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For The New Guys....


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#1 Marsing

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Posted 08 October 2013 - 06:25 AM

Some simple pointers.
  • Premades are just fine. If you kill someone with a premade, it's pretty funny and awesome.
  • [redacted]
  • If you see a group of mechs approaching a tight space and the number of mechs exceeds the number of mechs that would fit in that tight space side by side; don't follow so closely, someone is going to die.
  • If you see a hill and cannot see the other guys, don't climb up the hill to look. Leave that to the scouts. You, could be the most important mech if you stay alive, but staying alive is very difficult when you are skylining.
  • When people tell you to stay behind and defend, do so to your own detriment.
  • When your base is being captured: Don't Go back unless you can actually make it back quickly and safely. Leave that to the fastest mechs, if they are still alive (which brings us to...).
  • If you are scout mech; don't go directly towards the front. Go around. Make use of your speed and retreat after you make initial contact. You are fast, but you are not faster than a missile.
  • Ready up as soon as you can.

Edited by Egomane, 08 October 2013 - 07:08 AM.
CoC violation


#2 Jalik

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Posted 08 October 2013 - 06:33 AM

  • don't stand directly behind friendly mechs. they might want to go backwards to avoid getting killed.
  • don't walk in front of friendly mechs which are in a fire fight. chances are you lose a limb or two.


#3 Sadistic Savior

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Posted 08 October 2013 - 07:05 AM

[redacted]
They are hilariously entertaining. Sometimes I pretend to follow their orders in chat and then do my own thing anyway just to watch them fume.

Edited by Egomane, 08 October 2013 - 07:09 AM.
Redacted quote


#4 Marsing

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Posted 08 October 2013 - 07:09 AM

It's so overblown sometimes. And it's worse when they are dead. A dead guy complaining about noobs going through the tunnel is about as pointless as the "Ready Button" freakouts.

#5 Ryokens leap

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Posted 08 October 2013 - 08:07 AM

New players: please scout the maps in testing grounds and get to know them.
please learn your weapon ranges and set groupings in testing grounds.
please learn your mech and how it moves, twists, arms elevate/depress and jumps in testing grounds.
please dont waste 11 other players time by not prepping yourself.
thanks.

#6 Koniving

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Posted 08 October 2013 - 08:45 AM

Below is a list of a lot of stuff provided for the new players.

Basic controls
  • For your basic controls and some advanced ones, refer to this. The videos are dated but still effective. Note that upgrades is now in a mech+ icon within the mechlab and not a separate tab.
  • My first tip to everyone when it comes to controls is to change the "Mouse 1" (left click) from "fire selected group" to "fire weapon group 1" in the options. This will avoid a lot of headaches for us all. ;)
First time playing?
  • If the game does not force it, run the Tutorial. It's new, it needs polish, but it helps.
  • Before you play a mech for the first time, select it and then choose Testing Grounds! Get used to it before you play against people. It can be found in the image below.
  • Posted Image
Third Person.
  • Third person can be turned off at any time with F4. It can be turned on the same way. I recommend you change that key to F3 to avoid the accidental Alt+F4 command.
Command and team play.
  • If you take command, ask before rearranging teams. It's polite, its courteous, it'll avoid a lot of problems.
  • Refer to this battlegrid tutorial I've made. The first match I explain the controls. The second match I demonstrate it in action in a full match.
  • If someone advises you not to go your own way (when by yourself and in a trial mech), they are doing it to be to let you know that you may not survive on your own which is generally true.
  • Obviously though, if you're using a sniper mech (like the champion dragon), you cannot go to the front line and have a chance. Thus you need to find a good sniping point. If possible, follow other Dragons or ask them to follow you. There's power in numbers.
  • Conversely if someone insists that you do not go your own way (when by yourself but not in a trial mech, or better, in a mech that is painted), then that person is simply unaware that you have some idea of what you are doing by then. (i.e. flanking the enemy or have a build that can hold its own against multiple mechs).
    • In other words, if you happen to see a fancy mech with a wonderful paintjob and a fair amount of speed and/or firepower, have a little faith that they know a little bit more about what they are doing than you might. You've been paired with someone that either has a fair amount of experience or perhaps a little too much money. Either way their fate is theirs to take up.
      • Experienced players will try to obey orders so long as they are orthodox. For example a lance of brawling Awesomes cannot charge directly at an enemy line (its suicide and thus your order cannot be obeyed immediately), and so they must travel the long way around to flank from superior positions behind enemy lines.
      • When giving orders, expect to need to lead by example. If you cannot follow the orders you give, can you expect anyone else to do so as well?
      • If you are in a trial mech, please do not take command. Please wait until after a minimum of 25 matches (the end of your cadet bonus) and you own your first mech before considering it. Preferably after you have your second mech.
Movement.
  • Throttle Decay allows you to stop when you release the key. Numpad 1 through 0 allows you to set cruise speeds. Tap W or S to stop.
  • Throttle Decay off lets you tap W and S to set cruise speeds with more control than the numpad. X to stop.
  • Climbing hills that are steeper than your mech can climb straight is possible. You need an understanding of the concepts of momentum and inertia, but essentially turn left at 45 degrees away along the slope, build up speed, direct the momentum toward the hill while turning right 90 degrees (45 degrees right of the starting facing) and build up speed. Using this method an Atlas can climb a 40 degree slope despite its 30-ish degree limit.
    • Currently the most redeeming quality of the otherwise under-performing Awesome series is that the 9M can climb 50 degree slopes using this method. The Pretty Baby can climb a 60 degree slope. This means access to otherwise inaccessible positions to provide fire support. Even mechs with jumpjets cannot reach some of these areas!
    • The motion described above looks like this. (|) (\) (|) (/) (|) (\) (|) (/) (|) until climbing is completed.
  • Despite knockdowns being turned off, colliding with another mech causes damage. The smaller you are, the more you take against a larger opponent. You can kill others and yourself by ramming!
Protecting yourself.
  • 80% of MWO's weapons revolve around a 4 second time frame. Chain fire players can overcome this. Otherwise, take note that every 4 count you will want to turn away from the enemy so that their shots do not hit vital areas.
  • If the enemy is using low-end ballistic weapons, ignore the above statement and promptly try to remove those weapons immediately. Only turn away when waiting for your own weapons to recycle (reload, recharge).
  • With armlock off, you will have an easier time hitting enemies at odd altitudes and faster targets.
  • It's always better to have an armored side toward the opponent. If you have a standard engine and lost a side torso, however, the destroyed side torso toward the opponent weakens damage received by 50%. If they hit where the arm used to be, it's weakened by 50% then by 50% of that (causing 75% reduction in damage). This is why the Centurion is considered to be a "zombie mech" with a standard engine.
Heat issues
  • If your weapons run hot, consider using chain-fire or splitting the weapons up into groups.
  • If you like a weapon and then stack more of it on your mech and suddenly get more heat than you expect, refer to this and find out if your weapon is punished for boating under the "heat scale / ghost heat" system. If so, chain fire that weapon with backspace after choosing the weapon group. There isn't much choice.
    • It is important to note that linked and un-linked penalty weapons can be used together to compensate and/or overcome the ghost heat punishments. Sometimes for even deadlier results than what you were originally trying to use. Example, 3 LRM-20s are punished for firing at once when 2 are not, but 2 LRM-20s and 4 LRM-5s are not and can be endlessly fired without penalty.
Weapons
  • First and foremost: The Gauss Rifle has a charge-up mechanic. It's easy to learn. Press and hold -- you'll hear a sound when it's ready. Release to fire. It won't fire before it's ready. It won't 'stay' ready either. This takes a little bit of practice.
  • [UPDATED!] LRMs can fire with or without a lock. To fire without a lock follow these steps: If mounted on the arms, aim the "o" crosshair at where you want the missiles to go and watch them fly. If mounted on the torso, aim the "+" crosshair at where you want them to go and fire. This means you can, in fact, dumbfire at two targets simultaneously for missile-based suppression. They will not adjust to a new lock after doing this. If you fired with a lock but lost it, you can reacquire and LRMs will correct and pursue target. Some people do this intentionally to shoot around walls and barriers. LRMs will NOT do damage at 179 meters or less.
    • This is determined by actual travel distance not distance when fired. Thus if you fire at someone at 200 meters but when the missiles hit the enemy is at 179 meters the missiles will bounce off like duds. If you fire at someone 150 meters away but by the time the missiles hit the target is 180 meters away, you've done damage.
  • Streaks will not fire without a lock on. But on the stuck-lock glitch they will fire regardless of a 'hard-lock'. The stuck lock glitch results in a soft lock, where it's almost complete but not. Soft locks are easily broken. Unlike LRMs, Streaks do NOT require the lock to be maintained.
  • [updated!] Lock-ons can be achieved through EITHER -- independently -- using the + crosshair or the "o" crosshair. If you have lower arm actuators, you can get missiles to turn around corners by using the "o" to lock your missiles and aiming at your target while turned away at an angle.
  • AMS or anti-missile system, is a device used to shoot down 2.5 missiles per second. Two AMS can shoot down 5 missiles per second. 6 AMS can shoot down 15 missiles per second. Again there is power in numbers. A company (3 lances) of entirely Atlas K's (with their twin AMS each) can shoot down 60 missiles per second when huddled together. Since Atlas Ks favor long range weapons, this essentially means you're screwed.
  • An AMS will now attack all forms of missiles. (LRM, SRM, Streak). (In months past it did not.)
  • Lasers are beam weapons. They deal damage (depending on which) every 0.1 or 0.2 seconds, for between 3/4ths and a full second. Their heat is high but it raises over the duration of the beam.
  • Pulse lasers are faster beam weapons. They are ready to fire sooner and have shorter beam times, always dealing damage at 0.1 intervals in larger amounts, completing their cycle in no longer than 0.6 seconds.
  • MGs and flamers function like lasers; ignore their particle effects and light show. They hit instantly.
  • Flamers are less suited for combat and more for fun or tactics. Examples: Flame the ground to generate a small smoke screen (good enough to hide smaller mechs, but useless to hide larger ones). Flame the enemy's cockpit to blind them. If an enemy has lots of PPCs or large lasers, flamers are likely to make them unable to function.
  • MGs are ideal backup weapons for PPC users. They generate no heat and are devastating against unarmored targets (i.e. you destroyed the armor). MGs and LB-10s are fantastic at destroying internal components like weapon systems and heatsinks. An MG deals the exact same damage per second as a small laser.
  • Autocannons are rated by damage. An AC/2 deals 2 damage. AC/5 deals 5 damage. 10 does 10, 20 does 20.
  • LBs are shotguns. An LB is rated by both damage and number of 'cluster-shot' fired at once in MWO.
  • UACs or "Ultra-Autocannons" are Lost Tech weapons. In terms of firing rate they can double-tap from an emergency/secondary breach at any time while reloading. This comes with the problem of a risk to jam.
  • Unjamming a UAC simply involves letting go of the trigger. While it can unjam on its own while holding the trigger the time to unjam is significantly reduced if you let go.
  • Your jam rate for a UAC seems heavily affected by whether you 'tap' the fire button or hold it.
Why is it so hard to kill?
  • When fighting an enemy with a destroyed body part that visually remains (i.e. a leg or side torso), remember that any damage to that body part is transferred over to the next body part with 50% of the damage removed. Aim directly for the part you want to destroy instead. (This is why non-XL Centurions are considered zombies, their CTs are so small that they seem nearly invincible after losing their side torsos. Go for their legs instead).
  • Some enemies soften their legs to carry more. Test them. If they turn dark yellow or orange easily, focus on them.
  • For 90% of mechs, the rear armor is weaker than the front. Get behind them.
  • Many mechs have blind spots. If you learn these, you can do all you want and they can't do a thing to you. An example: A Highlander cannot see anything Jenner-sized at less than 30 meters in front of it. It can't see anything spider sized either (but it can shoot said spider). It cannot shoot a Jenner or Commando within 15 meters.
  • Some mechs turn faster than others. Be aware of this.
  • Destroy the side with the most weapons first. Always.
Network Lag:
  • If you have issues with lag, favor lasers and streaks over ballistics and other missiles.
  • MGs are also a good weapon for high ping players.
  • If its extreme lag, LRMs are also a good idea.
Computer lag:
  • LRMs all the way.
  • Lowering graphics, resolution, etc. can help. Close all background programs if possible.
  • If your frames are below 16 fps, I advise waiting until you get a better computer or upgrade before trying again. You won't have fun.
Your first mech:
  • It's highly recommended that you start or join a thread about this topic and give us the information about what you like to do so we can tailor fit a mech that would suit what you like.
  • If you prefer to go it on your own, remember this: As you go through the different variants of a mech chassis you like, it's important to highlight the "Hardpoints." When you do, it will show you where these hardpoints are located.
  • In the example below, the missile hardpoints are highlighted. The number corresponds to "how many" and the location is near where the hardpoint is mounted. The same trick can be done in the purchase mech view but is located on the left instead of the right.
  • Posted Image
Some definitions:
  • A cheese build is a build that either abuses the game's mechanics or packs on a lot of power for instant kills. Generally such builds show a lack of sportsmanship.
  • A joke build is something that on paper or in game is laughable and made entirely for fun or "because you can." Some joke builds, however, are no laughing matter and surprisingly deadly.
  • A boat is a mech that exclusively or almost exclusively packs on one type of weapon.
  • A poptart is a mech that stands in place and leaps from his 'toaster' (cover) over and over to make pot-shots.
  • Popcorn is a rarely used term referring to a ballistic boat that's slower than it needs to be, meaning its carrying insane amounts of ammunition that will pop if hit right. They are lovely to shoot and when secondary explosions had sounds they were amazing to hear. Like music. Typically they can be triggered by popping a leg. The rest is just art in the making.
  • "Distress Signal." A distress signal is performed by rapidly pressing the Target key when faced with multiple enemies. This is done for two reasons; it marks where a large number of enemy forces are, and as a call for help. Those who respond to the distress signal will begin moving towards the targets (but usually will not go all the way there; just closer). This is your chance to RUN! The allies responding to the signal can provide cover.
  • "Help [Grid location]" is a request for assistance to help an overwhelmed but healthy mech to escape from a bad situation. A response is usually helpful.
  • ECM [grid location] means that an enemy ECM mech is in that location and is hiding his or her team.
  • "To Commit" is a term that refers to engaging in a fight you cannot pull away from. With a single life this is important because once you commit that's it. Either you win or you die as the situation is impossible to escape from. Examples of usage: "Are we going to commit?" "Are you sure about this? We can't win. (response) It's too late we're committed." "I've got hostiles here. (Roger that, rendezvous with us and lure 'em.) No can do, I'm committed."
  • "Going down" is the guaranteed losing form of "to commit." With enough experience you will know right away when there is nothing you can do and so reporting (on voice) that you are going down lets your comrades know that you cannot be rescued and that any attempt to do so will result in a Black Hawk Down scenario.
  • Gestures: o7 (saluting), o/ (hello!), O_O (holy cow!) o.o (what? or "Um...") O.o (What are you doing?) ;) (Happy; smiling brightly; no hard feelings.)
  • Role playing: Happens occasionally by people trying to spice their game up. A member of (faction) will make some declaration or decree, stating that you are to do (something) or else you will be destroyed. It's fun to read/do, but means nothing.
  • Premade: This is a group of players who arranged to join into the match together. In general for every premade on one team, there's at least one premade on the opposing team. This doesn't mean that they are of equal size, just that they exist.
  • PUG: Pick-Up Gamer. Also used to refer to anyone playing by themselves without friends to accompany them.
  • Surrender: A closed beta and early open beta act during the days of repair and rearm. It was performed by a final mech whose last stand would perform no satisfactory outcome. The act entails reporting "I surrender" and powering down. It was given by the losing mech to avoid repair bills, and adhered to and honored by the victorious team due to two reasons: It meant no higher repair and rearm bills for themselves (resulting from fighting and killing the last enemy), and base capture at the time paid more than total annihilation of the enemy team. This will NOT work anymore, nor will it be honored by most.

Edited by Koniving, 11 October 2013 - 08:20 AM.


#7 Koniving

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Posted 08 October 2013 - 05:57 PM

Added some additional information.

#8 Arnold J Rimmer

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Posted 08 October 2013 - 06:13 PM

View PostKoniving, on 08 October 2013 - 05:57 PM, said:

Added some additional information.


'Some', he says.

Good work!

Edited by Arnold J Rimmer, 08 October 2013 - 06:13 PM.


#9 Koniving

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Posted 08 October 2013 - 06:21 PM

Well I added one or two sections (First time playing? and Your first mech)... a couple of images, the Gauss rifle (missed it earlier), two more definitions. So yeah some compared to what I had up hours ago. :)

And thank you. :angry:

Edited by Koniving, 08 October 2013 - 06:32 PM.


#10 Sadistic Savior

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Posted 09 October 2013 - 08:46 AM

View PostKoniving, on 08 October 2013 - 08:45 AM, said:

  • Gestures: o7 (saluting), o/ (hello!), O_O (holy cow!) o.o (what? or "Um...") O.o (What are you doing?) :) (Happy; smiling brightly; no hard feelings.)


I keep seeing this one...what does this one mean?

(. Y .)

#11 I_Dorkus

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Posted 09 October 2013 - 09:19 AM

[TACTICS] A word on combat roles

I've been in plenty of games where I was much maligned for not "jumping in there and taking some damage." For all of you new players (and even many of the vets, unfortunately), knowing your role in combat can be a critical piece of your team's ultimate success/failure rate; it can also make mech design a little less overwhelming for new pilots. Here's a quick overview of some common roles:

Scout/Spotter: Usually a light or fast medium mech with a long-range loadout. ECM is a bonus here and will vastly improve your ability to be an effective scout. You'll want to use your speed to flank your opponents while staying out of sight. Don't take any shots that will give your position away. Call out locations of enemy mechs, their movements, and above all remember to target a mech (using the R key) so that your teammates know its position and can target it with indirect fire (more on that later). Sure, you won't rack up much damage or kills, but rest easy knowing you are making the win much easier to come by. Taking a TAG laser along with you will VASTLY improve the performance of friendly LRMs, but be careful not to give away your position with it. As a last resort, capping the enemy base (in Assault) will likely fall to you.

Harrier: This is a role that is best filled by fast mechs with short range loadouts. The job of a harrier is to make quick hit-and-run attacks, disorient your enemies with attacks from multiple angles, slow enemy advances by focusing their attention more on you and less on what they're planning on doing, and being an overall pain in the lower rear CT. Stay mobile and stay unpredictable in your movements. The more you distract your opponents, the easier they will be to pick off from a distance by your teammates. As with the scouts, don't forget to target an enemy so your buddies know where you are and what you're annoying.

Escort: This role is usually saved for slower, harder-hitting medium mechs. An escort's job is to keep the ankle-biters off of your assault mechs, who usually have a hard time following the movements of fast-movers. When your hard-hitters aren't being harried, feel free to take shots of targets of opportunity, but keep in mind you likely won't last long in a prolonged firefight.

Indirect Fire Support: These are the big LRM boats. Their job is to sit behind cover and send juicy, hate-filled LRMs downrange into the enemy, but can be rather ineffective without an active spotter. If properly outfitted with good backup weaponry, cover and spotters aren't needed as much, but keep in mind that you will be less-effective in a short-range firefight.

Direct Fire Support: These are mechs that are outfitted primarily with medium- to long-range loadouts and are meant to provide covering fire to the brawlers until they can get into range to do what they do best. Also, a group of direct fire support mechs focusing fire on a single target can be downright brutal. Alternately, direct fire support is great at pinning enemies behind cover while the rest of your teammates get into position. Be mindful of your line of fire and make sure you won't hit your teammates as they get into close range with your target.

Brawler: (a.k.a., Facehuggers) This appears to be the favored role of most pilots regardless of loadout. You'll want as much armor as you can pack onto your mech and a standard engine for prolonged lifespan (it doesn't help you if losing a side torso in battle takes you out of the game due to engine explosion). Hard-hitting, short range weaponry is key here. DON'T OVERHEAT.


Of course, these roles aren't the only options you have. Hybrid roles are exceedingly common and very useful. Scout/Harriers and Direct Fire Support/Brawlers are all over the place and quite effective. Above all, don't listen to the trolls and meatheads who will get on your case about not jumping onto the face of an Atlas at the drop of a hat. If you die quickly, you are of no use to your teammates. Know your role, play your role, and happy hunting, Mechwarrior!

#12 Alaskan Nobody

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Posted 09 October 2013 - 09:45 AM

View PostSadistic Savior, on 09 October 2013 - 08:46 AM, said:


I keep seeing this one...what does this one mean?



Please tell me you are not serious - I am a rather sheltered individual and I know what that is - of course if you are NOT serious... keep in mind that very much violates the CoC.

#13 Sadistic Savior

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Posted 09 October 2013 - 12:52 PM

View PostShar Wolf, on 09 October 2013 - 09:45 AM, said:


Please tell me you are not serious - I am a rather sheltered individual and I know what that is - of course if you are NOT serious... keep in mind that very much violates the CoC.

I think it is supposed to be muppet eyes. But I don't get what it's supposed to mean.

(. Y .)

Sometimes I see variations on it like this:

(o Y o) or (. )( .)

#14 Koniving

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Posted 09 October 2013 - 03:23 PM

So you know, and this'll probably get deleted later... It refers to this.
Spoiler

Edited by Niko Snow, 09 October 2013 - 03:59 PM.
The rumours are true...I do look in Spoilers.


#15 Geek Verve

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Posted 10 October 2013 - 05:54 AM

View PostKoniving, on 09 October 2013 - 03:23 PM, said:

So you know, and this'll probably get deleted later... It refers to this.

Lol! Well done!

#16 Sadistic Savior

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Posted 10 October 2013 - 07:15 AM

View PostKoniving, on 09 October 2013 - 03:23 PM, said:

So you know, and this'll probably get deleted later... It refers to this.
Spoiler


A pelican? I don't get it.

#17 TercieI

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Posted 10 October 2013 - 08:06 AM

View PostSadistic Savior, on 10 October 2013 - 07:15 AM, said:

A pelican? I don't get it.


http://en.wikipedia....ue-footed_Booby

Rather clever of either Kon or Niko, whoever did that (I'm not 100% sure on edit history there).

I actually didn't know the "emoticon" either. Guess I'm sheltered, too. ;)

S

Edited by Terciel1976, 10 October 2013 - 08:07 AM.


#18 Alaskan Nobody

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Posted 10 October 2013 - 09:12 AM

View PostSadistic Savior, on 10 October 2013 - 07:15 AM, said:

A pelican? I don't get it.



Mammary glands - that work?

(Wow - and to think I thought I was sheltered :D)

Edit: meant to quote Sadistic, who I am starting to really think is just trolling...

Edited by Shar Wolf, 10 October 2013 - 09:13 AM.


#19 QuackAttack

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Posted 10 October 2013 - 09:24 AM

If it's your first match, or your really new let your team know. If you play cautiously and don't get killed right away most vets after dying will spectate you and offer advice. Listen to the helpful pilots, they really want you to get better and ignore the trolls.

#20 Koniving

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Posted 10 October 2013 - 09:37 AM

Niko did it. I had a fat guy holding his chest up. :D





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