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Mechwarrior: Living Legends Is Not Dead...


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#321 Vic Viper V1

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Posted 16 July 2015 - 10:43 PM

View PostIraqiWalker, on 16 July 2015 - 03:58 AM, said:


There is this thing called "Rocks", it's all over the field, and you can hid behind it. We call it "using cover". Helps make LRMs do zero damage to you. There's also ECM, and AMS, both of those cripple, if not completely shut down LRMs.

Also, the target sharing we have right now isn't the same as a C3 computer. These provide no aim assist, nor do they provide any support with aimed shots at specific components.

On top of that. Even before C3 computers, LRM mechs (per TT rules) could acquire an indirect hard lock so long as another mech is doing the spotting.



Lol boy would you guys be in trouble if they made you Roll a dice at the beginning of each MWO match to determine if your Gold mech could fire at the enemy :D

#322 Kh0rn

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Posted 17 July 2015 - 01:31 AM

MWLL data center.

ID = Cougar light battle mech.

Posted Image

The Cougar light mech is a clan support chassis rather then the typical recon and scouting mech. With a low top speed but heavy firepower the cougar can face off again other light mechs and even some mediums. Some variants mount advance electronics and some even have jump jets making the uses for a cougar almost endless. However due too its low top speed of 86 KPH pilots must not stray too far away from allied forces as falling back will be a issue.

Prime: The Prime variant is a multi-role platform able too engage at long medium and short ranges effectively. It is armed with 2 CLPL for medium range these quick firing high damage output weapons give the Prime enough firepower too deal with light assets who close with in range. For long range engagement The Prime is armed with 2 CLRM-10 racks for long range fire support. Lacking any electronics or jump jets Pilots need too be aware of what is going on around them.

A: The A variant goes in for full long range LRM support. The A variant for goes all but one back up weapon making it a very risky variant too take if un supported. However when locked and far behind friendly lines the A variant can bring the rain at a devastating price for a light mech. The A variant is armed with 4 CLRM-10 racks giving it a huge long range damage potential. However with no other back up weapons besides a single CHSL if any thing should close in the distance the pilot needs too either call for back up or with draw.

B: The B variant fore goes heavy firepower for more support base assets. the B variant now mounts a large array of electronics. BAP , C3 , enhanced optics, improved jump jets and TAG laser, giving the B variant many tools too support its team. However as a result the B variant lacks firepower for the price of this. It is armed with 2 CERML and a single CERPPC while not bad it is enough too deter light assets from range.

C: The C keeps a similar support role to that of the B but makes use of more weapons at the expense of less electronics. The C still retains its BAP but has had its C3 and improved Jump jets removed down graded to regular jump jets. For this the mech has boasted its weapons load out. The C is armed with 1 CERLL for long range this is back up by 2 CLRM-10 racks. Adding too a punch it carries a single ERML. For enhanced guidance and too support and directly friendly missiles the mech is also armed with an iNARC system.

D: The D variant goes in close. This variant is fitted with medium too short range weapons an is considered a very brutal variant for the job. The D variant carries a GECM too hide its approach allowing it too get in close. A MASC system allows it too close that much faster too get in range. Once in range the D variant can bring its weapons too bear it is armed with 2 CDSSRM-4 ( Dual) packs and 2 CHML, a great combination and deadly firepower for a mech of this size.

E: The E variant goes back too a more medium long range role. The E once again removes its electronics for the sake of more weapons, however still holding onto its Jump jets as a bonus. The E variant is dangerous at long range armed with 2 ATM-6 racks these weapons along can cause heavy damage too light and medium mechs as these missiles fly far and fast. Coming into medium range the E variant can bring out its 3 CERML for support. However it is noted due too the minimal range of the ATM's Pilots of the variant should always keep distance from the target.

F: Probably the second best light brawler in the game. The F variant is utterly dangerous at close range where its fast firing weapons can tear apart other light mechs and even brawl with mediums. Fitted with improved jump jets only increases its danger factor that much more. When in range the mech is armed with 5 CSPL and 2 CDSRM-4 packs ( Dual) Can take out mechs in a very short space window. the only 2 draw backs too this variant is that it lacks advance electronics and it has not ranged weapons.

G: The G variant is build similar too that of the prime but focus's on long range combat. Unlike the prime the G is fitted with Jump jets allowing it too hop and fire behind cover. Its weapons load out are similar too that of the Prime the only difference being it has traded its CLPL for CERLL.

#323 Tarogato

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Posted 17 July 2015 - 02:29 AM

Haha, you might wanna watch your too's and to's. :D
Spoiler

Edited by Tarogato, 17 July 2015 - 02:32 AM.


#324 Kh0rn

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Posted 17 July 2015 - 03:46 AM

View PostTarogato, on 17 July 2015 - 02:29 AM, said:

Haha, you might wanna watch your too's and to's. :D
Spoiler



lol it does not phase me.

#325 IraqiWalker

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Posted 17 July 2015 - 09:40 AM

View PostVic Viper V1, on 16 July 2015 - 10:43 PM, said:



Lol boy would you guys be in trouble if they made you Roll a dice at the beginning of each MWO match to determine if your Gold mech could fire at the enemy :D

I don't own any Gold mechs. Not enough money, and just enough sense to not buy one. Also, why would a DWF need to roll dice to determine if it could fire at the enemy? If you've got a visual line of sight, you can fire.

#326 Vic Viper V1

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Posted 17 July 2015 - 10:55 PM

View PostIraqiWalker, on 17 July 2015 - 09:40 AM, said:

If you've got a visual line of sight, you can fire.


LRM not needing line of sight ...... El oh El @ this guy

#327 Kh0rn

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Posted 18 July 2015 - 02:04 AM

Mwll Data center.

ID = Chimera medium battle mech.

Posted Image

The Chimera short and simple is a Inner sphere jack of all trades medium battle mech. Every thing about it is just suited for every type of situation on the field. It's fast , has decent armor and decent weapons too get the job done. Its one short coming is the large missile rack fitted in its shoulder..presenting a large target. And if destroyed the missiles loaded into it will go hay wire and fire off out of the destroyed torso.

Prime: The prime is the classic example of jack of all trades. The prime can engage at all ranges fairly well, with the added ability too jump and take pot shots before finally closing in too bring all guns too bear. The Prime is armed with 1 ERLL for shooting targets up too 800m away. As the Prime closes in 2 ERML and a single MRM-20 rack buff up its damage too a large extent..finally for BA support it carries a pair of machine guns.

A: Another all rounder. The A is armed with ERPPC able too engage long and short ranges, Backing up for long range it carries a single LRM-15 rack and finally for when targets get too close for the LRM-15 2MPL take over its close too help the ERPPC. Its only other feature is that it has had its jump jets removed.

B: The B variant goes in for the kill up close. A brawling variant. The B variant adds in Improved jump jets for enhanced maneuverability. In range of its guns the B varaint can bring too bare a lot of damage in rapid succession. It is armed with 1 DSSRM-4 pack, 4 SML and 2 MXPL All these weapons are fast firing and can quickly lead up too some serious damage out put.

C: The C variant goes for Medium range strengths and does this role very well for a medium mech. The C variant is armed with a PPC for hitting targets up to 700m away while getting into range. As it draws closer a large MRM-30 rack comes into play. This weapon alone can tear armor off mechs in 1 to 2 salvo's. Finally too round it up the C variant is armed with 4 SML too finish off targets or too kill BA.

D: The D variant is a extreme long range variant of the mech. Fitted with Enhanced optics and 2 extra tons free for ammo. The D variant can strike targets up too 1500m away giving it a massive sniping and indirect fire support. It is armed with 1 ELRM-15 rack which can fire up too 1500m. 300 meters in the D variant can deploy its light Gauss rifle too further bash away at its targets. Finally for BA support it carries a pair of Machine guns.

E: The E variant is a alternate and improved B variant. Its swap and changed its weapons but still retains a similar roll. Its weapons are now 1 DSRM-6 pack 2 ML and 5 SXPL, again a very fast firing arsenal which can quickly put the damage out. It also carries a single ton for extra SRM ammo.

#328 Kh0rn

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Posted 19 July 2015 - 06:24 AM

Mwll data center

ID = Uller Light battle mech.

Posted Image

The Uller is another all rounder Clan might rather going for all round more weapons then actual recon and scouting. With the same top speed as a puma the Uller makes use of more variety in its weapons load out while remaining in a similar role. It can take quiet a beating but its arms are rather exposed leading too a common problem of them being lost.

Prime: The prime variant goes for lots of weapons too fire at many ranges. Pretty much a do it all mech. Armed with a 1 CERLL and LBX-AC5 for long range. For medium too short range It carries 1 ERML and a SRM-6 too close too gap. It does not fit in any one role but it does perform adequate at all ranges it does have the advantage of the only Uller variant with GECM.

A: A poor mans Shadow cat as some say. The A variant. uses the identical weapons load out as the Shadow Cat prime. It is armed with 2CERML for medium range. However at long range it carries a CGuass with a single ton of ammo for reloads. Very dangerous out too 900m but due too its lack of weapons and punch brawling is best avoided.

B: The B variant goes in close and switches it out for brawling. Armed with 3 CSPL, 1 CSSRM-4 pack and a single CLBX-AC10. All weapons are geared towards brawling and it does this very effectively as a early brawler unit. However with its low speed for a light, getting into a close range will be a challenge.

C: The C variant goes in for DOT build. The C is armed with 2 machine guns for BA defense. For its punch it is armed with 4 CMPL too deliver constant blows against the enemy. Fitted with MASC it allows the C too close that much quicker too get in range. However its only draw back is that its weapons are arm mounted which means it can be disarmed fairly easy.

D:The D variant mixes things up a bit. The D variant goes for a longer range profile but can still use the same weapons too engage up close. It is armed with a CERPPC and CLBX-AC2 for long range. When the target comes into range it can bring a CSSRM-4 pack too add to the fray and still able too use its long range weapons giving it a respectful punch.

E: The E variant goes for pure range but can use all its weapons at close range as well if need be. The E variant is armed with 2 machine guns for BA defense. For long range use it is backed up with 2 CERLL and 2 CUAC-5's while not too threatening its fast firing UAC can mount the damage quickly.

F: Bearing a similar look too the E the F changes out its Longer range weapons for more medium close range fighting. Its UAC's have been changed too UAC-2's giving more range but less damage. For closer defense it is armed with 2CSPL and 2 CMPL which are adequate enough for defense against lighter targets.

G: Another straight up brawler but this time packs some serious guns. Armed with 2CHSL 1 CUAC-10 and a single CSRM-6. A very powerful arsenal for close range fighting which can keep up a constant barrage of UAC fire and SRM fire while the Heavy small lasers melt away the target.

Edited by Kh0rn, 19 July 2015 - 06:25 AM.


#329 IraqiWalker

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Posted 19 July 2015 - 06:59 PM

View PostVic Viper V1, on 17 July 2015 - 10:55 PM, said:


LRM not needing line of sight ...... El oh El @ this guy

I said if you have a VISUAL LINE OF SIGHT. You can fire.

Look, if you have even two brain cells functioning correctly, you'd realize you can dead fire LRMs without lock. Especially on an open field.

I don't understand what it is you're on about now. You brought up the ridiculous "roll dice" point, which makes no sense, ESPECIALLY on a DWF. If you're using a DWF as an LRM boat, then that answers all of our future questions.

Really, what exactly is your point here? LRMs can use indirect fire? That makes dodging them even easier, because it all relies on a spotter that you can eliminate, or avoid.

#330 Lily from animove

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Posted 20 July 2015 - 12:03 AM

Oh god, Ark didn't let me have any time so far, at least during maintenance I downlaoded MW:LL

Edited by Lily from animove, 20 July 2015 - 12:03 AM.


#331 Kh0rn

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Posted 20 July 2015 - 06:51 AM

Mwll Data center.

ID = Storm crow medium battle mech.

Posted Image

The Storm is but no doubt the most powerful clan medium on the field. Boasting great armor , good firepower and good speed. The storm crow is a force too be reckon with. It is strong enough too stand toe too toe with some heavy mechs and even assault mechs. The Storm Crow can perform a way lay out of roles making it very adaptive. Over all its a great mech with its only draw backs being lack of jump jets and lots of electronics.

Prime: The prime variant is a all rounder able too fight at long and close ranges. For long range it carries a pair of CERLL as the target comes closer these are backed up further by 3 CERML giving the mech some rather decent punch. Being all energy it allows the prime too operate far from supply lines for extended periods.

A: The A variant goes a little closer then further..the A variant can also be a direct and indirect support unit as well as a brawler another perk for the variant is its the only Strom crow with GECM too mask its position. For long range it is armed with 1 CLRM-15 rack with the ability too be dumb fired up too 1500m and target track up too 1000m. When coming into close range the mech brings up 4 CMPL and a single CDSRM-6 pack too give it fairly good close range punch.

B: The B variant is a straight up brawler and some consider the best variant. Lacking any electronics but making up for this with sheer firepower the B variant is armed with 4 CERML for medium and close range fighting it also brings too bear a large CUAC-20 cannon which can batter its targets over and over. A very strong brawling unit.

C: The C variant goes for long range combat and is a very dangerous variant thanks too its weapons load out. This variant is armed with 2 CATM-9 packs which a devastating against ground and even air targets due too the speed at which they travel. Backing up these launchers are 4 CERSL and 2 CERML. It also can carry 2 extra tones of ATM ammo into combat.

D: The variant goes for pure long range and fire support. The variant is armed with 2 CLRM-15 racks that can dumb a lot of damage on enemy forces. To further boost its damage it is armed with 2 CERLL giving it great long range fire. For BA defense it has 2 machine guns. It does suffer in brawling.

E: The E variant goes for close range DOT and with its great armor and survivablity the E can keep up a nice barrage from its weapons. It is armed with 1 CUAC-10 1 CLPL and 2 CSRM-4 packs with a extra ton for ammo. All its weapons are fast firing allowing it too quickly whether away enemy armor.

#332 Kh0rn

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Posted 21 July 2015 - 12:56 AM

Mwll data center.

ID = Uziel Medium battle mech.

Posted Image

The Uziel is a perfect all round medium mech with every thing it needs too for fill roles in every range on the battle field. The Uziel is a very wide mech allowing it too poke out its arms with out exposing the main body. It also has a very unique profile with a feature such as Trio Jump jets rather then 2 or 4. A very flexible and durable unit the Uziel can find a place in any role and perform decent at it.

Prime: The prime is a example of all round fighting for the Uziel. It is geared with weapons too allow it too engage at all ranges effectively. The inclusion of improved jump jets further adds too its versatility. The prime is armed with 2 PPC for engaging targets up too 700m as it closes 1 SRM-6 pack an 2 Machine guns for BA defense come into play. Allowing it too engage targets at pretty much all but the longest of ranges.

A: The famously known " iPoke" Variant the A chassis is armed for extreme long range sniping and does this very effectively. The A variant is armed with 2 Light Gauss rifles that can fire up too 1200m wearing away enemy armor with very little need too worry about its own safety and return fire. With BAP it can see targets a while before they spot it allowing it too go passive and hide, 2 extra tons of ammo allow too sit for long periods and put rounds down range. For light BA defense it carries a pair of Machine guns.

B: The B variant goes up close. Armed with a nice array of weapons it can deliver a nasty blow. Armed with 1 LBX-AC10 , 1 SSRM-6 pack , 2 machine guns and 3 ERML It packs a lot of firepower for a medium. While some over look this variant it can certainly cause trouble in the right hands.

C: A energy boat through and through the C variant can operate away from supply lines for a long time with only needing too repair. Its build around multi role weapons much like the prime. It is armed with 2 SML, 2 LL and 2 ERML allowing it too fire at various ranges. The C does offer a little more close range support then the Prime does but at the expensive of range. It does have the added perks of having MASC and GECM onboard too help it close the distance.

D: The D variant is another multi role attack variant. This variant goes 1 ERPPC for engaging targets far out. When the distance is closed this ERPPC is backed up by 1 DSRM-4 pack and 3 MPL giving it good respectable damage up close.

E: Probably the most rare out of the lot. The E variant goes into a more support role rather then a fighting unit. This Uziel is fitted with a NARC system allowing it too designate targets and assist in indirect firesupport. Backing up the Narc system for its weapons are 2 LPL which are more then enough too warn off light and medium assets. And fitted with MASC too escape enemy hands if spotted

#333 Hit the Deck

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Posted 21 July 2015 - 01:47 AM

The Uziel at last!

#334 Lily from animove

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Posted 21 July 2015 - 03:42 AM

The Uziel looks fun, somehow as someone who tried to put some giant assault shoulders on a light mech. Turning out into some medium thingy.

But the SCR, god it's ugly in any game, just because the design is ugly.

#335 Hit the Deck

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Posted 21 July 2015 - 09:36 AM

View PostLily from animove, on 21 July 2015 - 03:42 AM, said:

...
But the SCR, god it's ugly in any game, just because the design is ugly.

What are you talking about? It's one of the best looking 'Mech in MWO!

Posted Image

But only in MWO because of Alex, obviously.

#336 Lily from animove

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Posted 21 July 2015 - 10:52 AM

View PostHit the Deck, on 21 July 2015 - 09:36 AM, said:

What are you talking about? It's one of the best looking 'Mech in MWO!

Posted Image

But only in MWO because of Alex, obviously.


if you like quasimodo in mech, maybe.

Edited by Lily from animove, 22 July 2015 - 01:35 AM.


#337 DashFire61

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Posted 21 July 2015 - 04:36 PM

View PostIraqiWalker, on 16 July 2015 - 03:58 AM, said:


There is this thing called "Rocks", it's all over the field, and you can hid behind it. We call it "using cover". Helps make LRMs do zero damage to you. There's also ECM, and AMS, both of those cripple, if not completely shut down LRMs.

Also, the target sharing we have right now isn't the same as a C3 computer. These provide no aim assist, nor do they provide any support with aimed shots at specific components.

On top of that. Even before C3 computers, LRM mechs (per TT rules) could acquire an indirect hard lock so long as another mech is doing the spotting.



LRM's require line of sight unless directed by narc, tag, or other electronic suites. MWO ignores this and allows LRM boats to target based on all other mechs targetting systems, also there is no active or passive radar. These are both issues because they eliminate the need for designated scouts and limit light mechs to skirmishing. No in tabletop they could only do that if the spotter had C3 or TAG.

Edited by Lt James Steiner, 21 July 2015 - 04:37 PM.


#338 IraqiWalker

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Posted 21 July 2015 - 05:56 PM

View PostLt James Steiner, on 21 July 2015 - 04:36 PM, said:



LRM's require line of sight unless directed by narc, tag, or other electronic suites. MWO ignores this and allows LRM boats to target based on all other mechs targetting systems, also there is no active or passive radar. These are both issues because they eliminate the need for designated scouts and limit light mechs to skirmishing. No in tabletop they could only do that if the spotter had C3 or TAG.


No. Those things helped with spotting. ANY unit can spot as per the rules.

Only condition on non-designated spotters, spotting is ["In order to serve as a spotter, the unit must not have charged or launched a Death From Above attack that turn."]

Extra gear like TAG, NARC, or C3 helps, but is not needed to spot.

Read Total Warfare. Page 111 is a good start if memory serves.

Edited by IraqiWalker, 21 July 2015 - 05:57 PM.


#339 Kh0rn

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Posted 22 July 2015 - 01:44 AM

Mwll data center.

ID = Shadow Cat medium battle mech.

Posted Image

The Shadow Cat is a very flexible and well rounded Clan Medium mech, With a good top speed , decent armor , decent electronics and weapons the Shadow cat performs well in any given situation. Whether it will be scouting , fast attack , brawling , sniping or poptarting. The one draw back too the mech is that most of its powerful weapons are situated on its arms. While a pilot could move them around at free it dose make cutting its firepower in half a real problem.

Prime: A sniper variant. the prime is build too engage at long range as well as providing long range hit and run. Its armed with a CGauss rifle with a single ton of reloads allowing it too nail targets out too 900m. When coming into close range this weapon is backed up by 2 ERML too help with defense. However thanks too its MASC system the Prime can quickly with draw from a fight too set up some where else.

A: The A variant goes in close and hard, a brawler in all. The A variant mounts impressive close range firepower for its size, And with the added inclusion of improved Jump jets gives it great mobility. The A variant is armed with 3 CERSL and a large CUAC-20 with a single ton for reloads. This variant can make short work of any thing that comes close. Its major draw back is that its AC arm is large and exposed allowing enemies too quickly destroy it cutting its firepower in half.

B: Almost identical too that of the A the B changes its load out only slightly. The difference being now the B carries GECM too mask its approach on enemy positions. Once in range its UAC-20 has been replaced with a LBX-20 giving it better close range damage. It still retains its improved jump jets.

C: The C goes all out for poptarting and sniper role. The C variant is armed with a CERPPC and a CGauss rifle with a extra ton of ammo. Both weapons go out too 900m allowing for linked fire. Too help it poptart it is fitted with improved Jump jets making this Shadow cat one of the deadliest too field. Its only 2 draw backs is close range fighting and that both its weapons are arm mounted.

D: The D variant goes for support role. The D variant is armed too engage at all ranges adequately but its main focus is support. The D variant is armed with 2 CERLL and 2 CERML to fight back with. Too help with its support function the D variant is fitted with GECM too hide it self and CNARC for helping with indirect and direct fire support.

E: The E variant goes for an all energy medium range config. This variant is fitted with MASC an improved Jump jets too allow it close and maneuver very effectively. In range the E variant is armed with 3 CMPL an a single CHLL giving it a lot of damage out put. It however does suffer from Heat problems.

F: Perhaps the most interesting and least used variant the F variant performs at long an medium ranges. Its weapons are 3 CLBX-AC5 cannons that can fire fairly quickly backing this up is 2 CERML for support. Fitted with jump jets too allow extra maneuverability. Some consider it the worst variant but if used right can still be a dangerous tool.

G: A heavy brawler up close and in your face. Probably the best brawler variant. Fitted with GECM too hide its whereabouts once in range it can quickly devastate its target. It is armed with 1 LBX-10AC , 1 CSRM-6 pack and 3 CHML giving it a large damage out burst. Its draw backs are limited by ammo and most of its weapons on in one torso.

#340 Vic Viper V1

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Posted 22 July 2015 - 06:17 PM

View PostHit the Deck, on 21 July 2015 - 09:36 AM, said:

What are you talking about? It's one of the best looking 'Mech in MWO!

Posted Image

But only in MWO because of Alex, obviously.



Umm isnt that a stormcrow? AKA Ryuken

Edit: Never mind i see my mistake now , thought you was talking about the [color=#959595]Uziel [/color]

Edited by Vic Viper V1, 22 July 2015 - 06:19 PM.






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