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Bojo The Mighty
Resheph Interstellar Strategy Gallente Federation
1307
|
Posted - 2013.07.29 23:16:00 -
[31] - Quote
Canaan Knute wrote:Speaking from experience, when you see a group of enemy players sniping from a tower when only one or two are needed, that gives you a fairly significant advantage on the ground. While that can be true, outnumbered does not always mean outmatched....*protostomps* cough !* |
Serah Mione
Knights of No Republic The Superpowers
2
|
Posted - 2013.07.29 23:45:00 -
[32] - Quote
I think they should add a few more access ladders but still maintain a few towers/buildings with no ground to roof access via stairs or ladders. We still need some Drop Ship landings available.
I think what needs to be more looked at is where our current ladders are placed because there is some seriuosly dumb areas where ladders lead to a small useless section of the roof/building. Better yet fix the roof so there is less of those annoying non jumpable metal sheets all over the place. I don't mind walls and barriers but it makes the roof look like a scrap yard with thin metals walls all over. Game could use some nice perche ballconies, or interactive access points (elevators). |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
794
|
Posted - 2013.07.30 02:46:00 -
[33] - Quote
Serah Mione wrote:I think they should add a few more access ladders but still maintain a few towers/buildings with no ground to roof access via stairs or ladders. We still need some Drop Ship landings available.
I think what needs to be more looked at is where our current ladders are placed because there is some seriuosly dumb areas where ladders lead to a small useless section of the roof/building. Better yet fix the roof so there is less of those annoying non jumpable metal sheets all over the place. I don't mind walls and barriers but it makes the roof look like a scrap yard with thin metals walls all over. Game could use some nice perche ballconies, or interactive access points (elevators).
I would like to see some interior spaces linking ground->roof access to the real roof which is a Dropship landing zone.
I think that would be some hot ****. |
Garth Mandra
The Southern Legion
51
|
Posted - 2013.07.30 03:21:00 -
[34] - Quote
I think almost all of the roof tops should be accessible on foot.
In some cases though it should potentially take a long time to get up there. Imagine walking up the stair case things on the tall towers. This way those that use dropships get an appropriate advantage (time saving).
As a slight aside I would also like to see the barriers on the roofs of the orbital artillery outpost removed and I'm not a sniper or forge gunner. With better rooftop access than there currently is I don't think it would be a problem. |
Herrick Arcos
The Shadow Cavalry Mercenaries DARKSTAR ARMY
106
|
Posted - 2013.07.30 23:52:00 -
[35] - Quote
I still cant help but find it strange that we are using ladders when teleportation technology is not only accessible but mobile. We should not be worrying about chutes and ladders this far into the future. |
Mobius Wyvern
BetaMax.
2738
|
Posted - 2013.07.31 00:02:00 -
[36] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up? It was already removed before after everyone bitched in E3. That's what spawned the super-low flight ceiling in the following updates that they had everyone bitching about "orbiting". |
RAGING GIGGLES
Hostile Acquisition Inc The Superpowers
4
|
Posted - 2013.07.31 00:20:00 -
[37] - Quote
As one of those Proto heavy, Proto assault forge gun weilding irritants, i can say, yes, provide ground access to the popular high-hides. I'm tired of raining death down on rasberries and annihilating dropships while only having to worry bout backing up to let my reps kick in from pesky sniperfire. I say, let them come, give me some action, make the tactical highground hardpoint something to be contested, not owned by the first sniper or forgegunner to get there. |
Thurak1
Psygod9 RISE of LEGION
18
|
Posted - 2013.07.31 00:21:00 -
[38] - Quote
Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) Heavies dont have equipment slots so 4 heavies would not have 1 nanohive or a repair tool among them. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:23:00 -
[39] - Quote
Thurak1 wrote:Jason Pearson wrote:See a Four man heavy squad with rep nanohives down on a roof, you're not going to get rid of them and because they're killing you, they're the one with the OB, not you.
I feel there should be more accessibility to roof tops, Ladders, additional walkways and stairs would be nice. And to combat the "BUT THEY'LL USE THEM IN THE RED LINE" argument, don't place said structures in the red line :) Heavies dont have equipment slots so 4 heavies would not have 1 nanohive or a repair tool among them. Well a lot of heavies roam around with logis you know |
Thurak1
Psygod9 RISE of LEGION
18
|
Posted - 2013.07.31 00:26:00 -
[40] - Quote
If you cant take out a forgegunner or sniper that has acquired high ground your not working as a team. If you are working as a team your tactics suck. The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
Sorry but this is just a non issue to even argue over about being fair or unfair. Its warfare and high ground is valuable and can change the battler thats just how it is and how it should be. Dont like it? Skill into heavy and forgegun and do it to your enemies. |
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TheEnd762
Algintal Core Gallente Federation
114
|
Posted - 2013.07.31 00:29:00 -
[41] - Quote
If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:30:00 -
[42] - Quote
Thurak1 wrote:The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
No, this does not work. I've been there right by the heavies and some fool took a DS up to us like twice. Lost both. On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them. |
Bojo The Mighty
Zanzibar Concept
1319
|
Posted - 2013.07.31 00:31:00 -
[43] - Quote
TheEnd762 wrote:If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. Or you can upgrade your Scan Precision and Range |
TheEnd762
Algintal Core Gallente Federation
114
|
Posted - 2013.07.31 00:39:00 -
[44] - Quote
Bojo The Mighty wrote:TheEnd762 wrote:If we have to deal with ladders and stairways, we better get anti-infantry proxy mines. Or you can upgrade your Scan Precision and Range
Those don't make a sniper rifle viable at -20m. |
Bojo The Mighty
Zanzibar Concept
1320
|
Posted - 2013.07.31 00:42:00 -
[45] - Quote
TheEnd762 wrote:
Those don't make a sniper rifle viable at -20m.
Sure they do |
Disturbingly Bored
The Strontium Asylum
490
|
Posted - 2013.08.01 04:38:00 -
[46] - Quote
I think the issue with the Forge Gun against infantry is honesty just that it's so sudden and violent a death when you get hit by it. People die to other weapons far more often, they just see it coming and don't feel as cheated.
I've been using the FG on ladder-climbable buildings quite a lot lately, and even though my game has improved a hell of a lot, I still always do better with an HMG when I whip it out. I even get about as many kills with my M209 as I do with my FG in any given match.
Except for the rare gifted fattie, you don't see Forge Gunners topping the kill boards in games, especially if they're sitting on top of the towers in Line Harvest (you get a ton of assists, but them ants are hard to hit). An enemy FG is just a constant annoyance that you have to worry about LOS while you go about whatever else you were otherwise doing.
A constant annoyance that is, the moment you stop paying attention to it, a massively traumatic and gooey death.
It's 60% shock and awe, 40% murder. And that's balanced in my book. |
RINON114
B.S.A.A. General Tso's Alliance
367
|
Posted - 2013.08.01 05:48:00 -
[47] - Quote
The main problem with this tactic is that in some locations it's impossible to counter. Spawning a dropship on some maps is simply too difficult as the forge gunner(s) have a fantastic los on the entire battlefield. Try spawning it further away? Then the same forge gunner just has more time to take you down.
I think Bojo said it best with: GÇ£Snipers>everythingGÇ¥ because right now there is only a very slim chance you'll be able to take out that dedicated sniper with your militia fit. Snipers should be worried about being found by ground troops and you can see currently that they are not. Almost all snipers I ever come across sit in one spot until they die.
The bottom line: Adding more map dynamics is a fantastic way to add variety and spice to this currently bland tactic. |
KEROSIINI-TERO
Seraphim Auxiliaries
628
|
Posted - 2013.08.01 06:41:00 -
[48] - Quote
Bojo The Mighty wrote:It's come to everyone's attention that people fly dropships onto buildings; tall, medium, and the sorts, and use forge guns and sniper rifles from this great height advantage. This is a minor issue. One thing that's not cool is that these areas are accessible only by dropship. This means that in order to deal with these roof-dwellers, you must risk going up in a dropship and expend just as much, just to remove a thorn in your side. Now that doesn't sound a whole lotta wrong but it's easier said than done. It could take a dozen dropships to finally evade forges from that rooftop. However I sure as hell don't want to remove rooftop warfare from the game, that would be totally gremlin stunt. No, to address this weird minor issue that kind of paints the game a little more ugly, is by map development that increases availability of roofs by the ground. For example, on Communications I believe a small spiral staircase could give access to a catwalk on the first section of the large structure (D+E 5-7) On the upper portion of the structure, a couple ladders could lead down to the catwalks giving all-roof access to the building. This is just an example to portray means of increasing roof access and overall flavor. Thumbs up?
+1 AWESOME POST. Rooftop warfare indeed is an integral part of any serious Dust battle.
More accesses onto rooftops would be good, although not necessarily every one should have it.
Some other things to fix about rooftop warfare: - Headglitching making it impossible to counter snipers from below - Short draw distance making it impractical to counter with railguns - The 'tarpit walking' on top of roofs (the weird POV/speed issue slowing down) - Not having a safe way to walk on rooftops, this issue deepened by inaccurate building edges |
Timothy Reaper
ZionTCD
364
|
Posted - 2013.08.01 06:41:00 -
[49] - Quote
Bojo The Mighty wrote:On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them. Not anymore. The flight ceiling is well above the skyscrapers again.
I have yet to figure out why so many people think you're invincible on the buildings. I kill plenty of those players because I know it's strengths and weaknesses. The high ground is useful only if (1) you know how to make the best of it and (2) if the enemy doesn't know how to counter it. Here's a couple of examples from yesterday:
Line Harvest, Domination: An enemy squad placed uplinks on the N.E. tower and spawned with some proto forge guns. While the rest of the our team handled the ground troops, another sniper and I (located on the ground) shot anyone who poked their head out on the tower. Very few escaped the concentrated proto sniper fire.
Line Harvest, Skirmish: The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks.
In short, try working as a team instead of expecting the developers to change the game to fit your preferred playstyle. |
RINON114
B.S.A.A. General Tso's Alliance
369
|
Posted - 2013.08.01 11:46:00 -
[50] - Quote
Timothy Reaper wrote:Very few escaped the concentrated proto sniper fire. There is the flaw in your argument.
You were using proto snipers and still didn't manage to annihilate everybody?
The point is that this is in the interest of balancing the weapon against everything, not just between snipers without nerfing the gun. Ground troops should always be able to counter a sniper or even a whole team because they can access the sniper on foot IRL.
Sniper on the roof? Get a team inside the building and clear him out from below is what I would do. Any wise sniper would cover his exits and know his exits, which is why I hate sniping in Dust, it just doesn't have good tactics to it like in Battlefield (being a sniper/DM myself).
As it stands, if I want to take out a sniper, I have to be a sniper. I don't like sniping in Dust and I haven't specced a significant portion of my 11 million SP into them. It's completely ludicrous to suggest that I should in this kind of game. |
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TheEnd762
Algintal Core Gallente Federation
123
|
Posted - 2013.08.01 12:18:00 -
[51] - Quote
Ladders and stairways are an easy way to *force* snipers into AR/CQC range, where their rifles are ineffective, and their scout suits are momentarily shredded. So, I ask you, where's the mechanic to *force* AR rambos back out to a sniper-friendly distance? Oh right, if you don't want people sniping from the redzone, there isn't one. I killed Symbioticforks (a formidable pain in the *** from Hellstorm Inc) twice in the same match this morning, while he was on a tower and I was on the ground. And if you can't kill them, keeping them away from the ledge (thus unable to kill people on the ground) is still helping your team, and is sufficiently balanced. |
Timothy Reaper
ZionTCD
366
|
Posted - 2013.08.01 12:40:00 -
[52] - Quote
RINON114 wrote:You were using proto snipers and still didn't manage to annihilate everybody?
You're saying that we should be able to take out prototype heavy suits - which are specifically designed to soak up massive amounts of damage - with one or two shots? While that sounds like it could be fun, it wouldn't be fair to the heavys.
Those that survived on the tower were the ones who would pop up, fire a random shot and duck back into cover (and not all of them escaped). Those who tried to help the team by staying still long enough to aim were dropped quickly. Two people from one squad managed to ruin (what has been called in this thread) a near unbeatable strategy.
People keep saying things like, 'what I would do.' As a wise man once said: "There is no 'I' in 'team'!" Part of a good team-based game is specialities; if you're not good at a particular task, find someone who is. If you try to do everything yourself of course you're not going to have fun. |
RINON114
B.S.A.A. General Tso's Alliance
371
|
Posted - 2013.08.02 05:19:00 -
[53] - Quote
Timothy Reaper wrote:RINON114 wrote:You were using proto snipers and still didn't manage to annihilate everybody?
You're saying that we should be able to take out prototype heavy suits - which are specifically designed to soak up massive amounts of damage - with one or two shots? While that sounds like it could be fun, it wouldn't be fair to the heavys. Those that survived on the tower were the ones who would pop up, fire a random shot and duck back into cover (and not all of them escaped). Those who tried to help the team by staying still long enough to aim were dropped quickly. Two people from one squad managed to ruin (what has been called in this thread) a near unbeatable strategy. People keep saying things like, 'what I would do.' As a wise man once said: "There is no 'I' in 'team'!" Part of a good team-based game is specialities; if you're not good at a particular task, find someone who is. If you try to do everything yourself of course you're not going to have fun. So I should probably repeat myself then: You were using proto snipers, what chance would my entire team have if they're just militia, or not in my squad? Neutralizing a sniper isn't always about using a sniper against him. It's about getting the tactical advantage through using his biggest weakness against him (range). This is the advantage snipers currently have with no downside, a downside which should be there.
As for the GÇ£that's what I would doGÇ¥ I should clarify that I meant as a squad, as in GÇ£that is the tactic I would employ with my squad, or a tactic I would tell my squad to useGÇ¥ not that I would rambo up there at all. |
Jathniel
G I A N T EoN.
734
|
Posted - 2013.08.02 05:37:00 -
[54] - Quote
No. I like the idea that a fight for the high ground using dropships can help decide the outcome of battles. An orbital can clear rooftops now.
If you give ground access to rooftops, there is absolutely NO point using a sniper rifle nor forge gun from up there. A sniper will spend more time trying to set traps, and hold his rooftop instead of sniping. And a forge gunner CANNOT set traps at all.
No, to ground access. They go up there for the sole purpose of getting out of range of weapons like ARs, Shotguns, Mass Drivers, and Nova Knives. Why are you trying to penalize them for being smart?
They are willing to consume a dropship to do it. If you are not willing to spend the same cost to go up there, then you don't deserve access, and will have to settle for counter-sniping from the ground.
First we complain about snipers in the redzone, now we complain about the ones that are actually trying to be smart and do it right? Especially, when they have decent teamwork going on? Forge Gunner, and Sniper? Just counter snipe them. A good counter-sniper can suppress a tower sniper and a forge gunner for an entire match, and getting suppressed is just as bad as getting killed. You are rendering them useless.
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Jathniel
G I A N T EoN.
734
|
Posted - 2013.08.02 05:45:00 -
[55] - Quote
lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS.... |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
220
|
Posted - 2013.08.02 05:51:00 -
[56] - Quote
I'm sorry but counter sniping is a valid tactic. Get with a buddy or two and aim on the same person. You will kill him before he has a chance to respond. Have done this a couple of times to the effect that they leave; the damage is to intense with 3 tactical snipers on their ass; and that's just a level 2 sniper rifle. |
Timothy Reaper
ZionTCD
366
|
Posted - 2013.08.02 07:12:00 -
[57] - Quote
Timothy Reaper wrote:Line Harvest, Skirmish:The enemy team and I had set uplinks on opposing towers (East-West). The enemy spawned in a few snipers and called in a tank. I was able to handle the snipers and keep the tank's attention focused on me, so a couple of others from my squad called in a dropship on the ground, flew up behind the tower, hopped out, destroyed the tank and cleared out the uplinks. In this situation my proto rifle did not give me a significant advantage over a militia rifle. The only thing I could do was hassle the snipers enough that they got their railgun tank to focus on me.
Yes, taking the high ground can provide an advantage, but every strategy has a weakness, and this is no exception. True, with the current match making system you're not guaranteed an even distibution of skills. But if the direct approach is not feasable with the tools available, try an indirect approach. |
RINON114
B.S.A.A. General Tso's Alliance
371
|
Posted - 2013.08.02 08:29:00 -
[58] - Quote
Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here.
You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others.
If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive.
All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit.
What you're saying is similar to: Only a tank should be able to take out a tank. |
Jason Pearson
Seraphim Auxiliaries
2368
|
Posted - 2013.08.02 08:38:00 -
[59] - Quote
Bojo The Mighty wrote:Thurak1 wrote:The most simplistic tactic i have seen is to take a dropship fly really high up and drop a 4 man squad on the forgegunners head. He has a lot of issues seeing and shooting at you if you stay nice and high since those guns have no zoom and inaccurate sights to start with. Maybe you will kill him by simply having a squad mate land on him.
No, this does not work. I've been there right by the heavies and some fool took a DS up to us like twice. Lost both. On Line Harvest, the sky scrapers and the DS flight ceiling are equal, meaning that you are only like what, 8 meters above them.
Don't.
You can get twice as high as the skyscrapers, it's where I AFK in ambushes. I support this thread do not throw that idea about the flight ceiling not being high out there, the flight ceiling is immensely high (And perfect.)
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Jathniel
G I A N T EoN.
740
|
Posted - 2013.08.02 13:01:00 -
[60] - Quote
RINON114 wrote:Jathniel wrote:lol This thread is loaded with a lot of "killing tower and rooftop snipers/forge gunners" is too hard.
If a sniper can't fight you in CQC, it's "tough luck, that is a sniper's weakness and i'm entitled to exploit it". Yet when you can't fight a sniper in CQC it's all of a sudden, "it's not fair that i can't reach him. that is imbalanced. i should be able to exploit his weakness, and he shouldn't be able to exploit mine." Fk that selfish, hypocritical nonsense, disguised as logic.
Snipers already got 'nerfed' by the damage profile changes. It's also much easier to get to the top of towers now in Uprising.
Also, you can orbital tower tops now!! WOW! FFS....
This is precisely the kind of BS feedback I wish CCP would ignore. And this is precisely the type of negative criticism of ideas I've come to expect from the users of this forum, but alas, I'm still here. You simply can't say this isn't logical. If a sniper is sitting on a mountain, can we not run behind or around to take them out on foot? To point out once more the flaw in the arguments of those against this idea: Calling a dropship when there are forge gunners up top is nigh impossible on some maps, completely impossible on others. If the sniper gets caught in CQC then he should be at the disadvantage, same as if a soldier gets caught out in the open the sniper should have the advantage. If a soldier is good enough to get into CQC with a sniper without dying then that soldier did a good job at avoiding detection and staying alive. All we're asking is for a way for everything to counter everything like it should be, and currently the only way to counter a sniper is to be a sniper. My tactics shouldn't be limited by my skills or skill levels, only my creativity and wit. What you're saying is similar to: Only a tank should be able to take out a tank.
There is bound to be negative reaction to this thread and it's topic, and I am happy that you expect it, and don't take it personally. That is precisely the level of forum warrior I've come to expect from those that brave the Feedback/Requests section of these forums.
I agree when you say that both assaultman and sniper have their disadvantages and advantages and they should be at each other's mercy if the circumstances permit.
All too often, the circumstances do NOT permit the sniper to exploit the weakness of the assaultman, and this is true for good reason. If sniping could be done with absolute ease and perfection on every map, it would cancel the existence of the assaultman. (Example: Replication-era and Chromosome-era Manus' Peak.)
However, the advantage of the assaultman is his ability to flank and CQC. Therefore, if you make being an assaultman something that can be done with absolute ease and perfection on every map (by adding stairs and ladders to every high point), it would cancel the existence of the sniper.
Just as you have sniper teams elite enough to totally lock down a tower; you have assault teams that are elite enough to totally lock down every point accessible by ladder and stair. Let another role exist. Not every sniper and forge gunner is an Overwatch sniper and forge gunner. |
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