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Piranha-Viper Is Atrocious


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#1 The6thMessenger

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Posted 11 May 2022 - 05:08 PM

Maybe it's just me -- definitely it's just me.

Although I don't like the ala-piranha Viper, the 8x MG build with any MG + 3 of the lasers.

Guy's too flimsy for staredown, it's not small to get away with it. I find myself constantly legged too. Has too little MG damage, even with HMGs. The most success I had with the viper is going against the MG build and just poking like I would with other mech.

On of my gripe is the SO8 bonuses, that the +MG ammo is restricted to SO8. Like WTF. Why not just make it +50% ammo on SO8, +25% on each arm? At least there's better build diversity. Hell, maybe +MG ROF as well for SO8.

All in all, I guess that's the you get what you pay for -- and Viper is a free mech.

EDIT:

So far, the build I liked is 5x ERML + 4x DHS, and played it like a basic light. SMH

Edited by The6thMessenger, 11 May 2022 - 09:26 PM.


#2 Meep Meep

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Posted 11 May 2022 - 05:15 PM

You poke and flank with the lasers till the other side gets beat up and opened and thats when those boated mg start to shine.

#3 Kimias

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Posted 11 May 2022 - 05:29 PM

it does pretty good against shooting cockpits.

#4 Quicksilver Aberration

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Posted 11 May 2022 - 05:33 PM

If you're going for HMG or SO8 you aren't really starting yourself on the right foot. Unless I'm missing something, HMGs are extremely inefficient for the tonnage and the SO8 doesn't compensate for the lack of energy mounts you really want to boost your burst damage.

What I really want to run on it is 4 HML and 8 LMGs, but you have no tonnage for desperately need heat sinks. I've tried 4 SPL/8 MGs and 5 mPLs/8 MGs and both are good.....provided you can close the distance which is easier said than done if you are trying to play aggressive rather than opportunistic.

For builds that aren't MG based, 6 ERML on any variant and 4 HML on A are pretty solid. I've played around with the ERPPC/10 mL which is nice to be able to at least harass at range but you won't compete with LPPC builds. If you want a more traditional light the 6 SPL/5 mL is decent as well. The Viper isn't great, but I do love the thing.

Edited by Quicksilver Kalasa, 11 May 2022 - 05:34 PM.


#5 pattonesque

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Posted 11 May 2022 - 05:38 PM

View PostThe6thMessenger, on 11 May 2022 - 05:08 PM, said:

Maybe it's just me -- definitely it's just me.

Although I don't like the ala-piranha Viper, the 8x MG build with any MG + 3 of the lasers.

Guy's too flimsy for staredown, it's not small to get away with it. Has too little MG damage, even with HMGs. The most success I had with the viper is going against the MG build and just poking like I would with other mech.

On of my gripe is the SO8 bonuses, that the +MG ammo is restricted to SO8. Like WTF. Why not just make it +50% ammo on SO8, +25% on each arm? At least there's better build diversity. Hell, maybe +MG ROF as well for SO8.

All in all, I guess that's the you get what you pay for -- and Viper is a free mech.


That Viper lives and dies on how much you juke around with JJs up close and which engagement you pick. tough to use but powerful

#6 Gagis

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Posted 11 May 2022 - 10:27 PM

Yeah, vipers are too fragile to be good at it unless you find opponents who can't shoot back. Its just not a very good chassis.

#7 ghost1e

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Posted 12 May 2022 - 04:00 AM

VPR-F is one of the best MG mechs in the game.
It DEFINITELY does not need any extra quirks, in fact it might be best to remove some.

#8 Ralgas

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Posted 12 May 2022 - 05:52 AM

patience grasshopper, it a mech that feels like a boom and zoom but it really needs to hide for almost the 1st half of the match unless it's facing lights, and even then it needs to be backstabbing or dogpiling a focus target to rip bits off.

#9 D A T A

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Posted 12 May 2022 - 06:32 AM

the viper 8hmg+3spl is overpowered, feel fee to check my YT channel for some videos on it

#10 w0qj

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Posted 12 May 2022 - 07:12 AM

Just found your video!!
www.youtube.com/watch?v=BmkL9-x1JnA
www.youtube.com/channel/UCdm_HReGhvoAEva70m0g5LQ

Any fast mech + boatload of HMG + short range lasers boating kills!
This IMHO is called hardpoint inflation, a trend started by the...cough...Piranha...


View PostD A T A, on 12 May 2022 - 06:32 AM, said:

the viper 8hmg+3spl is overpowered, feel fee to check my YT channel for some videos on it


#11 Der Geisterbaer

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Posted 12 May 2022 - 08:26 AM

So now D A T A's list of "overpowered" mechs includes the PIR-1, a 6 to 8 HMG Mist Lynx (that got it's ROF quirk removed but probably still is "overpowered" according to D A T A) and as the newest addition we finally get to see the 8 HMG 3 SPL VPR-F thrown into the mix.

Unfortunately - just as with prior videos - I'm not really impressed by this particular D A T A videos beyond the clear demonstration of intellectual dishonesty ... nor am I seeing larger numbers of these particular mechs "flooding" and "ruling" their matches. I just watched that "Viper Rampage" video and couldn't help but notice that he successfully took out mechs
  • whose pilots didn't move for well over 3 to 4 seconds before they even reacted to him firing (the Direwolf Ultraviolett). Result: 2 of 8 AC/2 were destroyed
  • that obviously had relatively low rear armor on center torso and again didn't react the slightest to 3 to 4 seconds of uninterrupted fire (Night Gyr)
  • once they actually bothered with him (second attempt on the UV) forced him to retreat and opened up his back
  • that in the third pass on the UV took another 12+ seconds of uninterrupted fire to actually kill while the UV's pilot clearly wasn't as good a shot as D A T A, possibly panicked and even the interferring Shadowcat pilot somewhat "sucked" becaus the didn't manage to get the kill from behind (he only opened the rear side torsos with his lasers where an actual full burn through the already open rear center torso would have killed D A T A) ... at that point came the (convenient) cut on that match. It's rather likely that the Blood Asp and the Shadowcat ended him at that point
  • where he managed to focus on a rear side torso reasonbly well despite some target movement of an already engaged mech. Even the somewhat decent reaction by the Stalker's pilot didn't help the fact that D A T A obviously managed to get around and behind that somewhat isolated mech. Overall it still took 8+ seconds of uninterrupted staring at the target which included 3 plus seconds of spread out damage and then a sudden and clearly delayed IS-XL death of the target.
  • that took another 10+ seconds of consecutive fire from D A T A while others also fired on the same target (Corsair)
  • that for all intends and purposes had to face one of the 99 percentile players while in more than one case very clearly not being even close to that skill percentile.
Thus, as far as "overpowered" is concerned I'm still not convinced at all. Lights are still the least played weight class and neither PIR-1s nor HMG Mist Lynxes see an seriously above average usage (personally I see far more FLEs, LCTs, and UMs) and I can't say that - even considering the currently ongoing event where you get one for free - I'm seeing that many VPR-Fs either.

#12 Magrowl

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Posted 12 May 2022 - 09:11 AM

View PostDer Geisterbaer, on 12 May 2022 - 08:26 AM, said:


Lights are still the least played weight class and neither PIR-1s nor HMG Mist Lynxes see an seriously above average usage (personally I see far more FLEs, LCTs, and UMs) and I can't say that - even considering the currently ongoing event where you get one for free - I'm seeing that many VPR-Fs either.



Based on the average game knowledge of the player base I’d say there’s 0 reason to base things on how much you see them in QP. If that’s our metric than half the best mechs in the game must actually be awful.

#13 KaptinOrk

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Posted 12 May 2022 - 09:14 AM

View PostDer Geisterbaer, on 12 May 2022 - 08:26 AM, said:

So now D A T A's list of "overpowered" mechs includes the PIR-1, a 6 to 8 HMG Mist Lynx (that got it's ROF quirk removed but probably still is "overpowered" according to D A T A) and as the newest addition we finally get to see the 8 HMG 3 SPL VPR-F thrown into the mix.

Unfortunately - just as with prior videos - I'm not really impressed by this particular D A T A videos beyond the clear demonstration of intellectual dishonesty ... nor am I seeing larger numbers of these particular mechs "flooding" and "ruling" their matches. I just watched that "Viper Rampage" video and couldn't help but notice that he successfully took out mechs
  • whose pilots didn't move for well over 3 to 4 seconds before they even reacted to him firing (the Direwolf Ultraviolett). Result: 2 of 8 AC/2 were destroyed
  • that obviously had relatively low rear armor on center torso and again didn't react the slightest to 3 to 4 seconds of uninterrupted fire (Night Gyr)
  • once they actually bothered with him (second attempt on the UV) forced him to retreat and opened up his back
  • that in the third pass on the UV took another 12+ seconds of uninterrupted fire to actually kill while the UV's pilot clearly wasn't as good a shot as D A T A, possibly panicked and even the interferring Shadowcat pilot somewhat "sucked" becaus the didn't manage to get the kill from behind (he only opened the rear side torsos with his lasers where an actual full burn through the already open rear center torso would have killed D A T A) ... at that point came the (convenient) cut on that match. It's rather likely that the Blood Asp and the Shadowcat ended him at that point
  • where he managed to focus on a rear side torso reasonbly well despite some target movement of an already engaged mech. Even the somewhat decent reaction by the Stalker's pilot didn't help the fact that D A T A obviously managed to get around and behind that somewhat isolated mech. Overall it still took 8+ seconds of uninterrupted staring at the target which included 3 plus seconds of spread out damage and then a sudden and clearly delayed IS-XL death of the target.
  • that took another 10+ seconds of consecutive fire from D A T A while others also fired on the same target (Corsair)
  • that for all intends and purposes had to face one of the 99 percentile players while in more than one case very clearly not being even close to that skill percentile.
Thus, as far as "overpowered" is concerned I'm still not convinced at all. Lights are still the least played weight class and neither PIR-1s nor HMG Mist Lynxes see an seriously above average usage (personally I see far more FLEs, LCTs, and UMs) and I can't say that - even considering the currently ongoing event where you get one for free - I'm seeing that many VPR-Fs either.



I bet that any 'mech piloted by a high skill player would be similarly lethal in it's preferred range bracket. Also consider that any short range, extreme DPS build (such as a SLas+MG boat) will absolutely mop the floor with a traditional long range build if the long range pilot allows the short range pilot to get up close, that's just PvP balance.

#14 Curccu

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Posted 12 May 2022 - 09:24 AM

View PostDer Geisterbaer, on 12 May 2022 - 08:26 AM, said:

So now D A T A's list of "overpowered" mechs includes...


...mechs that are annoyance to datas beloved snipy mechs.

When he wrecks the match with snipy mech or just fattie it is ok because it is skill unlike pir, mlx, vpr, etc..

#15 Heavy Money

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Posted 12 May 2022 - 09:27 AM

That Viper excels at harassing slow assaults/heavies, especially long range ones. A lot of its value is the speed and JJs to pick battles. When it does, it is devastating. A single one can shut down multiple ranged specialists at once and easily swing games.

#16 ghost1e

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Posted 12 May 2022 - 09:41 AM

View PostMagrowl, on 12 May 2022 - 09:11 AM, said:


Based on the average game knowledge of the player base I’d say there’s 0 reason to base things on how much you see them in QP. If that’s our metric than half the best mechs in the game must actually be awful.

yeah. I barely see any gauss erll in qp either. clearly it’s not op.

and lights being underused definitely can’t be newer players simply going for fitting more weapons…

#17 Der Geisterbaer

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Posted 12 May 2022 - 09:48 AM

View PostMagrowl, on 12 May 2022 - 09:11 AM, said:

Based on the average game knowledge of the player base I’d say there’s 0 reason to base things on how much you see them in QP.


The general problem now being that you're now sort of pleading that MWO is a special case where the player base is "too stupid" to flock to the "obviously overpowered" mechs whereas in every other game such "clearly overpowered units / classes" would have drawn in lots of the involved players. So what makes MWO's player base so "special" - not to say "dumb"?

View PostMagrowl, on 12 May 2022 - 09:11 AM, said:

If that’s our metric than half the best mechs in the game must actually be awful.


Let's just agree to the following:
  • The heavy and assault weight classes are generally the best performing weight classes overall with assaults being better than heavies. Lights and mediums come in on the lower and low end.
  • There are a set of chassis in each weight class that regularly "perform" and end up on publicly available lists where some of the mechs in question are A-tier but not S-tier (where you'd expect them to reside if they truly where anywhere near "overpowered")
  • At least in QP (the most "alive" game mode currently) those allegedly "overpowered" mechs aren't seen at disproportional numbers and even the statistics on competitive levels show a preference for at least half a dozen of other mech chassis before any of the variants / builds mentioned in here come in (with rather low numbers).
Make of that what you will but I for one still don't subscribe to D A T A's claims of PIR-1s, 6 to 8 HMG MLX builds or now 8 HMG 3 SPL VPR-Fs being "overpowered" because neither the available numbers nor his (in part outright dishonest and /or systematically flawed) videos nor my personal experiences line up with those claims of his.

#18 Heavy Money

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Posted 12 May 2022 - 12:00 PM

View PostDer Geisterbaer, on 12 May 2022 - 09:48 AM, said:


The general problem now being that you're now sort of pleading that MWO is a special case where the player base is "too stupid" to flock to the "obviously overpowered" mechs whereas in every other game such "clearly overpowered units / classes" would have drawn in lots of the involved players. So what makes MWO's player base so "special" - not to say "dumb"?


Magrowl is correct. There's several issues going on with MWO that are not like other games. It is a special case.

MWO has much more complicated dynamics when it comes to skill floors and ceilings than many other games because there are more gameplay dynamics and variables. The skill gap between low and high skill players is much larger than many games. This isn't always apparent because, due to the nature of the game, big skill differences don't always translate into that large of a W:L or score difference. But that's a different issue. (Ex. in a high speed high lethality shooter like Counterstrike Source, a player twice as good as average might scoop up a 10:1 K:D ratio. This is possible because they can 1v1 10 people in a row, one shot each, and take no dmg back. In MWO this cannot be done due to lower lethality and no healing.)

In most shooter games, you're worrying about shooting well and dodging well. Positioning matters, but you're fast enough to recover from a bad mistake. And you can respawn and try again. In MWO, you need to be accurate, often with multiple desynced weapon systems. And you need to evade and manage what parts of your mech you expose. You need to twist, spread, and shield. And you need to be far more aware of positioning both of yourself, your team, and the enemy team. If you make a strategic level error, its basically impossible to recover by outshooting or out dodging your opponents.

Not only is there a big skill gap, but there's a huge knowledge component that many games don't have. The difference between an optimized and non-optimized version of the same sort of loadout on the same mech variant can be huge in practice. Even something as simple as having the correct weapons in your high mounts vs low arms can easily translate into 100s of dmg done. And then there's all the knowledge of other mechs and their loadouts. There's a huge difference between a player who knows what part of a given enemy mech with a given loadout is most optimal to focus and one who doesn't, even if all else is equal. And then there's map knowledge, strat knowledge, etc. And the thing with this knowledge based stuff is that people can play the game for years and still never pick this stuff up if they don't seek out more information.

So yes, MWO has a ton more variables, and tons of breakpoints for being becoming viable or not viable. There are mechs/loadouts that are effective in the hands of low tier players vs other low tier players, but not in the hands of high tier vs other high tier (LRMs). Low tier assault players can reliably fight off low tier light players, but not high tier. High tier assault players can easily obliterate low tier light players, but can be unable to stop high tier harassers from shutting them down.

If you look at all the variables for both skill and knowledge and everything else that goes into the game, you can get an idea of the maximum potential that can be achieved by a player with high skill and knowledge vs low. The size of this gap and where the average member of the playerbase is varies by game. And for MWO it is large.

The majority of the playerbase is below the midpoint when it comes to player potential. Which is a fancy way of saying that, yes, most of the player base is just bad at the game/dumb. Of the things they could be doing to succeed, they are leaving a lot on the table, and are often totally oblivious to them. And that can be true even if they are very experienced, and even if they have good aim and reactions. Twitch abilities won't save your performance if you run unoptimized bracket builds and position wrong.

So, with all that in mind, yes it is entirely possible that the playerbase overall is "too stupid" to flock to the "obviously overpowered" mechs. Because those mechs may not be overpowered without high enough skill and knowledge. But once you pass a certain point, they can suddenly become very powerful. Its not necessarily a linear increase in performance as skill increases.

For an example of this effect (with fake numbers), you could have a low skill light pilot who can avoid getting shot 80% of the time. This isn't a big deal, because they only need to get shot once or twice to be out of commission. And a mid skill light pilot can avoid getting shot 90% of the time. And a high skill light pilot who can avoid getting shot 100% of the time. The high skill pilot improved by the same amount over the mid as the mid did over the low, but it makes a big difference!

For a more realistic example, consider a sniper who can 3 shot kill most mechs (like a MAD-4L or Kaiju with 50 PPFLD). That's pretty damn powerful, right? Well, it depends. It has the potential to take out mechs in 3 shots, but only if it lands all 3 on the CT. A low skill player may put two shots into each torso component before they land a 3rd on any of them. So that's 7 hits to take out something, and up to 9 to kill. And that's at whatever hit %. A high skill player with better aim may spread over only 2 components. Which would mean 5 to destroy something, and 5 or 6 to kill (and probably a higher hit rate). That's already a huge difference in number of volleys needed, and may be enough to kill before heat cap. (And of course someone with the accuracy to land all 3 shots cleanly on the CT reliably every time would massacre everything in such a mech. But that doesn't really happen because of projectile travel time and twisting.)

The sniper's performance varies a lot based on accuracy as compared to, say, lockon missiles. The sniper could well be overpowered in the hands of high skilled players while not being overpowered in the hands of low skilled players because even a relatively small difference in accuracy can make a huge difference in kill effectiveness. Or you could have situations where sniping is overpowered when done from certain places on a map, but worthless otherwise. In which case its a knowledge issue.

So yeah that was long winded, but yes things can be overpowered in relative terms within a tier. And things can be overpowered but only in the hands of people that cross a certain breakpoint of skill/knowledge (Gauss+ERLL DWF.)

(Note that I'm not making a specific comment on Viper, PIR, etc here.)

Edited by Heavy Money, 12 May 2022 - 01:33 PM.


#19 Meep Meep

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Posted 12 May 2022 - 01:29 PM

View PostD A T A, on 12 May 2022 - 06:32 AM, said:

the viper 8hmg+3spl is overpowered, feel fee to check my YT channel for some videos on it


Nope. YOU are overpowered not the mech. If the mech was OP why isn't everyone doing well in it? Plus in your videos you do like I was saying in my original post. Flank around getting in petty damage then pouncing on wounded or distracted mechs to finish them off. Great tactics!

#20 Ravni

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Posted 12 May 2022 - 09:10 PM

VPR-F with the standard 8HMG+3SPL build is an extremely powerful mech. For me it is the most consistent solo-QP brawler that I’ve used. Strong W/L, kills, K/D, dmg, matchscore, everything. Big wall of tips:


1) Try to avoid the allure of the early game turbo-flank unless you are really sure that a vulnerable target is completely isolated: e.g., a solo assault sniper or LRM boat that is 800m in the back while all their teammates are going full nascar.

2) Be conscious of enemy LRM boats that can shoot you indirectly while you are fighting an otherwise isolated enemy away from cover.

3) In the early game try playing more defensively near the center of your team without exposing yourself to long-ranged fire. Be there to severely punish any enemy that overextends, and be ready to counter enemy lights that go after your own long-range guys.

4) Don’t trade alphas. Either get in a short SPL+MG burn without taking return fire, or go all in on a distracted or vulnerable target.

5) Try not to expose your mech to more than one enemy at a time while brawling unless your team is doing a big push.

6) Bring two improved strikes and try to use them early. Your speed & JJs will let you get good strike positioning with some practice.

7) Take every point of armor & structure in the survival tree and don’t shave leg armor.

8) Get radar deprivation (60% right now, go for 100% after the upcoming skill patch) and learn to listen to the warning sound it gives you when someone has lost lock. Don’t try to force an ambush if it’s not there - just double back to your team if you get spotted trying to flank and don’t worry that you wasted too much time from aborting the mission. You can reposition really quickly.

9) If the match is still close, try to play conservatively and retain your armor for the late game: you become more and more of a terror the longer the game goes on and the more injured the enemy is. Structure & weapons disintegrate against mass MGs. You can really clean up late game if you are somewhat fresh.

10) In a 1v1 against a fresh heavy or assault, consider going for their legs, especially if they look like they are over-gunned, and doubly so vs. snipers, heavy dakka & missile boats. Often their legs will be shaved and the structure will be tissue paper against your MGs - once an enemy is legged it is trivially easy to just stay behind them and take no further return damage at all. Leg ammo explosions will even one-shot some IS mechs (right leg is last for ammo usage order). Be the leg police.

11) If you get a clean ambush against a lighter mech, consider going for their back side torso - you can often halve them (or 1-shot IS XL) before they react and greatly reduce the amount of return fire you take. Against a mech with only 20-25 ST structure after skills, even really good comp players usually won’t turn in time.

12) In an all-in 1v1 against most heavier mechs, stay very tight and close to your opponent and try to stay outside of their firing arc as much as possible. This takes some practice but VPR-F is one of the most agile mechs in the game so you want to make full use of that agility. Whatever you do, don’t hop around in a big circle 40m away out in the open while they unload on you.

13) Conversely, if you must brawl against an SRM boat 1v1 (try not to), stay near your max optimal around 150m - you'll avoid & spread a lot of their damage.

14) Don't mess with Atlas or Keepers.

15) Armlock off (or toggle on & off) is handy when dogfighting very close in.

16) If a big slow mech like a Dire Wolf tries to get their back to a wall against you 1v1, just jump on top of their head (or a ledge on the wall), and shoot straight down on them with armlock off. You've got super JJs.

17) If you are playing solo as a brawler, you will rely much more on what your team does as compared to a fast skirmisher. This can be frustrating. Some games will just be decided before you can have much of an impact because your side lost its ranged trades so badly and so quickly. Just try to find a good target or two to dive before the match is almost over and you’ll probably still end up with highest dmg & kills on your team even when you get stomped.

Edited by Ravni, 12 May 2022 - 09:10 PM.






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