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Why The Clans Collapsed And How To Fix It

Balance

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#81 Ghogiel

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Posted 01 January 2016 - 03:53 AM

View PostMischiefSC, on 01 January 2016 - 12:43 AM, said:

Maybe you just weren't applying yourself in Clan mechs? Because that's not playing out in pug or group queues and all the people I know and trust to be unbiased seems to find it pretty clearly even. Obviously YMMV but maybe the playstyle of IS mechs just suits you better?

That's exactly why they are better lol. The play style is mostly the reason as it's a direct competitor that is winning the trades in peeks, and it's one of the biggest counters to the clan brawl.

#82 Bishop Steiner

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Posted 01 January 2016 - 05:41 AM

View PostKraftwerkedup, on 31 December 2015 - 04:01 PM, said:


You kind of have to ignore the SWOL


Really the best nugget of wisdom in these forums, currently

#83 Quaamik

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Posted 01 January 2016 - 06:01 AM

I love some of the complaints, boiling down to:

"Clan was too OP. Now that they were nerfed and IS buffed beyond recognition, Clan players don't want to play Clan. They are poor sports for not letting people best up on them."

If you think it's balanced now, you have your head in the sand. I have switched to playing mainly IS mechs because of the number of times I simply could not kill an IS mech. 2 and 3 Clan mechs (heavies and assaults) against 1 IS assault - time after time, the IS mech walks away after destroying all the Clan mechs. H€||, there are IS mediums that can tank and match up as equal to Clan Heavies (Compare a Blackjack to the vaulted Timberwolf in actual gameplay).

#84 Blueduck

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Posted 01 January 2016 - 06:19 AM

The cognitive dissonance these forums have is unbelievably hilarious. We have become a quagmire of people both ignoring and flaming us, and both claiming we data manipulated and are insignificant in the grand scheme of this game.

And the best part is that we aren't the actors and jesters on stage creating this show. Its you guys! Enjoy the temporary drama filled playground while it's still relevant guys. I'll be watching, laughing at all of you fools.

Edited by CentsOfFate, 01 January 2016 - 06:19 AM.


#85 Alistair Winter

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Posted 01 January 2016 - 06:26 AM

While I do think that the players are exaggerating any difference in balance between IS and Clans, I am always of the opinion that blaming the dumb players is not constructive, even if they are being dumb. Ultimately, a good system needs to compensate for the stupidity of the players. So even if the players believe that Inner Sphere mechs are now more OP than Clan mechs ever were, there has to be a system in place to maintain balance.
  • Dynamic contract rewards. Its not good enough that PGI manually adjusts LP and C-bill rewards every 6-12 months. The system needs to do this automatically. As any given faction starts collapsing, the contract rewards need to automatically go up drastically. You have to dangle a carrot in front of people's face, you can't just punish them.
  • Severe punishment for breaking contracts. Well, rewards arent good enough. In a perfect world, we would have a reputation system that punished mercenaries who were known for their tendency to jump ship. Realistically, mercenaries like that would have trouble getting hired. So in lack of a reputation system, we need other forms of punishment.
  • Meaningful CW. Let's face it, you can hardly blame players for not being loyal when CW is basically just fighting over dots in space on a map that gets reset every 2-3 months. Not only is CW boring to many players, but your hard fought victories mean nothing in the grand scheme of things. What's the point of being loyal to a faction when there are no long term consequences at all, except your personal rewards?

Edited by Alistair Winter, 01 January 2016 - 06:27 AM.


#86 Satan n stuff

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Posted 01 January 2016 - 07:29 AM

View PostAlistair Winter, on 01 January 2016 - 06:26 AM, said:

While I do think that the players are exaggerating any difference in balance between IS and Clans, I am always of the opinion that blaming the dumb players is not constructive, even if they are being dumb. Ultimately, a good system needs to compensate for the stupidity of the players. So even if the players believe that Inner Sphere mechs are now more OP than Clan mechs ever were, there has to be a system in place to maintain balance.
  • Dynamic contract rewards. Its not good enough that PGI manually adjusts LP and C-bill rewards every 6-12 months. The system needs to do this automatically. As any given faction starts collapsing, the contract rewards need to automatically go up drastically. You have to dangle a carrot in front of people's face, you can't just punish them.
  • Severe punishment for breaking contracts. Well, rewards arent good enough. In a perfect world, we would have a reputation system that punished mercenaries who were known for their tendency to jump ship. Realistically, mercenaries like that would have trouble getting hired. So in lack of a reputation system, we need other forms of punishment.
  • Meaningful CW. Let's face it, you can hardly blame players for not being loyal when CW is basically just fighting over dots in space on a map that gets reset every 2-3 months. Not only is CW boring to many players, but your hard fought victories mean nothing in the grand scheme of things. What's the point of being loyal to a faction when there are no long term consequences at all, except your personal rewards?



Some sort of upkeep ( dropship/jumpship operating cost ) to be able to field lots of players paired with increased CW earnings might encourage large units to stop throwing large numbers of players at any given faction, but that's ultimately not going to do much for the units who have players that are sitting on hundreds of millions each. Capping unit coffer donations might help with that.

Dynamic match rewards would help too, when a faction is in need of mercenary groups it might automatically offer temporary contracts with increased match rewards ( fixed to the contract ) to encourage players and groups to fight for that faction. Permanent contracts would get dynamic rewards that change on a daily basis so loyalists don't get left out. This would be based on the number of active CW players per day compared to the other factions and the projected number lost due to their contracts running out. When enough players have accepted a contract the match rewards would be lowered for any new contracts, permanent contracts would give rewards based on the earlier higher rates unless a large group breaks contract and increases the rewards. Permanent contract rewards could be adjusted upwards in real-time in case of large units breaking contracts and such, but never downwards, they'd always give the highest rewards offered on any given day.
Match rewards could also be calculated differently based on the contract length, since more temporary contracts will have ended over the duration of a long contract, match rewards based on a projected average need for players would be higher on longer contracts.

Edited by Satan n stuff, 01 January 2016 - 07:34 AM.


#87 Quaamik

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Posted 01 January 2016 - 07:35 AM

Realistically look at CW, from the point of view of a tier 3 player.

Rewards:
C-bills: I can get about as much or a little more for a win in a normal match as I can for a win in CW.
I get something for a normal match that I lose, nothing for a CW match I lose.
I can play 2 or 3 (occasionally 4) ordinary matches in the time it takes to queue up and play 1 CW match.

Loyalty points: currently mean nothing.

Planets my group captures / keeps: bragging rights only. And they get reset every few months.

I agree with Alistair Winter in part: CW needs rewards to encourage group loyalty and to encourage merc units to go to the smallest faction. But it also desperately needs better player rewards and changed maps.

Player rewards: these should reflect the amount of time spent vs normal match play. If I can earn 300 - 400,000 in normal match play in the same time it takes to play one CW match (and I'm not a top earner by any means) then a CW win should net you at least 400,000. Possibly more.

Maps: currently every CW map is hot and best suited to brawlers or at worst medium range. there needs to be at least 1 cool map and at least 1 longer range map.

Gameplay: along with a cool map and a long range map, it would help balance gameplay if you couldn't switch mechs on your drop deck after queuing up for battle. That is, you pick you deck not knowing the map you'll get.

Mech balance: mechs should be quirked only when needed to bring an underperforming mech to middle of the road, or a OP mech to middle of the road. 50% buffs shouldn't ever happen, or at least not before 10%, 20%, 30% & 40% were tried. If it needs that to be competitive, it points at some other problem with the mech.

Edited by Quaamik, 01 January 2016 - 07:39 AM.


#88 Zolaz

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Posted 01 January 2016 - 07:36 AM

CW is a mech bay reward system, that is about it at the moment.

#89 Novakaine

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Posted 01 January 2016 - 02:48 PM

If memory serves me correctly the Clankers never used IS merc units anyway.
Playing each of any given faction is fine.
But the ability to be a mercenary and jump between IS or Clans whenever is the problem.
Be a Clanner.
Fight for the Inner Sphere.
Or be a merc, but only be able to move between IS factions.
Restrictive yes it is, but least it won't give any single group the ability to game the system at a whim.
And that's exactly whats goin on.

#90 Weeny Machine

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Posted 01 January 2016 - 02:56 PM

View PostMcgral18, on 31 December 2015 - 03:13 PM, said:

Isn't the reality that CW is pointless, and there's no reason to play?

We had a nice 26 planets in CW1...why bother doing that again to get nothing?
Oh, sorry, we got a nice little cockpit item:
Posted Image

Hurray...


That's the problem. There is no realm/faction pride. Nor any "meta-game" of attacking resource-giving key planets like in the BT universe. That's also the reason why MWO is for me nowadays now a game for "in between". When I get the itch again or an event catches my interest.
I guess that's also a problem from player retention.

#91 MischiefSC

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Posted 01 January 2016 - 02:59 PM

View PostGhogiel, on 01 January 2016 - 03:53 AM, said:

That's exactly why they are better lol. The play style is mostly the reason as it's a direct competitor that is winning the trades in peeks, and it's one of the biggest counters to the clan brawl.


Are you really trying to say that right now IS is overall mech for mech (not including the 10 ton variance) better than the Clans by the same range Clans were better than IS? I'm just not seeing or hearing it from the most unbiased people I know who play actively at a competitive level.

View PostQuaamik, on 01 January 2016 - 06:01 AM, said:

I love some of the complaints, boiling down to:

"Clan was too OP. Now that they were nerfed and IS buffed beyond recognition, Clan players don't want to play Clan. They are poor sports for not letting people best up on them."

If you think it's balanced now, you have your head in the sand. I have switched to playing mainly IS mechs because of the number of times I simply could not kill an IS mech. 2 and 3 Clan mechs (heavies and assaults) against 1 IS assault - time after time, the IS mech walks away after destroying all the Clan mechs. H€||, there are IS mediums that can tank and match up as equal to Clan Heavies (Compare a Blackjack to the vaulted Timberwolf in actual gameplay).


This is a great example of the funny irony here. IS/Clan balance is at the best level it's ever been, confirmed by competitive players and competitive teams as well as telemetry from both pug and group queue, which to people who've been using OP Clan tech for 3 years means it's horribly skewed and Clans are nerfed into the ground.

If you can't kill a BJ in a TW then you're really bad at the game. Really really bad. The difference is that now two BJs can kill 1 TW, where as before the BJ quirkening (two quirk passes ago?) they flat out couldn't. Not if the TW was any good.

#92 Galenit

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Posted 02 January 2016 - 03:39 AM

View PostGreenduck, on 31 December 2015 - 02:55 PM, said:

P.S. There never was any grand consul of MS, 228, SWOL and others where we decided the best way to farm pugs and destroy the clans.


Compplayers never take every little advantage, uses never every little exploit and they would never switch alignments for a little bit more of power. And they would never come with excuses for themself that noone out of the comp-scene believes.

And they would never ever split up to farm pugs with 4 mans after the 8/12 mans where banned from pugplay, they would also never syncdrop to farm pugs after 4 mans where banned in pug-play and they would never fear a seperated pug/group queue in cw, because they would have to fight each other then and cannot sealclub anymore. And iam sure that they never would prevent fighting each other as Russ mentioned.


Seriously, a grand consule is not needed, taking the faction that has more power after a balancing brings the compplayers into the same faction, its just a little bonus that they dont need to fight each other and can club seals.

#93 Aresye

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Posted 02 January 2016 - 05:38 AM

View PostMischiefSC, on 01 January 2016 - 12:43 AM, said:

Maybe you just weren't applying yourself in Clan mechs? Because that's not playing out in pug or group queues and all the people I know and trust to be unbiased seems to find it pretty clearly even.

Obviously YMMV but maybe the playstyle of IS mechs just suits you better?


I'm always in 100% tryhard mode. I like to win above anything else. I got 1st place for TBRs in the OCT14 leaderboard, and I've spent pretty much all of 2015 playing CW on the Clan side with CWI. The following is a brief rundown of what I have observed in terms of balance since Clans came out:

- Soon after Wave 1 hit, a group of Lords and many known top tier players held private matches pitting the Dragon Slayer against the TBR. The TBR held the edge and won the majority of games, but these were not total landslide victories, and IIRC the VTR-DS side won at least one or two of them. This was at the absolute pinnacle of Clan superiority. There were no Clan nerfs, jump jets weren't "hover jets" yet, and the TBR bunny hopping animation was completely broken. The important thing to take away from this is that the TBR in its most OP state had a slight to moderate advantage over the VTR-DS, which was considered the best mech until Clans hit.

- The last time balance was tested via solo queue, Clans won 64% of matches, but with an average Elo advantage of 100-120 (source: http://mwomercs.com/...balance-update/). We know Elo was a flawed system, however the Wikipedia entry for Elo does state that an opponent with an Elo advantage of 100-120 points SHOULD win 64% of the time. Russ stated that he was happy with those results, likely because they matched up with the predicted Elo outcome. This was after the first quirkening. The important takeaway to remember is this was before any Clan nerfs were implemented, and was also the LAST time PGI did any sort of official testing by deliberately pitting IS vs. Clan in the solo queue.

- In Tukayyid 1 the Clans won 52.2% of all matches, which I felt was actually LOW, given that the IS side was stacked with an average of 40-50 teams on defense, and the majority of them populated by solo players. The competitive premades on the IS side such as 228 therefore had much longer wait times between matches, and would not have been able to drop as often as a Clan premade. In short, Clan premades had a greater chance of running into pugs, and could drop more often = more wins. IS premades on the other hand, had a greater chance of running into a Clan premade, and would drop less often = less wins. This is why I feel the win % should have been higher for the Clans. The problem is PGI was using these metrics to judge balance, which led us to...

- The first phase of heavy handed nerfs came to Clans, including laser duration and cooldown increases for omnipods on the TBR and SCR. I believe somewhere around this time was also when side torso loss resulted in the loss of truedubs for the Clan XL, a penalty that mostly affected asymmetrical chassis and loadouts such as the HBR, but still caused symmetrical loadouts to suffer to a certain extent, as losing truedubs is more devastating than losing external heat sinks. Some of the negative quirks were scaled back from -3% per energy hardpoint, to -2% per energy hardpoint.

- A bunch of minor quirk changes happened between the original quirk pass and Tukayyid 1, in addition to a few minor quirk changes between Tukayyid 1 and the big rebalance. Overall they weren't too gamebreaking, with the exception of the TDR-9S quirk that got scaled down shortly thereafter.

At this point, I "personally" felt that balance was fairly decent. I joined MercStar for one of their IS tours and I took a bunch of the quirked IS mechs to get a feel for them, but my performance was about the same. Similar kills and damage for both IS and Clan side.

- The great rebalance before Tukayyid 2 is where things went wrong IMO. I think the quirk changes for IS were done well, in that it added more IS mechs total that performed well against the Clans, with the exception of the structure buffs. I feel the Clan XL speed/agility nerf was a little over the top at 20%, but was definitely needed. I personally feel if the weapon quirks for IS stayed, the Clan XL nerf stayed, but IS structure buffs and Clan laser nerfs were removed, we would have good parity. The extra structure + across the board Clan laser nerfs is what I feel brought things out of balance and in favor of the IS side.

- Tukayyid 2 Clans won 56.2% of matches, which should not have been possible from a balance perspective, given that IS only got stronger, and Clans only got weaker between the two events. This is a clear indication that Tukayyid 1 very likely had flawed metrics, and PGI may have acted on bad data, meaning the last REAL data gathered regarding Clan and IS balance, was the solo queue test in which Clans won the exact percentage they were SUPPOSED to win, given the average Elo advantage they had at the time.

Simply put, if that last solo queue test was correct, then the Clan mechs today are most certainly at a disadvantage. That's my opinion based on the historical events outlined above.

I justify my above opinion based on my personal observations and experiences:

- For the entirety of my time playing Clan, which was most of 2015, I had only managed to achieve a 4000+ damage game once, and part of how I accomplished that was by farming 2 AFK mechs. Within just one week of switching to IS however, I had two 4000+ damage games within 1 week, one of which surpassed my previous record damage as Clan, and neither of which involved farming any damage from AFK mechs.

- I've been stomped by superior teams on both IS and Clan sides, but I've noticed while being stomped as IS, my team's score is generally higher on average.

- I've led various pug teams to victory against large premades of 10-12 on more than 4-5 occasions during my first week playing as IS. I've also had multiple close games against large premades, one of which was a 2-3 kill difference match against a large group of KCom. During my time playing as Clan, the number of times I've led a pug Clan team to victory against a large IS premade is exactly: 0

- Most likely this is confirmation bias, but while playing with very good players in Church of Skill, SiG, or SJR, the times we would lose seemed to correlate with how many Clan mechs we took. On one night in particular in CoS, we had beaten a large group of SJR 2/3 times. The two times we won, it was a landslide victory, one of which was a 12-0. The 1 time we lost, we were running 5 TBRs. Once again, was likely confirmation bias, but there could be a correlation. Will continue researching.

Long post is long, but this is a general write up of how I've come to my opinion on the current state of balance. I generally enjoy the aestetics of Clan mechs more, so in a perfectly balanced world, I would run Clan the majority of the time. I actually enjoy the challenge of facing adversity, even though I said earlier I'm always in 100% tryhard mode. Being a tryhard and always being competitive doesn't mean I'll always take every single advantage possible. The problem right now is I've basically shelved my Clan mechs, so it's not only that I feel IS might hold a slight edge now, it's that I feel my Clan mechs will literally hamper my ability to win the game.

Once again, this is my opinion. I'm not trying to persuade people to change their opinions. I just want a freaking REAL BALANCE TEST from PGI. No "CW Metrics" that are influenced from a flawed gamemode with a dynamic population and skill disparity. No "Solo Queue" IS vs. Clans with an Elo/PSR deviation. I want PGI to do another solo queue test, and I want them to run it AS LONG AS POSSIBLE. Then, I want them to ONLY use the games where each team's PSR is as close to EVEN as humanly f***ing possible, with enough data to form a SOLID conclusion, and go from there.

#94 MischiefSC

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Posted 02 January 2016 - 10:56 AM

@Aresye;

Don't want to quote as it's a big post, though I read the whole thing.

At the time the DS/TW test took place poptart meta was still OP. With the nerfing of PPCs and gauss chargeup (and cooldown increase) that removed the PPFLD mechanic that made the DS and a small handful of other mechs so powerful. Also you can't compare the nascent familiarity with TWs and Clan weapon mechanics to the hundreds of hours of practice poptarting groups like Lords had.

There have been several seasons of league matches since then over the ebb and flow of rebalancing that have confirmed, repeatedly and consistently, that Clan tech was OP relative to IS tech. Ironically it still is; just that a select set of variants of select chassis with specific loadouts have been quirked on the IS side to bring them up to comparable in select situations. That's not balance btw, that's a false impression of balance.

Your own telemetry is always going to be subject to confirmation bias. I've created a Clan smurf account (CSJ Theodore Kurita) and in the half dozen CW matches I've run CSJ Teddy K has won all but two of them while playing Jade Falcon. In my main account I've also pugged a bunch on the IS side, where my team (each time always pugs, save one which was a 2man + pugs) got roundly stomped save two matches - One team vs pugs, the other was a ghost drop. This was both in IS vs Clans and IS vs IS.

Balance right now is all about your team in CW. Whoever shows up with the right plan and the right will to win has a big advantage. I would say the telemetry that PGI has is far, far more reliable than our anecdotal opinions and experiences.

I will say that the Ebon Jaguar is more fun and a better mech to play than just about any IS mech, save my Banshees (Official Totem Mech of Clan Mischief FTW). The Stormcrow is a better overall performer than my Blackjack if I don't close with them (I can run sniping or 400m+cermls or whatever I want on the Scrow. The BJ1X needs to be MLs at 300m or less).

It's way more about who you play with than what you play right now. If you're playing IS as Kurita you're getting a very specific view. Come play Davion for a bit and pug, run with skittles on the Clan front or puggles in IS vs IS then tell me what you think.

What you're seeing is the opposite of what a lot of Clan players are seeing. Outside of CJF they have few people to help lead and carry, so they show up bitter and disaffected. It makes them play like it's a pug match, they've lost before it started. I've seen this in IS vs IS environments where your group of skittles is already planning how to minimize their loss before it's even over.

WIth the tonnage difference there's a small edge to the IS, if you play the right way in the right mechs. Given that you're going to be playing mostly Clan skittles and pugs they'll bring LRMs, dakka and other poor choice loadouts. It's the opposite of what drove the Clans well past Terra last time.

#95 Bobzilla

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Posted 02 January 2016 - 12:19 PM

Clans OP when they do well in CW.

IS does well and its the skilled clan units switching to IS.

So the units only effect balance if they are on IS?

#96 Y E O N N E

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Posted 02 January 2016 - 12:23 PM

Were there two CXL changes? I don't remember anything until 1 Dec.

Edited by Yeonne Greene, 02 January 2016 - 12:24 PM.


#97 Aresye

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Posted 02 January 2016 - 12:30 PM

View PostYeonne Greene, on 02 January 2016 - 12:23 PM, said:

Were there two CXL changes? I don't remember anything until 1 Dec.


Yes.

There was a heat penalty implemented long ago in which a Clan mech will lose 33% of its engine heat sinks with side torso loss.

#98 Mcgral18

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Posted 02 January 2016 - 12:32 PM

View PostAresye Kerensky, on 02 January 2016 - 12:30 PM, said:


Yes.

There was a heat penalty implemented long ago in which a Clan mech will lose 33% of its engine heat sinks with side torso loss.


20% of the CT mounted (which should also include the PoorDubs?)

#99 Y E O N N E

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Posted 02 January 2016 - 12:38 PM

Is it still 33% or did they pull it back to 20% to match the speed loss/number of slots lost? Kind of bollocks if it's still 33%.

#100 Malcolm Vordermark

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Posted 02 January 2016 - 12:38 PM

View PostYeonne Greene, on 02 January 2016 - 12:23 PM, said:

Were there two CXL changes? I don't remember anything until 1 Dec.


A while back there was a change that reduced heat dissipation and capacity when cXL loses a side torso. I forget the exact amount, but probably about 20% for each.





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