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Jump-Jet Shake Feedback


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#301 Gowan

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Posted 05 June 2013 - 07:38 AM

View PostFirenze, on 05 June 2013 - 07:32 AM, said:

Being a jumpsniper myself (Yes yes throw the hate my way, Im expecting it) I actually think the shake is good. Yeah its a little violent, but what it forces JJ snipers to do is close the range a bit more, to compensate for the aim wobble, Which in turn gives close range and med range mechs to have a chance.

What you are going to see now is alot more land sniper builds popping up, and then people will cry about them. Snipers will always be in the game, just... try to find tactics and workarounds to deal with them.


Poptart using... reason? Firenze, you just shattered my worldview, and reminded me that broad assumption are bad and typically wrong. Thanks for that.

Reasonable poptart should be a meme.

#302 Kunae

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Posted 05 June 2013 - 07:39 AM

View PostGowan, on 05 June 2013 - 07:33 AM, said:

I haven't read this entire thread for context, but please tell me you aren't seriously condemning PGI for building a skill-wall in a multiplayer game (and failing to differentiate between things that should be difficult, like sniping in mid-air, and things that shouldn't, like the basics of handling your machine). If so, I am fully prepared to make some pretty tired remarks regarding CoD and how you should go back to it, but I don't want to jump the gun if you're being sarcastic.

I am pointing out that they'd be hypocritical if they use Mason's justification, while leaving in other easy-mode crap.

PGI created the hysteria to "justify" this JJ nerf. I choose not to debate the merits of any aspect of a fabricated "solution" to a, intentional or not, fabricated "problem".

(Edit: And in response to the inevitable name-calling reply, I do not play 'pop-tart' mechs. Until this point I primarily played Jenners.)

Edited by Kunae, 05 June 2013 - 07:41 AM.


#303 StonedVet

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Posted 05 June 2013 - 07:47 AM

View PostSepto, on 05 June 2013 - 07:32 AM, said:

Enjoy whit this Fix Stalker Full LRM will be back ahaha gg

Break poptart to comeback stalker LRM boat...Oh yeah this fiw was so needed....


Stalker LRM boats are easy to counter. Its the people who don't use teamwork that are most affected by them.

#304 Blood78

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Posted 05 June 2013 - 07:49 AM

Although I've put in request to put in shake and rattle to reduce poptarting.

Current implementation's shake is pretty rough. I was getting little gnarly from just jumpjetting around. Also the cross hair shake gets to be rough enough that jumping while maintaining missile lock or jumping to achieve missile lock in mid-air then fire are very difficult to do now.

Personally, I'd like to see screen shake and cross hair shake removed or reduced a ton so you still can spot pretty well while jumping, maintain missile lock, and so that some players dont get motion sickness.

Please do keep the weapon fire spread, that's whats really offsetting poptarting. Not the screen shake and cross hair shake. Screen and Cross hair shake are actually reducing non-game breaking use of Jumpjet.

Mechs that depend on JJ such as some Catapult builds and mainly lights like Spider, Jenner are suffering as collateral damage.

#305 Firenze

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Posted 05 June 2013 - 07:50 AM

View PostGowan, on 05 June 2013 - 07:38 AM, said:


Poptart using... reason? Firenze, you just shattered my worldview, and reminded me that broad assumption are bad and typically wrong. Thanks for that.

Reasonable poptart should be a meme.

WOOO IM A MEME

But yeah, I understand the meta will shift, and Im not a one trick pony. I play scouts, land snipers and a couple of brawlers. The jumpsniping WAS (I freely admit) getting to be the be-all end all, especially with competitive. Most builds I ran into had at leasat 4 jump sniping mechs. Thats changed now, and the builds are alot more fluid and force the team to think more tactically.

#306 scJazz

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Posted 05 June 2013 - 07:50 AM

@Paul... the shake it is in fact too much of a good thing. Generally concur with sentiment that shake should be reduced the lighter the mech.

Keep the aim randomizer and crosshairs thing.

#307 Hydrophobia

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Posted 05 June 2013 - 07:52 AM

Sooo, basically everyone just wanted to get rid of Highlander poptarts... okay, how about we remove the Highlanders from the game, give peeps who had them their CBills or MCs back? ... AND then undo the crappy JJ shake that ruined it for everyone else.

JJ were FUN and added a great dimension to the game (the 3rd dimension, have you heard of it?), but now they are not and so I guess everyone can just walk instead.

#308 Firenze

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Posted 05 June 2013 - 07:54 AM

View PostHydrophobia, on 05 June 2013 - 07:52 AM, said:

Sooo, basically everyone just wanted to get rid of Highlander poptarts... okay, how about we remove the Highlanders from the game, give peeps who had them their CBills or MCs back? ... AND then undo the crappy JJ shake that ruined it for everyone else.

JJ were FUN and added a great dimension to the game (the 3rd dimension, have you heard of it?), but now they are not and so I guess everyone can just walk instead.

JJs are still fun, but now are primarily used for mobility purposes. You wanna snipe still? You still can! With a stable firing platform on the ground. Just position yourself well.

#309 dyndragon

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Posted 05 June 2013 - 07:54 AM

After playing with my HM all night, I have to say that my initial guess was right--cockpit shake is very bad for the player. Though it adds to immersion, I don't need to have my eyeballs turned into jelly to be immersed (can you imagine this on a occulus rift and a mech that shows a lot of cockpit to the player? instant vomit machine!). Cockpit shake is pretty much cosmetic only anyway, and doesn't in and of itself cause problems or add challenge when aiming--other than eyestrain.

The reticule shake is perfect. This adds to gameplay and makes aiming challenging, especially at range.

The addition of random deviation I think was a overnerf of all this. And, it doesn't work very smoothly. It's crazy and crude, and the randomness only updates every half-second or so. You can clearly see problems when you fire beam weapons (like large lasers) when JJs are activated--every half second or so, the laser jumps position abruptly. So basically, with the addition of random deviation, you have not only nerfed JJ snipers (which was probably appropriate anyway), but you ALSO nerfed JJ brawlers, who can't even hit a large mech that's standing 20m away.

I can't quite understand why it was necessary to have random deviation AND reticle shake. I would say it would already be impossible to reliably hit a long distance shot with reticle shake, so why also add random deviation? I realize that maybe it was in the name of realism, but in a shooter that has already said we don't want random deviation, shots that don't even go towards where the (randomly shaking) reticle is makes no sense.

I vote to take away your nerf-sledgehammers and replace them with just plain ol' normal nerfbats. ;-) Take away the screen shake and random deviation, and just test it with reticule shake. JJ poptart sniping wasn't THAT overpowered.

#310 Gowan

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Posted 05 June 2013 - 07:57 AM

View PostKunae, on 05 June 2013 - 07:39 AM, said:

PGI created the hysteria to "justify" this JJ nerf. I choose not to debate the merits of any aspect of a fabricated "solution" to a, intentional or not, fabricated "problem".


I wasn't going to call you a poptart. I was going to call you a tinfoil-hat-wearing loony. You think that PGI is manufacturing the problem for their own nefarious purposes? Seriously?

I'm also going to point out that PGI has always maintained that the game should be easy to learn, but difficult to master. I would consider the previous iteration of JJs (when used for jump-sniping) outright destructive to that mindset, since there was no reason to try to master anything with that set-up. Throttle decay and arm-lock are supposed to make learning the basics easier on new players. Making jump-sniping harder just serves to make a tactic that was dominating the game less of an easy-mode. See? Easy to learn, difficult to master? Get it?

SSRMs are important in TT, and nearly useless right now anyway. What was the other thing you said? Zoom? Really? And I agree with you on third person, but that's a different discussion.

I would be totally fine with scaling back the overall effect by weight and/or thrust deviation, but... man, now I'm inclined to disagree just because I don't want to be sitting on the same side of the table as crazy.

View Postdyndragon, on 05 June 2013 - 07:54 AM, said:

JJ poptart sniping wasn't THAT overpowered.


I have to disagree emphatically with that. JJ pop-tart snipers absolutely murdered the game experience for my entire unit. The ability to place 35+ damage on a single point and then instantly fall back behind cover was more than a little bit game-breaking -- after all, you can counter most direct-fire builds with indirect fire, but poptarts were almost immune to IDF. You either had to swarm them with fast-movers or use a high-alpha build yourself, which limited effective gameplay. Things seem a little more even now, and I for one still have no problems using JJs for mobility, which is their real purpose in the game anyway.

Edited by Gowan, 05 June 2013 - 08:06 AM.


#311 Kunae

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Posted 05 June 2013 - 08:02 AM

View PostGowan, on 05 June 2013 - 07:57 AM, said:


I wasn't going to call you a poptart. I was going to call you a tinfoil-hat-wearing loony. You think that PGI is manufacturing the problem for their own nefarious purposes? Seriously?

I'm also going to point out that PGI has always maintained that the game should be easy to learn, but difficult to master. I would consider the previous iteration of JJs (when used for jump-sniping) outright destructive to that mindset, since there was no reason to try to master anything with that set-up. Throttle decay and arm-lock are supposed to make learning the basics easier on new players. Making jump-sniping harder just serves to make a tactic that was dominating the game less of an easy-mode. See? Easy to learn, difficult to master? Get it?

SSRMs are important in TT, and nearly useless right now anyway. What was the other thing you said? Zoom? Really? And I agree with you on third person, but that's a different discussion.

I would be totally fine with scaling back the overall effect by weight and/or thrust deviation, but... man, now I'm inclined to disagree just because I don't want to be sitting on the same side of the table as crazy.

Crazy, eh? Perhaps.

But it comes to a point where one stupid decision after another makes you wonder if they're really that clueless, or whether there are some sinister machinations going on. <shrug>

Do you disagree with my points about the contributing factors to the "pop-tart" hysteria? (As I stated, in what you quoted, whether intentional or not.)

#312 Doomstryke

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Posted 05 June 2013 - 08:03 AM

So here is the funny thing, I wonder how much people have actually used them or just went forward tried to jump.

Here's what I discovered and possibly a bug with jump jets.

If you go straight and jump crazy shake yes. if you stand still and jump crazy shakes.

BUT, If you run up against a wall or use it to climp hills its almost non existand. If you look left and right and turn the shake is completly gone. You can still run jump and turn and it feels like almost nothings happening UNTIL you stop turning or looking. Then the shake comes back.

I played for couple hours in my Jenner last night and after about the second or 3rd round I didn't even notice the shakes anymore (granted I use it for mobility and jump turns. Even when running turning fire and turn back because of the twist the shake was no big deal and really didn't affect my aim that much. SOME which is good but really wasn't that bad.

If PGI wants to tweak something I would say make the screen shake until your mech is off the ground then cut the shakes by about 1/4 while keeping the same amount of crosshair shakes

#313 C E Dwyer

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Posted 05 June 2013 - 08:05 AM

My take from the bargain basement level of the E.L.O is thus

Reticule shake needs to be in I think it is probably a bit to much but not by alot, if you get what I mean, mech shake, I hadn't thought of travel sickness, but just using jumps a few times I was getting a bit light headed, noth need to be there but I think reduced.

Its a good idea, however certainly at my level of play, the LRM boats are back with a vengance, the poptart crew are going long range what with long range snipping its getting dangerous to be a brawler,a fast scout circling your mech brings down lrms from his side on you and also your own missile boats going after the <insert small speedy annoying mech here> I've had to turn away breaking lock just to stop the lrms from my own side, and been tk'd certainly once.

I think its way to early to adjust things again, but what with the new bap/tag/ecm balance, the jj/reticule shake and the missle tweak, its swung to far, again on a meta that did need changing.

A thought thats come to mind is push up the TK penalty, I can't remember what it is, but I think its something feeble like 10K C-bills

I think it needs to be at least 100,000 c-bils and closer to 150,000 possibly more, its going to make longrange snipers/bombers seriously think about who thety are firing at

If I'm going to get LRM bombed out the game, I'd like it to be the team I'm playing against, not the one I'm on

#314 SpiffyJack

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Posted 05 June 2013 - 08:07 AM

What is a poptart anyway? I enjoy taking down an Atlas with my Spider... Its called Dissecting.

EDITED: I've learned poptart = skilless jump and shoot something tactic.
Am I correct? I prefer jump, look... flank 180 and pop the... you know the rest.
(had to make sure I was not one of those poptart thingies)

Have you ever seen an aircraft shake while under power and hauling ***?... That is correct, for the simple reason that it would come apart most violently before it smashed into the ground! the laws of physics are like that for a reason. I agree with an initial 'torque' into power and an opposite 'torque release' when power shuts down. Once again... An object in motion tends to stay in motion unless acted upon by an equal or greater force.
The only reason the vision would bobble AT ALL would be a change in 'torque' or your getting blasted in flight.

Anything other than items listed above is not physically possible. The gameplay is already stretching the laws of physics, Don't start completely ignoring them.

If this topic is about implementing visual reality while in the cockpit, focus more on the speed in which a mech cruises terrain... (up to 151+) and THAT is smoother than traveling though the air.

Edited by Mgr Paine, 05 June 2013 - 08:43 AM.


#315 TheFuzzyBunny

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Posted 05 June 2013 - 08:07 AM

I'm good and happy with the shale and aim problems. The only issue I have is the shake is a bit to much. It is making people actually ill to use Jump Jets with that much shaking. I don't think the whole cockpit shaking is needed, maybe just the cross hair and the chance for shots to not go right into the middle of the cross hair.

#316 Esplodin

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Posted 05 June 2013 - 08:11 AM

View PostMawai, on 05 June 2013 - 07:15 AM, said:

"Locking weapons on current converged distance while in flight" ... I think this is what the game currently does giving very precise fire.


No it doesn't. Weapons focus out to distance instantly. (laser fire making an X, where X is the point of convergence) Locking the convergence to the current value when JJ active and for 1 sec after would have focused all weapons to converge at say 50m or how ever far the building ridge is that is used for cover. Ups the skill level dramatically to make a shot, rather then remove all possibility to make a skilled shot with RNG.

View PostMawai, on 05 June 2013 - 07:15 AM, said:

Adjusting heat is a separate mechanic that I believe will be done at some point but it isn't related to pop-tarting. Most poptarts are not seriuously impacted by heat constraints


More heat = less firing. Less firing = less damage while closing the distance for brawling. Rewind to before the heat buff (lowering the heat) for PPCs - hardly anybody used them. After the PPC heat buff all of a sudden PPCs were EVERYWHERE. Jump sniping is annoying, but it is not the core issue. Being able to deal 40+ alphas at 800m to one section is, which is not exclusive to pop tarting.

View PostMawai, on 05 June 2013 - 07:15 AM, said:

Anyway, the point is that screen and reticle shake is an option that reduces weapon accuracy while in flight while not affecting any other aspect of the game


PGI didn't reduce weapon accuracy, they introduced RNG firing that can't be skilled around with an entirely new mechanic that increases complexity for balance issues and totally craps all over mechs that were already checked into the abused mech shelter like the spider.

This whole topic is tainted by hate similar to the streak issue with the RVN-3L. Rather than a rational discussion about balance, it turns into a revenge thing for getting buthurt by a broken mechanic.

Fix the broken mechanics, not create new mechanics to compensate.

#317 Pinselborste

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Posted 05 June 2013 - 08:16 AM

screenshake should be slowed down, crosshairshake is fine. also, JJ should give more thrust depending on weight of the mech, a spider should be able to jump over a building really fast while a mech like the highlander shouldnt, but right now there isnt much of a difference between the heaviest and the lightest JJ capable mech.

#318 Kunae

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Posted 05 June 2013 - 08:19 AM

View PostEsplodin, on 05 June 2013 - 08:11 AM, said:

This whole topic is tainted by hate similar to the streak issue with the RVN-3L. Rather than a rational discussion about balance, it turns into a revenge thing for getting buthurt by a broken mechanic.

Fix the broken mechanics, not create new mechanics to compensate.

Hear, hear!

#319 Col Jaime Wolf

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Posted 05 June 2013 - 08:24 AM

well what can i say. I have always believed that every each build is valid in some way in the right team with the right balance. I do not agree with unbalanced/loaded or abusive teams, there is no reason that half the enemy team should be comprised solely of highlander poptarts, srm splatta cats ecm 3L,s and so on and so fourth, balance of their team relative to my team as a whole is what makes the battle fun and interesting. failing the matchmaker simply dealing your team the bad hand, tactics win the day i have seen it countless times. no one mech or one team loadout is best, even if it is "trick of the month", balance and tactics will always win the battle.

It is this balance of the teams is what makes games always seem one sided and polar, stock trials fighting tricked out c-bill wonder weapons. as many have pointed out before and i agree, trial mechs under normal circumstances should be pitted only against other trial mechs, at least for newcomers.

and i think that is what people are getting angry with. I agree completely that its unrealistic to fight back against a stacked team even if your team not too shabby yourselves, the polar nature of mech battle is why battles always seem so one sided. however the poptart or jumpbrawling/sniping champion, like any mech build should not be being targeted specificely if i may quote a previous post

"Glad jumpsniping is dead. not glad that lights got the shaft" Colonel Pada Vinson

this exemplifies exactly what i am talking about. It already seems preagreed upon that poptarting for anything but a light is bad and that no banhammer is big enough to fix the problem. while everyone also agrees that most JJ lights will not really be "helped" from the "evils" of poptart snipers with this "adjustment"/nerf as they already are just grinding meat for all the ecm variants....... maybe you should look at that PGI, the relative uselessness of so many mech variants. before you go nerfing half of your lineup.....

we admit that lights need to be able to jump brawl and jump snipe, but on the same hand its horrible for a mech that is simply heavier to try that build.

knock it off please. that is a childish argument and circular at that. really how is one supposed to intelligently address this argument. heres one for you

if you find that you think that poptarts, splatta cats, ecm warrior, or any other build that is abused, are somehow "unfair" "evil" or "unfit" then you are playing the wrong game. plain and simple

mechwarrior is all about customization and experimentation. just because you fail to realize with every strength comes weakness, and further so, the greater your strengths also similarly the greater your weakness. If you find yourself outgunned and pinned down, its not the enemies pilots fault, they are trying to win the war they are doing their job pinning your team down and using tactics to win.

the matchmaker needs fixing, not JJ or any weapons.

because it strikes me as odd that ALL mechs with JJ got this "feature", physics would dictate larger mechs the more stable platform, because they have more mass, IE they do not have the thrust to weight ratio that a small mech has, small mechs have a fairly high thrust to weight ratio, large mechs typically have a much a smaller ratio.

smaller mechs would rocket around the map like a butterfly with a scramjet strapped to its back side. large heavy mechs would slowly, but gracefully jump then fall hard. which is another thing, light mechs should survive higher falls with almost no damage, because they are light and spry, heavy mechs should have their knees broken and fall on their face causing massive damage because they are so heavy they cannot catch their weight in a fall and crush themselves.

Im just saying don't go and say this is some "realism" or "fix" for poptarts. because as many have pointed out before, mechwarrior is advanced technology, yet in game they apparently regressed from even our time in such things as radar technology and thermal/infrared, missile guide, and so forth. but hey there were many dark ages in battle tech, so i guess we are in the dark ages of gyroscopes again too now?

maybe instead you could have simply give all variants ecm and JJ in fact that would be amazing, i could breath life into so many of my mediums :). poptarts wouldn't be of much use against a whole lance of JJ ecm mechs now would they ;)? i mean why keep nerfing builds, why don't you mech all the other mechs viable by giving them more advantages so people might want to use them in competitive play? otherwise we are regressing to back before beta when ecm was god and there was no counter past ecm stacking your team. again a matchmaker problem.

as for.. all those lights jump jetters i love to play can no longer brawl, snipe or make a meaningful contribution to my team in terms of damage. i can be a distraction but now as a light my ability to actually scout and engage the enemy is seriously nerfed, i cant just peek over a hill i have to peak in the air, and of course we all know what happens to a light that cant shoot back.....

no i dont own just one poptart i have 3 out of 34 mechs. but about half of all my mechs have JJ yet only 3 are jump snipers, they are the heavy metal, spider 5D and my Cat-C1 that one that i dreamed up as a kinda "experiment" i haven't really seen anyone rocking but me and i kinda liked that one, specifically because it was unique and i had to play allot of games to really work out its balance out. btw it only has 2 errppc they are both in the torso and yes you have to be able to aim/lead and know where and how to move to be able to use it. it was and is a beautiful machine of balance, it is fast, agile, powerful, and it doesn't overheat easy, it didn't need anything cheesy like "cool shot" or "seismic sensor". it was just a beast of raw balance and piloting skill.

stop getting angry at and nerfing everything, do start making the matchmaker force balance teams so that people stop getting cheesed by 4 mechs of the same build on a team, rather than blaming the latest trick of the month. how are we going to make progress when people cry foul over every new tactic? as others have said, adapt your tactics, change to the situation as it demands only then you will find victory. learn to read the battlefield and become a competent commander. this is mechwarrior, strategy and battlefield advantage are king, start thinking strategically and maybe you wont find yourself cornered and alone and outgunned.

and yes the learning curve on this game is still ridiculous, even more reason that newcomers should have a nice genile newcomer arena where they can fight other newcomers/trial mechs and learn the game at their own pace and stop getting blasted to bits by all the pros in tricked out wonder mechs. that is the real problem and it continues to be so.

#320 Gowan

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Posted 05 June 2013 - 08:26 AM

View PostKunae, on 05 June 2013 - 08:02 AM, said:

Crazy, eh? Perhaps.

But it comes to a point where one stupid decision after another makes you wonder if they're really that clueless, or whether there are some sinister machinations going on. <shrug>

Do you disagree with my points about the contributing factors to the "pop-tart" hysteria? (As I stated, in what you quoted, whether intentional or not.)


I didn't see anything about contributing factors to pop-tart hysteria. I know that my outfit, with 34 players, has almost dropped out of the game completely because there were no effective counters to poptarts aside from other high-alpha builds or wolfpack drops, both of which feel kind of cheap and gimmicky. I personally went from playing three or more nights a week to only playing on patch days, with the odd weekend match if I was feeling particularly masochistic. A few of our most dedicated guys just uninstalled last week with no intention of coming back because, in their words, "The game just isn't fun anymore." When I asked them about it, their two complaints were: 1) Poptart builds being impossible to counter without joining the gimmick arms race, and 2) high-alpha builds, which would admittedly be a lot easier to handle if missile boats could find cover without being popped by a JJ sniper.

Now, probably something needs to be done about PPC heat. It was too high before the change, but now it is clearly too low. Maybe hiking it back up to where it was and giving it an added fire effect (fuzzy hud or something, maybe?) would make it less boatable but still worth using? I don't know.

And while shake should be reduced if it is causing people to feel sick, fire accuracy while jumping should come with some kind of a handicap -- a wide circle reticle or something to ensure that you can't place accurate fire in midair outside of, say, 200m? Obviously, that number came from my butt, but you get the picture -- jump sniping killed my unit, and while there is a little bit of a revenge trip with seeing the system neutered, the game itself is better served if the poptarts just learn to do something that requires a little more skill.





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