6 missiles time (300 times 1.33) = 4000-5000?
well 6*300*1.44*1.3=3369.6
thats still half tanks HP and you can get 2 quick shots off |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.03.01 18:06:00 -
[15] - Quote
Sontie wrote:6 missiles time (300 times 1.33) = 4000-5000? That my dear boy is why damage mods are broken. And av nades |
trollface dot jpg
Destined 4 Biomass
36
|
Posted - 2013.03.01 18:08:00 -
[16] - Quote
Takahiro Kashuken wrote:trollface dot jpg wrote:Takahiro Kashuken wrote:The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs Check the link. I included HAV all the way up to level 5, and the dropsuits still cost over 11 MIL more SP. The skills for maxing a tank are more SP intensive, but the sheer number of skills required to max out an infantry class makes their SP requirements obscenely higher. . Link doesnt work So until i see the working out and maths then no tanks as a base will always require more SP than a suit Link's been fixed, try it again |
Illuminaughty-696
Omega Risk Control Services
205
|
Posted - 2013.03.01 18:09:00 -
[17] - Quote
Bruce3 Wayne3 wrote:trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either. well link this post to your other. oh and if your against 2 good squads your tanks dead so thats 1 invalid point
Wow. People annoy me. So you think it should take 2 good squads to take out a tank? Your point is invalid because you clearly have no idea what you are talking about.
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trollface dot jpg
Destined 4 Biomass
36
|
Posted - 2013.03.01 18:12:00 -
[18] - Quote
Mr Zitro wrote:Sontie wrote:6 missiles time (300 times 1.33) = 4000-5000? That my dear boy is why damage mods are broken. And av nades :) Except you tankers never mention that you can pretty much knock off anywhere from 50~75% of that damage using active hardners and DCU's. And the fact that you can keep repping while taking damage, actually healing more damage than you are taking in some instances.
Regardless of, this is not an AV or tank balance thread. This is an SP consumption thread. Please necropost on one of the 50 or so anti-AV threads your corp has posted over the last month or so if you wish to discuss it more. Or you could just start it anew. |
TERMINALANCE
Zumari Force Projection Caldari State
25
|
Posted - 2013.03.01 18:14:00 -
[19] - Quote
Mr Zitro wrote:You know you have a bad post when I have to post.
When av nades can counter my proto tank things aren't balanced When swarms stacked with damage mods can do 4000-5000(without hardeners) things aren't balanced Only some points I don't need to explain everything do I?
BS, adv tanks built properly walkover militia av no problem, the same cant be said for proto dropsuits now can they? so why should something that cost 11 million more SP still be easily kill able by militia AR's? Tanks scale far to easy against militia weapons where as proto suits barely scale at all. The difference is huge. Tanks get a massive HP and damage jump while proto suits do not. its completely out of whack. You get way more bang for you buck running a full adv tank then a full adv dropsuit. BY A HUGE MARGIN. Just looking at the scaling dmg and hp alone. drop suits would kill for that kind of gains for that amount of sp who currently get no HP buff from running a proto suit.
Tanks need their SP requirements doubled at least! What happens when reg proto tanks come out? and get the same jump from standard to adv? think about that.
Either jack their SP rates to match the stats or pull down the tank stats to fall in line with everything else.
No more Babying tankers with easy sp advancement and massive gains
they are the bodybuilders of dust on steroids getting a full on stroke job from CCP |
Illuminaughty-696
Omega Risk Control Services
205
|
Posted - 2013.03.01 18:14:00 -
[20] - Quote
Mr Zitro wrote:You know you have a bad post when I have to post.
When av nades can counter my proto tank things aren't balanced When swarms stacked with damage mods can do 4000-5000(without hardeners) things aren't balanced Only some points I don't need to explain everything do I?
Wasn't expecting you to be a tank QQ'er Zitro. LOL.
Using hardeners and active tanking how much damage is it against those swarms? If someone takes the time to focus on swarms, which can only be used against tanks (and bad drop ship pilots), then they should wreck your day.
I've watched you (Imperfects) and others tank, and most people want to sit in the middle of the map killing every blue dot that moves. I've also had my entire squad fitted with AV nades, with everyone tossing them at a single tank, and had it slowly back away. If we kill it, it sees that it was killed by an AV nade without realizing a whole squad was tossing them and it still took more than half a dozen of them. And when we don't kill it, we've lost half our squad chasing it trying to throw AV nades at it. Both are common.
QQ more, I suppose. That's what tankers and their supporters do.
Edit: Didn't realize a word I used was profanity. lol. Edited. |
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Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:14:00 -
[21] - Quote
Illuminaughty-696 wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either. well link this post to your other. oh and if your against 2 good squads your tanks dead so thats 1 invalid point Wow. People annoy me. So you think it should take 2 good squads to take out a tank? Your point is invalid because you clearly have no idea what you are talking about.
read the lot b4 commenting...
it was said that a gd support squad nullifies need for foot soldier skills however against 2 gd/great squad then your supports dead aswell as your tank with inability to call another safely causing it to be a foot soldier battle with tanker having no foot soldier skills whatsoever.
if you decide to comment on this post read it all otherwise youll make a larger fool of yourself |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.03.01 18:15:00 -
[22] - Quote
Illuminaughty-696 wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either. well link this post to your other. oh and if your against 2 good squads your tanks dead so thats 1 invalid point Wow. People annoy me. So you think it should take 2 good squads to take out a tank? Your point is invalid because you clearly have no idea what you are talking about. If anyone one knows how to keep a tank alive its me, and you can be counter really easily. My HAV is just a giant DPS turret that keeps back infantry
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Bojo The Mighty
Bojo's School of the Trades
460
|
Posted - 2013.03.01 18:15:00 -
[23] - Quote
You can't factor in handheld upgrade skills and proficiency skills when there is no HAV equivalent to those skills. You're just saying that Dropsuit Skills require more SP because there are more of them, which is super redundant. |
trollface dot jpg
Destined 4 Biomass
36
|
Posted - 2013.03.01 18:16:00 -
[24] - Quote
Bruce3 Wayne3 wrote:what your trying to argue is a maxed out infantry costs more than a maxed tank, well its fundamentally flawed. you took into account ALL skills to max the infantry but not all to max the tanker afterall the tanker is a soldier inside a tank.
as a result the tanker needs identical skills aswell as additional skills for tank operation and components and the turrets affecting small turrets would also be shared.
no matter your math tanking will always be a SP and ISK drain as its a very expensive role and as specialist as it is it demand generalised (foot soldier) skills as a backup.
most of skills in your calculations are core skills with just AR, grenadier, SMG and nanocircuitary (to an extent) bein skills of a specialist role whereas most vehicle skills are specialist Every skill for the build supplied was taken into account, same goes for the tank, all the way up into proficiency levels for all turrets, etc. Sorry you don't feel like reading it all, but if you aren't willing to look it up, don't post about it. |
Takahiro Kashuken
Intara Direct Action Caldari State
119
|
Posted - 2013.03.01 18:23:00 -
[25] - Quote
You have picked away at the list
You forgot about PG/CPU upgrades, Maurader skill, Caldari HAV, large missiles + prof
Also the tank pilot themseleves will have various skills in dropsuits/weapons/nades etc to around lvl3 so they can compete when not in the tank
But also take into account that infantry has more choice right now than a tank driver
Tank driver are waiting for AC/arty and lazer turrets not too mention Amarr and Minmatar HAV hulls and hopefully we get a pilot suit with mods which enhance our vehicles
So really its skewed completely because you took out the driver from the tank, them skills is to max the tank even tho you missed a few, including the tank driver the total SP is way more than just an infantry guy |
Sontie
VENGEANCE FOR HIRE
103
|
Posted - 2013.03.01 18:25:00 -
[26] - Quote
TERMINALANCE wrote:
BS, adv tanks built properly walkover militia av no problem, the same cant be said for proto dropsuits now can they?
The hell you talking about? If they are in militia gear, they are dead. Free kills. Maybe the top 2% of players in militia gear are kinda a threat. Kinda. |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:26:00 -
[27] - Quote
trollface dot jpg wrote:Bruce3 Wayne3 wrote:what your trying to argue is a maxed out infantry costs more than a maxed tank, well its fundamentally flawed. you took into account ALL skills to max the infantry but not all to max the tanker afterall the tanker is a soldier inside a tank.
as a result the tanker needs identical skills aswell as additional skills for tank operation and components and the turrets affecting small turrets would also be shared.
no matter your math tanking will always be a SP and ISK drain as its a very expensive role and as specialist as it is it demand generalised (foot soldier) skills as a backup.
most of skills in your calculations are core skills with just AR, grenadier, SMG and nanocircuitary (to an extent) bein skills of a specialist role whereas most vehicle skills are specialist Every skill for the build supplied was taken into account, same goes for the tank, all the way up into proficiency levels for all turrets, etc. Sorry you don't feel like reading it all, but if you aren't willing to look it up, don't post about it.
i read it all but you clearly didnt read my post. all of the skills except AR, grenadier (to a extent), SMG and nanocircuitary (to a lesser extent) that are used in your calculations are core skills that are needed by every1.
so ur mathematical argument basically equates to you stating AR skill + AR proficiency + SMG skill + SMG proficiency + grenadier + nanocircuitary (add these last 2 on to help balance equation) cost more than tank specific skills... afterall the maths boils down to cost of specialisation not generalisation
oh last pointer... 1+1 doesnt always equal 2 |
trollface dot jpg
Destined 4 Biomass
36
|
Posted - 2013.03.01 18:27:00 -
[28] - Quote
Bojo The Mighty wrote:You can't factor in handheld upgrade skills and proficiency skills when there is no HAV equivalent to those skills. You're just saying that Dropsuit Skills require more SP because there are more of them, which is super redundant. You wish to speak of redundancy? I even added in the slight PG bonus from leveling to lvl 5 armor plates on tanks just for the extra 6% usage drops. I even put in small missile turret skills up to proficiency level just for S&G's. I put in every passive point that I could for each side since this is a MAX OUT THE CLASS test here.
If tankers had more skills than dropsuits, I wouldn't have left out any of the tanks skills. The fact that it requires more skills to max a dropsuit than to max a tank is sort of the point here. You can max out your class 11,000,000 SP more quickly with a tank than with a dropsuit. If you want me to throw in ALL of the tank skills, I'd have to throw in ALL of the dropsuit skills as well. Would you like me to do that next? I'll even limit it to one heavy weapon, one light weapon and one sidearm if you think that's fair. The dropsuit will still require more SP. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
204
|
Posted - 2013.03.01 18:27:00 -
[29] - Quote
Takahiro Kashuken wrote:You have picked away at the list
You forgot about PG/CPU upgrades, Maurader skill, Caldari HAV, large missiles + prof
Also the tank pilot themseleves will have various skills in dropsuits/weapons/nades etc to around lvl3 so they can compete when not in the tank
But also take into account that infantry has more choice right now than a tank driver
Tank driver are waiting for AC/arty and lazer turrets not too mention Amarr and Minmatar HAV hulls and hopefully we get a pilot suit with mods which enhance our vehicles
So really its skewed completely because you took out the driver from the tank, them skills is to max the tank even tho you missed a few, including the tank driver the total SP is way more than just an infantry guy QFT
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TERMINALANCE
Zumari Force Projection Caldari State
25
|
Posted - 2013.03.01 18:31:00 -
[30] - Quote
Sontie wrote:TERMINALANCE wrote:
BS, adv tanks built properly walkover militia av no problem, the same cant be said for proto dropsuits now can they?
The hell you talking about? If they are in militia gear, they are dead. Free kills. Maybe the top 2% of players in militia gear are kinda a threat. Kinda.
The player skill is not whats in question here its the dmg under that players command that is, and clearly a well built tank can walk over militia av infantry on mass while under 0 threat of death where as a proto dropsuit cant just walk over malitia ars on mass as militia grenades and head shots will still ruin his day. There is insanely better scaling on the tank period. |
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