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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Alticus C Bear
University of Caille Gallente Federation
172
|
Posted - 2013.09.04 18:09:00 -
[2071] - Quote
Just to check, are there now no ties to racial tanking other than number of high/low slots?
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MeBiatch
Republic University Minmatar Republic
1265
|
Posted - 2013.09.04 18:10:00 -
[2072] - Quote
Sollana wrote:Ravasta Helugo wrote:Harvey James wrote:isn't it great that CCP don't even ask us if we would like such drastic changes they just make them I'm going to be fair to CCP: They asked for feedback, and well over half of it was people bitching about their incursion webs and T2 Resists. Many of us who supported the changes just tipped the hat and walked away from the thread. You can't blame them for thinking this change was going to be popular. But seriously, CCP: The first idea was way, way better. Bring back the old Bastion. dear CCP, the carebears have ruined what I thought was an outstanding change for a rarely used ship. the games need to be made diverse, different, exciting..... bastion mode in an anomaly in null sec space would be awesome... the ship would be used for pos defence and other much fun things.. FFS dont give in the the feeble minded morons that dont even use 0.0 If the CSM like the idea then use it... ignore the forum trolls
yeah it seems like the complainers won the day. :( There are no stupid Questions... just stupid people... Winter Expansion new ship request |
zbaaca
POD Based Lifeforms DarkSide.
34
|
Posted - 2013.09.04 18:12:00 -
[2073] - Quote
2 CCP Ytterbium stop screwing golem . now it become piece of sh*t
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn |
Ranamar
Valkyries of Night Of Sound Mind
14
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Posted - 2013.09.04 18:13:00 -
[2074] - Quote
I feel like these most recent changes to the Bastion module nerfed it into the ground. It's a lot less interesting to me now, although maybe that's just because it seems like it will always be better to coast out of Bastion and catch remote reps now, instead of it being a question as to whether it's worth undeploying and instead just sitting there and taking it. I know optimal range is a disguised damage bonus, but I think I'd trade that for being able to catch reps in just about any case. Is there any chance we can get some other thing to sweeten the deploy deal a little more?
On the other hand, the Caldari Marauder finally getting a web bonus is cool, at least when undeployed, seeing as the range on webs is pretty short. |
Ravasta Helugo
Republic University Minmatar Republic
60
|
Posted - 2013.09.04 18:14:00 -
[2075] - Quote
Battle Cube wrote:Silvetica Dian wrote:some of us liked the 1st iteration more :( the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps. Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.
Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.
That's a significant difference. |
Grarr Dexx
Snuff Box Urine Alliance
249
|
Posted - 2013.09.04 18:15:00 -
[2076] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
Good job, you've ruined Golems and Vargurs for lvl5s. ******* pointless. |
DTson Gauur
Underground-Operators Illuminantur Dominium Sicarioum
20
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Posted - 2013.09.04 18:20:00 -
[2077] - Quote
If CCP really wants to see these hulls more in PVP, make them worth the roughly ONE AND HALF BILLION price tag. Otherwise the only time you'll see them in the dog eat cat world of current PVP is when the ultrarich nullsec alliances decide to see if they're even remotely usable.
As for the web bonus instead of tank bonus, it's utter garbage when the bastion mode is quite obviously aimed at SNIPING!
My suggestion: Instead for web strength, give them IN BASTION mode 500% web range bonus.
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Marc McIntyre Crendraven
The Knights of Retribution
8
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Posted - 2013.09.04 18:21:00 -
[2078] - Quote
Since marauders now will use webifiers how about giving them their speed back, doesn't really fit to have such a slow battleship make use of webs which require you to be within 10 kilometers of your target. Just sayin |
Big rEy
ROMANIA Renegades C0VEN
16
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Posted - 2013.09.04 18:21:00 -
[2079] - Quote
zbaaca wrote: 2 CCP Ytterbium stop screwing golem . now it become piece of sh*t
True, I've stopped training for one when I read the las post from Ytterbium I will stay with my RNI. Always I will be ready to meet the next challenge even if is bigger that me ! |
Harvey James
Deep Core Mining Inc. Caldari State
488
|
Posted - 2013.09.04 18:21:00 -
[2080] - Quote
on a sidenote about webs .... besides minmatar normally only faction ships have them so it seems very homogenized and quite un racial like ... that and minnie bonus is normally range on recons and specialist e-war ships... are these now some strange e-war- combat- mini dread combo? its not very specialist anymore rather a strange combo of many specializations. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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Zeus Maximo
Mentally Assured Destruction
432
|
Posted - 2013.09.04 18:22:00 -
[2081] - Quote
Ravasta Helugo wrote:Zeus Maximo wrote: fit propulsion
...
Fill the resist hole like you would with any other ship..... Buy modules
The new Marauders are better because we can fit modules to compensate for the nerfs... With all those extra slots they didn't give us. The Version 1 Bastion was great because it allowed you to use more lows for tracking/damage mods without hurting survivability (Armor) and more projection/application mods without hurting survivability (shield). Now we need to fit MORE tank in the lows (to compensate for 37.5% tank nerf) and more prop in the mid (just to make these ships flyable.) Both of these mods will come at the expense of Tracking, Projection and Damage mods. Slowing down mission running, just to get the ship up to it's current survivability.
But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode. |
Mournful Conciousness
Embers Children TOHA Conglomerate
312
|
Posted - 2013.09.04 18:23:00 -
[2082] - Quote
Ravasta Helugo wrote:Battle Cube wrote:Silvetica Dian wrote:some of us liked the 1st iteration more :( the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps. Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost. Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount. That's a significant difference.
It's also an utter lie. Your T2 resists give you an effective local rep bonus as well as an EHP bonus as well as a bonus to the efficiency of inbound RR.
You do remember all the rage about gallente ships having a crappy local tank bonus that should be replaced with a resistance bonus?
This is giving marauders what gallente pilots can only dream of. Good reps AND good inbound reps.
Winter marauders - Mutant Ninja Space Turtles
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Omnathious Deninard
Novis Initiis
1491
|
Posted - 2013.09.04 18:25:00 -
[2083] - Quote
CCP Ytterbium wrote: Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module.
This just destroyed the usefulness of the bastion module and cut a huge amount of the ships tankability.
CCP Ytterbium wrote: We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level.
Without that 7.5% to rep amount there tank while in bastion mode get cut down even further. As far as stasis webs go, they lacked on range more than strength IMO. A 10% to range will be more effective.
CCP Ytterbium wrote: Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
So they can now be bounced around like a pinball while in bastion mode, another fail for the bastion module. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Grarr Dexx
Snuff Box Urine Alliance
249
|
Posted - 2013.09.04 18:26:00 -
[2084] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
You give them an MJD bonus so they can pull range, and here's a bonus that'll only work at, at best, 18km. Is there any ******* thought that goes into these changes at all? |
Ranamar
Valkyries of Night Of Sound Mind
14
|
Posted - 2013.09.04 18:26:00 -
[2085] - Quote
Ravasta Helugo wrote:Battle Cube wrote:Silvetica Dian wrote:some of us liked the 1st iteration more :( the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps. Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost. Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount. That's a significant difference.
To be fair, the increase in native resists somewhat makes up for the on-hull tanking nerf, given that the old T2 resists for it were 25%/12.5%, and the new ones are going to be 50/25 or 75/50 or something like that. That's going to give the Vargur and the Paladin really entertaining resist profiles.
@CCP Ytterbium: can you post the new resist profiles for the Marauders? |
Xequecal
GoonWaffe Goonswarm Federation
54
|
Posted - 2013.09.04 18:27:00 -
[2086] - Quote
Arya Greywolf wrote:CCP Ytterbium Please respond. The reasoning still stands seeing as both Vargur and Paladin have the same web bonus now, essentially making it a wash.
Autocannons are weaker than lasers, they do less base damage and in addition you're going to be into falloff to some degree, reducing damage by even more. The optimal bonus is also far stronger than the falloff bonus for the same reason. |
Maximus Andendare
Future Corps Sleeper Social Club
501
|
Posted - 2013.09.04 18:28:00 -
[2087] - Quote
Zeus Maximo wrote:But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode. Please don't post anymore. Prior to these changes today you got 100% from Bastion AND 37.5% FROM THE HULL.
137.5% is greater than 100%.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |
Siginek
BAND of MAGNUS
2
|
Posted - 2013.09.04 18:29:00 -
[2088] - Quote
CCP Ytterbium wrote:Time for another update.
Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
whats the point of this whole topic? nerf marauders for PvE to zero and than come with glorious module that will save them? if so u r going right way ... it would be better to leave marauders as they are now and cancel this whole bastion and all changes that came with it, it will just make them useless for both pve and pvp and ppl will only be angry cause they have good ships now and after winter expansion they will get useless brick for 1B+ isk
... just leave them their active tanking bonuses as they are, marauders were good PvE ships and i dont see reason to make them useless in PvE unless unless they use module which they shouldnt even need ... if someone want 90% web ship let them buy vindi, it has same price but much more dps ... why would u make all ships same? Just leave them their differences ... marauders - Solo PvE king as they are and should stay ... pirate BS - Fleet pve/pvp ships ... the way it is and it should stay ... if someone come with some PvP tactic with current marauders let them do so, but dont ruin whole good ship class for few players ... |
zbaaca
POD Based Lifeforms DarkSide.
34
|
Posted - 2013.09.04 18:30:00 -
[2089] - Quote
i just wonder does Ytterbium really understand what he is doin' or just randomly switching bonuses and whatches reaction of people . if yes please explain me that idiotic web bonus added to missile boat that have already that dumb legacy TP bonus Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn |
Gabriel Karade
Noir. Noir. Mercenary Group
126
|
Posted - 2013.09.04 18:31:00 -
[2090] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes. Faith restored.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
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Ravasta Helugo
Republic University Minmatar Republic
73
|
Posted - 2013.09.04 18:32:00 -
[2091] - Quote
Ranamar wrote:Ravasta Helugo wrote:Battle Cube wrote:Silvetica Dian wrote:some of us liked the 1st iteration more :( the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps. Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost. Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount. That's a significant difference. To be fair, the increase in native resists somewhat makes up for the on-hull tanking nerf, given that the old T2 resists for it were 25%/12.5%, and the new ones are going to be 50/25 or 75/50 or something like that. That's going to give the Vargur and the Paladin really entertaining resist profiles. @CCP Ytterbium: can you post the new resist profiles for the Marauders? The new resists on the Paladin:
Armor EM Damage Resistance : 50% Armor Explosive Damage Resistance : 80% Armor Kinetic Damage Resistance : 62.5% Armor Thermal Damage Resistance : 35%
Note that EM and Thermal are remaining the exact same as current. The Kin helps slightly with Gurista. Exp helps significantly with Angels. But that's all she wrote.
Well over 50% of missions in Amarr space are Blood or Sansha, and this helps **** all. |
Zeus Maximo
Mentally Assured Destruction
432
|
Posted - 2013.09.04 18:32:00 -
[2092] - Quote
Maximus Andendare wrote:Zeus Maximo wrote:But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode. Please don't post anymore. Prior to these changes today you got 100% from Bastion AND 37.5% FROM THE HULL. 137.5% is greater than 100%.
On the live server they only have 37.5%
With these new changes it will be 100% with bastion
100% is greater than 37.5%
You got a massive buff!!! You mad that it almost got tripled? and not quadrupled?
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Ravasta Helugo
Republic University Minmatar Republic
73
|
Posted - 2013.09.04 18:36:00 -
[2093] - Quote
Zeus Maximo wrote:
But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode.
Out of Bastion, my tank is 37.5% weaker. In Bastion it is 45% stronger, but with a host of penalties.
Under the old changes, my pre-Bastion tank was the same as now. In Bastion my tank was 140% stronger. |
Mournful Conciousness
Embers Children TOHA Conglomerate
314
|
Posted - 2013.09.04 18:38:00 -
[2094] - Quote
Dropping the 10x mass was very sensible. That was abusble in all kinds of ways, as was the 3x tank bastion effects - particularly on golems and vargurs.
T2 resists simply solves everyone's problem over survivability in all roles. That makes sense. removing the rep bonus is a consequence of that. You just can't have both (except on a HAC )
The marauder as it stands is now better at hisec PVE, can survive wormhole and incursions with sufficient DPS to be useful and just about has a chance of getting through a nullsec gate without being blown to bits or trapped.
Whereas before it could not crawl back to gate while tanking, now it can. Then it can jump through, MJD the f*ck out of there and warp the f*ck off.
I'm happy to see the forums working - I might even train for marauders now :-)
Winter marauders - getting better.
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Ravasta Helugo
Republic University Minmatar Republic
76
|
Posted - 2013.09.04 18:38:00 -
[2095] - Quote
Omnathious Deninard wrote:Ravasta Helugo wrote:Battle Cube wrote:Silvetica Dian wrote:some of us liked the 1st iteration more :( the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps. Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost. Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount. That's a significant difference. It hurts the tank a bit more than you think. Tank modules 1x LAAR DC RAH 1x ENAM II Large Auxiliary Nano Pump I Old Bastion Module Rep = 1873.35 EHP/s New Bastion Module Rep = 1241.48 EHP/s Not to mention the huge EHP hit the Pally is taking. Old Bastion with slaves and DCII would have meant almost 200k EHP. |
TheFace Asano
Yulai Guard 1st Fleet Yulai Federation
18
|
Posted - 2013.09.04 18:40:00 -
[2096] - Quote
Zeus Maximo wrote:Ravasta Helugo wrote:Zeus Maximo wrote: fit propulsion
...
Fill the resist hole like you would with any other ship..... Buy modules
The new Marauders are better because we can fit modules to compensate for the nerfs... With all those extra slots they didn't give us. The Version 1 Bastion was great because it allowed you to use more lows for tracking/damage mods without hurting survivability (Armor) and more projection/application mods without hurting survivability (shield). Now we need to fit MORE tank in the lows (to compensate for 37.5% tank nerf) and more prop in the mid (just to make these ships flyable.) Both of these mods will come at the expense of Tracking, Projection and Damage mods. Slowing down mission running, just to get the ship up to it's current survivability. But with bastion mode you now get a 100% tank BUFF 100% is greater than 37.5% If you want a better tank, use bastion mode.
in the first iteration bonus was 100% in bastion + the 37.5 on the hull. Now it is 100% only in bastion as the hull bonus was removed. The current ships look more compelling than the proposed changes.
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Ravasta Helugo
Republic University Minmatar Republic
76
|
Posted - 2013.09.04 18:41:00 -
[2097] - Quote
Mournful Conciousness wrote:
The marauder as it stands is now better at hisec PVE
How? How is a Paladin made better by these changes? The tank has been massively reduced by over a third, and it's mobility cut by over a quarter. It's EHP against the only damage type that matters in Amarr space is the exact same. |
Gabriel Karade
Noir. Noir. Mercenary Group
130
|
Posted - 2013.09.04 18:42:00 -
[2098] - Quote
Ravasta Helugo wrote: Pirate BS's range from 450 million to 1 billion. Marauders are around 1.25 billion each. And why should I have to wait until something is 12km away before I can track it. Putting on my (admittedly rather shabby) PvP hat, how the hell am I supposed to get within 12km of anything when my base speed is 100m/s?
Demonstrating why you are in no position to comment on web bonuses on a blaster hull....
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
Ager Agemo
Kiith Paktu Curatores Veritatis Alliance
368
|
Posted - 2013.09.04 18:43:00 -
[2099] - Quote
people don't understand that Native T2 resist affect indirectly the efficiency of repair modules, why are this kind of players even allowed to post?
the only 2 things I disagree with now, are the MJD stuff that should be replaced with MWD speed, and the target painter bonus on the golem which is already a bit too squeezed in the mid slots. |
Mournful Conciousness
Embers Children TOHA Conglomerate
314
|
Posted - 2013.09.04 18:44:00 -
[2100] - Quote
Ravasta Helugo wrote:Mournful Conciousness wrote:
The marauder as it stands is now better at hisec PVE
How? How is a Paladin made better by these changes? The tank has been massively reduced by over a third, and it's mobility cut by over a quarter. It's EHP against the only damage type that matters in Amarr space is the exact same. EDIT: Oh, excuse me, it's less, because of the HP reduction.
Why do you claim that it's tank has been reduced by a third? It now has T2 resistances. Resistances contribute to local tank just like local rep bonuses.
That's just simple mathematics.
Winter marauders - getting better.
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