Heavy Tanks

Discussion in 'Game Play' started by Ikalx, Apr 7, 2014.

  1. Lazybum

    Lazybum :D Staff Member Moderator

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    Nukes aren't completely accurate, its hard to hit where you want at an extreme distance.

    Also there was some stuff that didn't feel terribly broken in spartacuspires. The shawtgun cannon which was a 1 slot cannon that fired a bunch of low damage shells at once was kinda fun and didn't feel overpowered. There was the auto cannon that fired I think 3 std cannon shots kinda fast, but it was out classed by rails. Speedy ml was kinda neat, it was just the single slot ml that went faster but did a little less damage.

    Honestly, I felt like spartacuspires just showed if you want to add in new weapons you need to add in some kinda of custom weapon attribute. There is something like a fine balance with the current weapons, trying to add anything else with current scripts will either be OP or just terrible.
     
  2. Z100000M

    Z100000M Vithered Weteran

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    Inaccuracy keeps nukes from being retard mode broken.
    Having it be guilded would also mean you could lob them across the map or above hills or buildings.

    fuck no
     
  3. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    didnt read any of what is above but what I would like to see is just more research for everything. Including tanks. Instead of having afvs and and nf medium tanks. How about we scratch the entire light medium heavy line and make 1 base tank, be med for be and nf light for nf. And just upgrade that, upgrade slots, upgrade the slot its slots, add armor layer as research.

    To go on with this, make research infantry too, all the fucking upgrades make them researchable. This way there is a certain strategy to the game.

    Another thing. Infantry upgrades are kind of stupid, I feel like we need more specific ones so everygame you are like hmmmmm what skill set should I go this game. Instead of speed upgrade health upgrade what ever every game its almost always the same.
     
  4. ImSpartacus

    ImSpartacus nerf spec plz

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    It's not that hard. One of the criminally underutilized variable is cycle time. Every remotely useful tank weapon has a cycle time of less than 2s (most are <1s) Salvo (3s reload) & BioML (3s) are the only exceptions. Salvo is obvious & BioML has a long cycle time because of its bio effect, not its DPS.

    The best analogy is introducing a shotgun to a bunch of automatic weapons. The shotgun is A LOT slower, but does A LOT more damage and, somehow, brings A LOT more fun. We need a "shotgun" for vehicles. I made 3 3-slot "shotgun" concepts that I liked:

    Autocannon

    A cannon that fired 3-round bursts with each projectile being as strong as a std cannon shot. DPS is slightly lower than rails if all 3 shots hit, but it's "burstier" than rails, more "shotgun" than "assault rifle". So you end up using it more like HE cannon, but with an interesting concern to putting all 3 shots on target.

    Code:
    	"Auto-Cannon"
    	{
    		"Name"			"Auto-Cannon"		//name given when selecting weapons
    		"HUD Name"		"Auto CN"			//name displayed in the weapon area of the vehicle HUD
    		"Description"		"This cannon rapes."		//description given when selecting weapons
    		"Icon"			"vehicles/gui/weapons/cn_large"		//icon drawn in the GUI
    		"HUD Icon"		"vehicles/gui/weapons/cn"
    		"Size"			"3"		//number of slots required when selecting weapons
    		"Type"			"1"		//0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    		"Cost"			"100"
    		"Team"			"ALL"		//team that can use this "NF" or "IMP"
    		"Research"		"Explosive Tipped Bullets"		//name of research item that must be researched before using
    		"Sound Firing"		"Vehicle_Sexah_CN.Fire"
    		"Sound Impact"		"Vehicle_RG.Impact"
    		"Sound Reloading"	""
    
    		"Damage Type"		"Kinetic"
    		"Ammo Type"		"0"		//for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
    		"Damage"		"40"		//damage done by projectile
    		"Speed"			"4800"		//speed of projectile
    		"Gravity"		"0.1"		//effects of gravity on the projectile, only for projectiles
    		"Heat"			"6"		//heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
    		"Weight"		"100"		//weight in terms of effects on engine and weight restrictions for chassis
    		"Cycle Time"		"-0.2"		//time between shots (all weapons other than MGs have limits of 0.1 as lowest)
    		"Clip Size"		"3"		//ammo loaded per reloads
    		"Unlimited Ammo"	"0"
    		"Total Ammo Clips"	"36"		//max ammo clips carried (0 is the same as not using clips)
    		"Reload Time"		"1.4"		//time to load one clip
    		"Projectile Spread"	"2"		//only applicable to machine guns at the moment
    		"Heat To Target"	"0"		//heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
    		"Inertia"		"0"		
    		"Explosion Radius"	"20"		//radius of damage sphere to hurt surrounding entities
    		"Explosion Force"	"50"		//force of explosion
    		"Explosion Sprite"	"6"
    		"Muzzle Flash"		""
    
    	}

    The Frog

    I was going to call it "Bio Cannon," but Haschte demanded "Frog," lol. I think it had to do with the custom sounds (there are a lot of fucking awesome sounds that aren't used :( ).

    The Frog has a not-gay bio effect of 100HP/100HP on infantry/vehicles instead of BioML's 150HP/225HP. And whenever you use bio, it makes sense to increase the cycle time (surprised?). The damage is half of a nuke and the splash is comparable to UGL. Gravity is HUGE so range is limited, but it also means that it's easy to lob it over walls onto infantry.

    If I did it again, I'd probably lower the infantry bio damage to like 80HP and further increase the cycle time to ~4s.

    Code:
    	"The Frog"
    	{
    		"Name"			"The Frog"		//name given when selecting weapons
    		"HUD Name"		"Frog"			//name displayed in the weapon area of the vehicle HUD
    		"Description"		"It's a huge cannon, but with bio."		//description given when selecting weapons
    		"Icon"			"vehicles/gui/weapons/cn_large"		//icon drawn in the GUI
    		"HUD Icon"		"vehicles/gui/weapons/cn"
    		"Size"			"3"		//number of slots required when selecting weapons
    		"Type"			"1"		//0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    		"Cost"			"100"
    		"Team"			"ALL"		//team that can use this "NF" or "IMP"
    		"Research"		"Biological Projectile"		//name of research item that must be researched before using
    		"Sound Firing"		"Vehicle_Sexah_CN.Fire"
    		"Sound Impact"		"Vehicle_HECN.Impact"
    		"Sound Reloading"	"Vehicle_Weapon.Reload"
    
    		"Damage Type"		"Explosive"
    		"Ammo Type"		"0"		//for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
    		"Damage"		"150"		//damage done by projectile
    		"Speed"			"2500"		//speed of projectile
    		"Gravity"		"3"		//effects of gravity on the projectile, only for projectiles
    		"Heat"			"40"		//heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
    		"Weight"		"70"		//weight in terms of effects on engine and weight restrictions for chassis
    		"Cycle Time"		"3"		//time between shots (all weapons other than MGs have limits of 0.1 as lowest)
    		"Clip Size"		"6"		//ammo loaded per reloads
    		"Total Ammo Clips"	"6"		//max ammo clips carried (0 is the same as not using clips)
    		"Unlimited Ammo"	"0"
    		"Reload Time"		"0"		//time to load one clip
    		"Projectile Spread"	"3"		//only applicable to machine guns at the moment
    		"Heat To Target"	"0.1"		//heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
    		"Inertia"		"2.5"		
    		"Explosion Radius"	"500"		//radius of damage sphere to hurt surrounding entities
    		"Explosion Force"	"50"		//force of explosion
    		"Explosion Sprite"	"3"
    		"Muzzle Flash"		"muzzle_bio_ml"
    
    		"Player Bio Damage"	"1"	//damage inflicted to players every interval
    		"Player Bio Time"	"10"	//total time to inflict damage to players
    		"Player Bio Interval"	"0.1"	//time inbetween each infliction of damage to players
    		"Vehicle Bio Damage"	"1"	//damage inflicted to vehicles every interval
    		"Vehicle Bio Time"	"10"	//total time to inflict damage to vehicles
    		"Vehicle Bio Interval"	"0.1"	//time inbetween each infliction of damage to vehicles
    
    		//explosion effects
    		"Explosion Speed"	"10"	//how fast the explosion sprite fades (15 is default fps)
    	}
     
  5. ImSpartacus

    ImSpartacus nerf spec plz

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    Guided Salvo

    This is exactly what you'd expect, but Trickster somehow hates the Guided Salvo concept even though salvo fits the "guided" concept MUCH better than the boring 6-clip missile trope. It doesn't take a genius to figure out that it's easier to guide one high-damage salvo for like 1-2 total seconds than 5 low-damage missiles for 6-7 entire seconds (i.e. a fucking eternity).

    So it fits with my love of "bursty" "shotgun-like" weapons. If you put all three MLs on target, the damage is 75% of a nuke. There's almost no splash to penalize missing.

    Effective cycle time is more than 9s so you have plenty of time to use other weapons while waiting for the reload (PACING!). All other Empires tank weapons are pretty much used 100% of the time. There's no "down" time (except for nukes), so the pacing is shit.

    Code:
    	"salvoguidedMissileLauncher"
    	{
    		"Name"			"Salvo Guided ML"		//name given when selecting weapons
    		"HUD Name"		"SGML"			//name displayed in the weapon area of the vehicle HUD
    		"Description"		"This is the only Guided weapon that should exist."		//description given when selecting weapons
    		"Icon"			"vehicles/gui/weapons/ml_salvo_homing_hvy"		//icon drawn in the GUI
    		"HUD Icon"		"vehicles/gui/weapons/ml"
    		"Size"			"3"		//number of slots required when selecting weapons
    		"Type"			"3"		//0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    		"Cost"			"75"
    		"Team"			"ALL"		//team that can use this "NF" or "IMP"
    		"Research"		"Guided Missiles"		//name of research item that must be researched before using
    		"Sound Firing"		""
    		"Sound Impact"		"Vehicle_ML.Impact"
    		"Sound Reloading"	"Vehicle_Weapon.Reload"
    
    		"Damage Type"		"Missile"
    		"Ammo Type"		"0"		//for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
    		"Damage"		"75"		//damage done by projectile
    		"Speed"			"1000"		//speed of projectile
    		"Gravity"		"0"		//effects of gravity on the projectile, only for projectiles
    		"Heat"			"4"		//heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
    		"Weight"		"70"		//weight in terms of effects on engine and weight restrictions for chassis
    		"Cycle Time"		"-0.25"		//time between shots
    		"Clip Size"		"3"		//ammo loaded per reloads
    		"Total Ammo Clips"	"10"		//max ammo clips carried (0 is the same as not using clips)
    		"Unlimited Ammo"	"0"
    		"Reload Time"		"8.0"		//time to load one clip
    		"Projectile Spread"	"1"		//only applicable to machine guns at the moment
    		"Heat To Target"	"0.2"		//heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
    		"Inertia"		"1"		
    		"Explosion Radius"	"50"		//radius of damage sphere to hurt surrounding entities
    		"Explosion Force"	"40"		//force of explosion
    		"Explosion Sprite"	"19"
    		"Muzzle Flash"		"muzzle_default_ml"
    
    			//only for missile launchers
    		"Dumb Missile"		"0"		//'1' if missile flies straight ahead
    		"Homing Missile"	"0"		//'1' if missile flies towards locked on target
    		"Guided Missile"	"1"		//'1' if missile follows crosshairs after launch
    		"Missile Range"		"4000"		//max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
    		"Lock On Time"		"0"		
    		"Lock Range Modifier"	"0"		
    		"Turning Ability"	"1.8"		
    	}
    I also added a 1-slot ML & 1-slot cannon because it's fucking ridiculous that we only have one choice for 1-slot MLs/cannons.

    Fast Missile Launcher (FML, hue hue hue)

    Just a more accurate, faster, lower damage ML. It has dogshit DPS, so it's probably underpowered, but it's more fun because you can actually hit shit.

    Code:
    	"FastMissileLauncher"
    	{
    		"Name"			"Fast ML"		//name given when selecting weapons
    		"HUD Name"		"FML"				//name displayed in the weapon area of the vehicle HUD
    		"Description"		"A fast dumb fire missile launcher with no homing capabilities."		//description given when selecting weapons
    		"Icon"			"vehicles/gui/weapons/ml_std_sml"		//icon drawn in the GUI
    		"HUD Icon"		"vehicles/gui/weapons/ml"
    		"Size"			"1"		//number of slots required when selecting weapons
    		"Type"			"3"		//0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    		"Cost"			"70"
    		"Team"			"ALL"		//team that can use this "NF" or "IMP"
    		"Research"		""		//name of research item that must be researched before using
    		"Sound Firing"		"Vehicle_rocketfire.Fire"
    		"Sound Impact"		"Vehicle_ML.Impact"
    		"Sound Reloading"	"Vehicle_Weapon.Reload"
    
    		"Damage Type"		"Missile"
    		"Ammo Type"		"0"		//for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
    		"Damage"		"30"		//damage done by projectile
    		"Speed"			"3000"		//speed of projectile
    		"Gravity"		"0"		//effects of gravity on the projectile, only for projectiles
    		"Heat"			"5"		//heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
    		"Weight"		"40"		//weight in terms of effects on engine and weight restrictions for chassis
    		"Cycle Time"		"1.5"		//time between shots
    		"Clip Size"		"4"		//ammo loaded per reloads
    		"Total Ammo Clips"	"10"		//max ammo clips carried (0 is the same as not using clips)
    		"Unlimited Ammo"	"0"
    		"Reload Time"		"2"		//time to load one clip
    		"Projectile Spread"	"0.001"		//only applicable to machine guns at the moment
    		"Heat To Target"	"0.1"		//heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
    		"Inertia"		"1"		
    		"Explosion Radius"	"100"		//radius of damage sphere to hurt surrounding entities
    		"Explosion Force"	"50"		//force of explosion
    		"Explosion Sprite"	"10"
    		"Muzzle Flash"		"muzzle_default_ml"
    
    			//only for missile launchers
    		"Dumb Missile"		"1"		//'1' if missile flies straight ahead
    		"Homing Missile"	"0"		//'1' if missile flies towards locked on target
    		"Guided Missile"	"0"		//'1' if missile follows crosshairs after launch
    		"Missile Range"		"0"		
    		"Lock On Time"		"0"		
    		"Lock Range Modifier"	"0"		
    	}
    Shawtgun

    I wasn't kidding about being inspired by shotguns. This one is admittedly a little extreme, but it's hilariously fun.

    This 1-slot cannon fires 10 super inaccurate projectiles all at once that drop to the ground almost immediately. Each projectile barely does 25% of the damage of a single std cannon round, so it's shit against vehicles. But there's a 1-time 18HP infantry bio damage that basically doubles damage against infantry. The super high gravity also helps curve those projectiles over walls to get at the fleshy meatbags cowering behind.

    Unfortunately, 10 projectiles is too many and performance gets raped if everyone is using the weapon.

    Code:
    	"Shawtgun"
    	{
    		"Name"			"Shawtgun"		//name given when selecting weapons
    		"HUD Name"		"Shawtgun"			//name displayed in the weapon area of the vehicle HUD
    		"Description"		"It's a shotgun. Why are you wasting time reading this?."		//description given when selecting weapons
    		"Icon"			"vehicles/gui/weapons/cn_std_sml"		//icon drawn in the GUI
    		"HUD Icon"		"vehicles/gui/weapons/cn"
    		"Size"			"1"		//number of slots required when selecting weapons
    		"Type"			"1"		//0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    		"Cost"			"50"
    		"Team"			"ALL"		//team that can use this "NF" or "IMP"
    		"Research"		""		//name of research item that must be researched before using
    		"Sound Firing"		"Vehicle_HEMG.Fire"
    		"Sound Impact"		""
    		"Sound Reloading"	""
    
    		"Damage Type"		"Kinetic"
    		"Ammo Type"		"0"		
    		
    		"Damage"		"12"		//damage done by projectile
    		"Speed"			"3000"		//speed of projectile
    		"Gravity"		"5"		//effects of gravity on the projectile, only for projectiles
    		"Heat"			"1"		
    		"Weight"		"40"		
    		"Cycle Time"		"-0.000001"		
    		"Clip Size"		"10"		//ammo loaded per reloads
    		"Total Ammo Clips"	"15"		//max ammo clips carried (0 is the same as not using clips)
    		"Unlimited Ammo"	"0"
    		"Reload Time"		"2.0"		//time to load one clip
    		"Projectile Spread"	"10"		//only applicable to machine guns at the moment
    		"Heat To Target"	"0.001"		
    		"Inertia"		"2"		
    		"Explosion Radius"	"500"		//radius of damage sphere to hurt surrounding entities
    		"Explosion Force"	"100"		//force of explosion
    		"Explosion Sprite"	"1"
    		"Muzzle Flash"		""
    		
    		"Player Bio Damage"	"18"	//damage inflicted to players every interval
    		"Player Bio Time"	"1"	//total time to inflict damage to players
    		"Player Bio Interval"	"1"	//time inbetween each infliction of damage to players
    
    
    	}
     
    Last edited: Apr 9, 2014
  6. ImSpartacus

    ImSpartacus nerf spec plz

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    You can only guide to line of sight, so no flying over hills to something you can't see.

    Also, FN is suggesting that we should replace arty with this style of helpless mega dps tank. I think guided nukes would easily fit into that style of tank.

    They obviously wouldn't fit into a normal heavy tank (but Guided Salvo would!).
     
  7. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Yes... yes you can. I did/do it all the time with guided. Its the best part of guided. You can shoot around and over obstacle. U just estimate how far past the wall you want your missile to drop on top of enemy and move your aim. You can even get better aim by shooting missiles strait up... and then bringing them down on top of enemy like laser guided bomb.
     
  8. ImSpartacus

    ImSpartacus nerf spec plz

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    But you're telling the missile that you want it to hit the side of the hill closest to you, so you're relying on the missile not being able to turn fast enough and come back at you. Maybe it's possible, but it sounds super situational.
     
  9. Lazybum

    Lazybum :D Staff Member Moderator

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    I never said it was a good idea, just a reason to make it guided.
     
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Guided is slow as shit... until that is "fixed", I consider this a valid tactic that is awesome and under used.
     
  11. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    hmm... its difficult to push empty vehicles. The traction is way up there regardless of vehicle weight. When it comes to pushing something it doesn't seem to matter much how much HP you have... its how much traction the target has VS your current speed. All vehicles have the same traction of 1.337. I had to make a jeep super light in order to push it with a heavy.

    I am going to have to radically alter current vehicle weights to allow jeeps to be bullshit and INCAPABLE OF PUSHING ANYTHING other then another jeep.

    One more thing... changing the weight of the tanks too high makes it impossible to turn on spot regardless of HP. Candles... is there a way to fix that? I am guessing on spot turning is something empires has coded in.
     
    Last edited: Apr 9, 2014
  12. ImSpartacus

    ImSpartacus nerf spec plz

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    I had the same issue in Spartacuspires where all the tanks weigh ~8000. It's a variable in the other vehicle script. I forget the name, but it works as you'd expect.
     
  13. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    oic... this?
    "Neutral Turn Factor" "1" //multiplier to determine how fast the vehicle can turn in place when no forward motion is present
     
  14. FN198

    FN198 Member

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    You totally understand. Thank you.
     
  15. Z100000M

    Z100000M Vithered Weteran

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    See , spartacus , this is why you are stupid.

    You can totally abuse guiding in empires by having the projectile go high or to the side, then quickly point towards the target and stop guiding. If you wouldnt be so shit, you could agle it just right to hit. Not so useful on the RPG besides dicking aroud and not useful at all with fast missles such as guided, but with a slow one such as a nuke, you could bomb the fucking enemy base from across the map. You wouldnt even have to accurate with that crap.
     
    Last edited: Apr 9, 2014
  16. FN198

    FN198 Member

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    That's the point, z1000m.
     
  17. Ikalx

    Ikalx Member

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    Sounds a little more top-heavy than I was thinking (the guided-nuke, lol). Thanks for posting the weapons though, Spartacus :)
     
  18. Ikalx

    Ikalx Member

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    I was just wondering what people thought about what tanks were actually supposed to do in this game. I've been thinking about average kills and effectiveness against buildings and tanks too, and some numbers came to mind. These are all for 'normal' type skill levels, where someone knows how to play, but they aren't exceptionally skilled.

    Light Tank/AFV:
    Expected Infantry Kills = 2
    Expected Tank Kills of Same Rank = 1
    Expected Building Kills = 1 Small

    Medium Tank:
    Expected Infantry Kills = 4
    Expected Tank Kills of Same Rank = 1
    Expected Tank Kills of Lesser Rank = 3
    Expected Building Kills = 2

    Heavy Tank:
    Expected Infantry Kills = 10
    Expected Tank Kills of Same Rank = 1
    Expected Tank Kills of Lesser Rank = 3
    Expected Tank Kills of Lowest Rank = All
    Expected Building Kills = 5

    Artillery Tank:
    Expected Infantry Kills = 5-20
    Expected Tank Kills = 0
    Expected Building Kills = 8

    These are just ball-park numbers I'm putting out there. I was wondering who agrees with these kind of numbers, or what is closer to the truth. The scenario is a balanced game on a good map, with all players at a similar skill level. Building Kills don't really include raxes, since you're usually fighting against 3-5 people inside the rax keeping it up and hitting you hard.

    What I want to get at is what the numbers should be more like or whether this is a good level.
     
  19. ImSpartacus

    ImSpartacus nerf spec plz

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    We've got a prominent high skill population, so you can't design around expectations.
     
  20. Sgt.Security

    Sgt.Security Member

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    Skill, meh.
     

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