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Finding My Playstyle


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#21 Jables McBarty

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Posted 24 May 2016 - 04:35 AM

View PostGrinster, on 24 May 2016 - 02:22 AM, said:


You may have already looked at tuning your setup to give yourself the best possible chance of hitting your target. I'm a neophyte with real-time games in general and MWO in particular. It took me a few hundred games to re-read Page 22 of Kin3ticX's awesome MWO Guide that covers mouse sensitivity. I fixed that and my score instantly rose.


This is excellent advice. I keep my mouse sensitivity very low, something like 200 DPS at the desktop level and my in-game settings at .5 Sensitivity, 0 Smoothing, 0 Accel.

#22 TooDumbToQuit

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Posted 24 May 2016 - 06:50 AM

View PostJables McBarty, on 24 May 2016 - 04:35 AM, said:

This is excellent advice. I keep my mouse sensitivity very low, something like 200 DPS at the desktop level and my in-game settings at .5 Sensitivity, 0 Smoothing, 0 Accel.


Good info, thanks!

#23 TooDumbToQuit

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Posted 24 May 2016 - 07:09 AM

If I can chime in one more time as the voice of the noob...

If you can become a good light pilot you will be hated, feared and respected. And what more can anyone ask? lol

They have so many pluses. A big thing is their freedom. They have "permission" to go off by themselves and create havoc. IMO, their first job after the drop is to race ahead and get into the circle or take the mid ground. Find the bad guys then drift off to the side. Your sheer speed allows you to do things other's cannot.

One thing a good light pilot seems to be is a "distraction". There is often poor communication between team members. So when a light Mech either hits someone from behind or is "capturing your base", it often causes almost total disarray. Because what happens is anywhere from 3 to SEVEN (once) Mechs will pull back to either gang kill you or run you off. Often they run back and the light is hiding and waiting for them to leave so he can do it again.

You can image what happens to the rest of the enemy when 4-5 of their Mechs turn around and chase you. I've been amazed that the other team seems to never push at this time but again, poor communication. But still, the remaining Mechs tend to get a little chewed up while waiting for a 1/3rd of them to return.

I think a pair of lights working together are very dangerous.

#24 Jables McBarty

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Posted 24 May 2016 - 07:32 AM

View PostLikeUntoGod, on 24 May 2016 - 07:09 AM, said:

If I can chime in one more time as the voice of the noob...

If you can become a good light pilot you will be hated, feared and respected. And what more can anyone ask? lol

They have so many pluses. A big thing is their freedom. They have "permission" to go off by themselves and create havoc. IMO, their first job after the drop is to race ahead and get into the circle or take the mid ground. Find the bad guys then drift off to the side. Your sheer speed allows you to do things other's cannot.

One thing a good light pilot seems to be is a "distraction". There is often poor communication between team members. So when a light Mech either hits someone from behind or is "capturing your base", it often causes almost total disarray. Because what happens is anywhere from 3 to SEVEN (once) Mechs will pull back to either gang kill you or run you off. Often they run back and the light is hiding and waiting for them to leave so he can do it again.

You can image what happens to the rest of the enemy when 4-5 of their Mechs turn around and chase you. I've been amazed that the other team seems to never push at this time but again, poor communication. But still, the remaining Mechs tend to get a little chewed up while waiting for a 1/3rd of them to return.

I think a pair of lights working together are very dangerous.


Spot on! I too cut my MWO teeth on the Light weight class. When I was the noob giving advice, I also recommended lights to other noobs, but since it's somewhat taboo advice for a more experienced player to give (the establishment recommends Mediums and Heavies for rookies), I've silenced myself :(

But there's nothing like that feeling of triumph when you sow chaos and pick off a couple fatties :)

#25 el piromaniaco

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Posted 24 May 2016 - 08:36 AM

I didn't read all of the thread, but i'd advise you to go Locust.
Once you have the BASIC and ELITE Skills unlocked on this it's a hell of fun.

#26 Jyi

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Posted 24 May 2016 - 09:48 AM

View PostApsyc, on 23 May 2016 - 07:17 PM, said:

Yeah aside from being flat broke atm, I also am weary of mircrotransactions after getting boned by developers. Otherwise I'd be all over that. I'm playing with the Locust that's on trial and I'm gettign quite effective at flanking with some other lights and even mediums or at picking off stragglers.

About the Raven, is the RV-3L multifunctional? Can I re-outfit it for scouting and skirmishing/harassing? If so, is it better at boom and zoom or dancing around the enemy?

Ah, the Raven!

I have something along the lines of million xp in just the 3L alone, so I think I'm pretty qualified to answer this. And the answer is: yes and no.

There's an old close-range build for the 3L, which has 3 medium pulse lasers and SRM's or SSRM's, but it simply can't compete with other lights. In lower tier quick play a good pilot can probably make it work, but not in higher tiers.

The problem with Raven and brawling is that Raven is relatively big and wonky, and has hitboxes that are disadvantageous in close ranges. Of course, a good pilot can use this to his advantage by baiting shots and spreading the damage, but it won't carry you versus superior lights or well aimed ballistics.

So, to answer it shortly: the 3L can do multiple roles to a very limited extent. Until they do something about Raven hitboxes, you'd best stick to the most meta-friendly 2 ERLL -build.

On the topic of what you should play, considering your playstyle and personality. Lights are a good suggestion, but I think you'd excel even more in fast mediums. Lights often require very methodical and coldheaded approach to really shine. Sure, some of them can be good at extended harassing, or even outright brawling, but mostly they require planning ahead and multiple well done disappearing acts. I know, as I also have a tendency to be too aggressive in some lights that would require a more careful approach.

In light of these conclusions, I would suggest one specific mech for you: Crab. I'm not even going to pretend it's a high-tier meta-mech or anything that will carry in competitive play - but that's not what you're doing, is it? Crab is a surprisingly tough little *******, it can carry a nice complement of simple laser weaponry, it goes fast and maneuvers well, it is small considering it's tonnage and it is very underrated. I have done multiple 700+ damage matches in T1-T2 -level pug matches with it. On my list of mechs with highest K/D -ratios, the Crab is third.

Here's a very simple and effective loadout for the Crab CRB-27, it can harass, ambush and brawl surprisingly well if you know how to torso-twist and spread damage. It also zombies well, because with both arms or even both side torsoes blown off, it still has 3 med pulses left. Enemies are often surprised when I don't blow up after their combined efforts to blow one of my side torsoes off. People have a hard time believing someone still does standard engines, packs a punch and goes fast.
http://mwo.smurfy-ne...cd737bcedcfab86


On the other hand, if you'd like to try clan tech and a mech with rather similar loadout, you can try the current champion Stormcrow. It also has 5 med pulse lasers, it runs at approximately same speed, it has WONDERFUL hitboxes (so it can take a beating) and it's just generally a badass mech. Buying and building your own Stormcrow is also a good idea, as it is a very solid mech that can do some very different loadouts - from lasers to SRM's. On competitive lists, Stormcrow is clearly higher than the Crab, but there's something smooth about the Crab that I can't put into words. Something that makes it shine over the Stormcrow on MY PERSONAL preference-list.

Edited by Jyi, 24 May 2016 - 09:50 AM.


#27 NTrippy

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Posted 24 May 2016 - 01:26 PM

So I grabbed a Raven RVN-3L and gave it a spin. I like it, but while still in my noob-state I feel that my loadout is far from perfect. I dropped in a XL290 and BAP into the torso. On the right arm I have a ERL-Laser, Medium Laser, and a couple of standard heatsinks (double was overkill). On the right torso I have a TAG and AMS ammo. Left torso holds my AMS and a Guardian ECM. Left arm is empty so I stripped the armor down and boosted it on other parts that need it. I have advanced zoom as well as level 4 cooldown for the ERL-Laser (also bought level-4 range for it but it still says "locked").

Any advice for a better support sniper/spotter?

#28 Koniving

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Posted 24 May 2016 - 02:37 PM

View PostBoogie138, on 23 May 2016 - 05:50 PM, said:


What I say has nothing to do with what the history of the topic actuallly is.

Here is an interview with the mech designer for Macross.
He gets into where the inspiration for the reverse joint mechs came from.
There is also snippets that mention Battletech.

http://www.forbes.co...s/#5a1a101d1683


Japanese Hunchback 4g.
http://www.gearsonli.../hunchback2.jpg

http://www.gearsonli.../hunchback1.jpg

O.o;


#29 Koniving

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Posted 24 May 2016 - 03:10 PM

View PostApsyc, on 24 May 2016 - 01:26 PM, said:

So I grabbed a Raven RVN-3L and gave it a spin. I like it, but while still in my noob-state I feel that my loadout is far from perfect. I dropped in a XL290 and BAP into the torso. On the right arm I have a ERL-Laser, Medium Laser, and a couple of standard heatsinks (double was overkill). On the right torso I have a TAG and AMS ammo. Left torso holds my AMS and a Guardian ECM. Left arm is empty so I stripped the armor down and boosted it on other parts that need it. I have advanced zoom as well as level 4 cooldown for the ERL-Laser (also bought level-4 range for it but it still says "locked").

Any advice for a better support sniper/spotter?


Remove BAP (they work together in battle tech but in MWO it conflicts).
Double heatsinks will be a good idea in the near future, especially for hotter maps.
You may want to at least double up on medium lasers though its common to carry twin Large or ER large lasers.

Personally I believe with the way you mention your shooting skills, a large pulse laser would be a miracle weapon for you.

#30 NTrippy

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Posted 24 May 2016 - 04:17 PM

Okay so the Raven is not working out for me. I can't load it up in a way that fits how I like to play. Waste of 12m, but live and learn, eh? I'm looking at the Locust again, but I don't but until I trial it enough to KNOW it's what I want. No more blind buys.

#31 TooDumbToQuit

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Posted 24 May 2016 - 04:33 PM

Since this gives me an excuse to pat myself on the back, I will try to tie this into what seems to have been my greatest/best game so far. I say this because three of my dead teammates told me it was the greatest one they have ever seen (which I doubt)

This is also why I think a pair of lights working together are so dangerous.

On Sunday we were doing a Skirmish at the HPG Manifold or whatever it. It is a small map but it is very hard for anything but little mechs to move around. After a flurry at the top which we lost in large part to 4 of our Mechs running after and group killing a light of theirs, we were down to two of us to five of them.

The whole thing is/was a blur. I remember that they had one really hurt Kodiak and a King Crab but I'm not sure what the others were although I know they had no light Mechs left. Normally at this point, it is over. I ran over to where my teammate was either hiding or wondering what to do. I looked at him and moved back a forth. He looked at me and sort of nodded it seemed and we went off together hunting. We both had ECM and done of them did. And they were not together anymore at the top. So we went around and together took out 5 much larger Mechs.

I have no idea what my stats were except I remember the C-Bills was 280,000 plus. I also wish I had caught his name.

MY Choice for the best sniper weapon? The PPC hands down for a couple of good reasons.

A) Maybe the most important is that it fires fast. I can pop up or turn a corner, pop off a shot and before it hits I'm moving back into cover. Every other weapon takes time with maybe the gauss rifle being the worse.

B) it is very long range yet also hits hard at short range.

C) it does a good bit of damage and it is normally carried by larger mechs and I've used it a number of times to back bigger Mechs up and keep heads down. As long as they do not see who is shooting it, lol.

View PostApsyc, on 24 May 2016 - 04:17 PM, said:

Okay so the Raven is not working out for me. I can't load it up in a way that fits how I like to play. Waste of 12m, but live and learn, eh? I'm looking at the Locust again, but I don't but until I trial it enough to KNOW it's what I want. No more blind buys.


Yea..we will not go over the mistakes buying Mechs I've made, lol. I think you are on the right track and best of luck!

#32 ZeProme

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Posted 24 May 2016 - 09:08 PM

Some mechs I could recommend that might interest you. I only play IS mechs for the time being until I get enough to afford a Timberwolf.

Keep in mind that all variants have their perks, both strengths and weaknesses are present when you compare them with another variant/model. If you like specific weaponry play-style (glacing enemies with lasers verses pin-point damage ballistics), you should pick the variant that best suits your taste according to it's perks and hard points, and properties.

Jenner: A light with JJs, fast and mobile. No ECMs, variants are mostly consisted with energy and missile hard points. It's 35 tons which means it's pretty high tonnage for a light.

Also, lights may seem "cheap" to buy, but you will know they cost just as much as heavies with all those important investments such as XL engines.

Hunchback: Teaches you to torso twist. Lose that important torso means a hard game-lesson for you. Various variants with various play style. Teaches you to play cautiously. High torso twist arc and torso twist-speed helps a lot. Best variant is the HBK-4SP but play something else first before you get the 4SP or else you will be spoiled.
Centurion: Again, teaches you to torso twist but do it well and you can become a zombie. Most notorious build feature the ZombieCenturion.

Catapult, IMO, is pretty beginner friendly. All variants are forgiving in that their torsos are relatively difficult to hit thus XL engines are compliments for catapults. K2 is pretty unique. Make it a brawler (AC/20 and Gauss Vomit) or a sniper with PPCs.
Like brawling? Get a CPTL-A1 with the splat-cat build. CPTL-C1 is the next all rounded missile variant of the catapults.

Cataphracts, IMO, would require a higher degree of pilot skills. It's large, somewhat cumbersome but it's variants allows for brawls plus the energy hard point placements on the torsos are great help in peeking over the hill to shoot. Actually, I would recommend this last of all the others I have mentioned. Some noticeable builds that I use for my Cataphracts.

CTF-1X: 5XLLs, XL330? Endo and DHS.
CTF-IM: 3XAC/5s, 3XMPLs. Endo and DHS with XL engine.
CTF-3D: 4XLLs, XL engine, Endo and DHS with JJs.

Now then, finally we get to assaults. I do NOT recommend playing assaults that early. Couple reasons.

Firstly, assaults have the worse mobility(generally), of all the other classes. Yes, you can say that some assaults, if tweaked in favor of speed can overcome this weakness. But, to do that, most of those builds requires XL engines to be able to sustain higher tonnage for armor and better weaponry. I mean, you wouldn't bring AC/2s, SRM4s, MLs... etc as low tonnage weapons to compensate for using STD engines... With XL engines, you aren't as robust and with side torsos that large makes it less favorable for prolonged fights. Plus, torso twist speed is slow.

Secondly, assaults are LARGE, so there's really no reason why you shouldn't be stacking armor on them. It's very hard to miss assaults unless it's from long range. That said, it means it's inevitable that you will be hampered by LRM priorities and be the center of focus in battle. You are fat, and juicy punching bag with the highest threat on the battlefield. There's some mechs that are much shorter than assaults which makes it comical because it would be next to impossible to attack the short mech.

Thirdly, assaults would arguably require the highest map awareness and tactical positioning. If you are left alone, you are basically dead. This is especially true in PUG matches, being aware where your team is and how to best position is key to keeping yourself alive, and your team alive. All those I mentioned would require personal experience, such as knowing when to retreat before X allies/enemies dies/arrives. With other classes, you have a much higher chance to retreat, regroup and possibly counter-attack.

Fourthly, assaults are the most expensive class to upgrade/purchase. To me, they are also the most frustrating class to play because of all those I mentioned earlier.

Bottom line is, Assaults requires proper positioning on the battlefield to fully utilize it's impressive firepower on the battlefield. If mobility is your thing, don't pick assaults. You can try, but don't invest too much into this class if you don't like it. There's bound to be greener selections for you to try that will make you out-perform this class. Even a light mech can make an assault knell down. I seen that happen, can happen and will happen on the battlefield.

Hope this helps.

Edited by ZeProme, 24 May 2016 - 09:18 PM.


#33 CJ Daxion

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Posted 24 May 2016 - 10:48 PM

View PostApsyc, on 24 May 2016 - 04:17 PM, said:

Okay so the Raven is not working out for me. I can't load it up in a way that fits how I like to play. Waste of 12m, but live and learn, eh? I'm looking at the Locust again, but I don't but until I trial it enough to KNOW it's what I want. No more blind buys.



Don't sell it... the engine is used in many builds, and you won't get squat for the chasis..

that said, how many matches have you played in it? You really need to give a mech a chance, and try different load outs..

2 ERLL's, 2 medium lasers and a pair of SRM4's, 3 ML's and a pair of 4's,, SRM6's and SL's, PPC ect.. so many builds you can try on this. I personally run my ravens with 2ML+2SRM4's, sort of a commando build. YOu could also try combos with MPLs and streaks, i know a weird set up, but honestly against great pilots it really works well light hunting.


as i have said in a previous post, don't give up on mechs, till you at least unlock elites and for me, i don't till i hit master, because often some time during mastering it will finally click, and then you have the experience in that chassis, and found a build that works for you. Far to often do people give up way to soon. I've had matches that a chassis didn't finally click till i had close to 150 drops over the 3 variants, and my most hated variant became my most loved..

#34 TooDumbToQuit

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Posted 24 May 2016 - 11:29 PM

View PostKoniving, on 24 May 2016 - 03:10 PM, said:

Remove BAP (they work together in battle tech but in MWO it conflicts). .


Hey, are you saying the Clan probe also is not worth the weight? I have one for every Mech i have....

#35 Appogee

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Posted 24 May 2016 - 11:29 PM

View PostApsyc, on 23 May 2016 - 04:49 PM, said:

Could you guys help me find my best playstyle?

Have you checked down the back of the sofa?

#36 SnagaDance

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Posted 25 May 2016 - 01:49 AM

View PostLikeUntoGod, on 24 May 2016 - 11:29 PM, said:


Hey, are you saying the Clan probe also is not worth the weight? I have one for every Mech i have....


Only if you're also carrying ECM, as ECM nullifies the BAP/AP's anti-ECM ability (which is the thing's main strength), though you still have the larger sensor range. When carrying ECM you need to counter other ECM by actively switching your ECM to Counter mode.

If you're not carrying ECM a BAP/AP is a good support item that not only benefits yourself but can also help your team. Though many people just prefer an extra heatsink instead.

#37 Koniving

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Posted 25 May 2016 - 02:00 AM

View PostLikeUntoGod, on 24 May 2016 - 11:29 PM, said:


Hey, are you saying the Clan probe also is not worth the weight? I have one for every Mech i have....

As Snaga said. The issue is while carrying ecm, the probe's benefits aren't as useful. In a 35 ton mech with ecm at 1.5 tons and BAP at 1.5 tons... it eats up far too much weight, and with his play style knowing weak points and weapons a little sooner if he sees them first... won't do any good.

Also. Unlike inner sphere BAP, a note for you. Without ecm, Clan BAP only counters the enemy ecm of the guy you targeted (Zellbriggen - Clan honor and desire to fight one on one) within a specified range [300 or 350 meters; it's been ages since I kept up with it). With ecm, the ecm counters (when set to) the closest enemy and BAP doesn't do anything in that field.

Edited by Koniving, 25 May 2016 - 08:41 AM.


#38 Koniving

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Posted 25 May 2016 - 02:08 AM

View PostApsyc, on 24 May 2016 - 04:17 PM, said:

Okay so the Raven is not working out for me. I can't load it up in a way that fits how I like to play. Waste of 12m, but live and learn, eh? I'm looking at the Locust again, but I don't but until I trial it enough to KNOW it's what I want. No more blind buys.


You should be able to. But first...

Insert end steel. It consumes slots but gives you more free weight by replacing the mech's skeleton.
Consider focusing your weaponry. Multiple weapons that work together are better and hit harder, even if they might be weaker than a single weapon. Example, one Large Laser is 5 tons and does 9 damage. Two medium lasers together are two tons and do 10 damage. Sure range drops in half but the mech now has free tonnage and does more damage!

Use smurfy if anyone posted the link. Build there, try it out.

Also... max engine means minimum equipment. It is a trade off.

Also for ravens, channel most of the torso armor to the front. They tank really well after this.
Edit: tech-><mech

Edited by Koniving, 25 May 2016 - 05:04 PM.


#39 WANTED

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Posted 25 May 2016 - 04:10 AM

Raven 3L use to be my favorite light but just is not the top dog anymore due to the Arctic Cheetah and Oxides. Most people I see use the Raven for Narcing and ER LL sniping. Mine is setup for Narcing currently but more for fun than anything. I think you might have the same issue. I know you like non-humanoid mechs but in this case if you prefer lights, you might have to sacrifice aesthetic preferences for play-ability and survival.

Still don't sell the Raven just yet. You might grow to like it later. I made that mistake too many times. Also PGI is quirking and down quirking mechs all the time it seems so you never know what will become the new "meta" so to speak ( Cough,..oxides )

I still love my Commando 2D again after they slightly buffed it's internal structure a bit. Now it still loses it's Popeye Arms easily but doesn't die from just one look like before.

#40 TooDumbToQuit

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Posted 25 May 2016 - 09:28 AM

View PostKoniving, on 25 May 2016 - 02:00 AM, said:

As Snaga said. The issue is while carrying ecm, the probe's benefits aren't as useful. In a 35 ton mech with ecm at 1.5 tons and BAP at 1.5 tons... it eats up far too much weight, and with his play style knowing weak points and weapons a little sooner if he sees them first... won't do any good. Also. Unlike inner sphere BAP, a note for you. Without ecm, Clan BAP only counters the enemy ecm of the guy you targeted (Zellbriggen - Clan honor and desire to fight one on one) within a specified range [300 or 350 meters; it's been ages since I kept up with it). With ecm, the ecm counters (when set to) the closest enemy and BAP doesn't do anything in that field.


OK. keeping it simple. For a member of a Clan are you saying either ECM or the Clan Probe but not both?

And here is a question I've been wanting to ask in case I EVER get anyone to pair up. If you have two Mechs with ECM and one has his on "counter" and the other on "disrupt" will both be covered by the ECM? What are the pluses and drawbacks to this idea. It this makes a lot of sense but as I'm finding, things do not work as we might think they do

And will any other Mechs within 90m have the same coverage?

I'm also noticing that a lot of more experienced players(at least here) are using their ECM in counter mode. The way I understand it, my ECM covers me and anyone close from being picked op on radar and from being targetted. And it being on "counter" nullifies one of the enemy's ECM's.

I assume "counter" works on the closest enemy with ECM. But it there a range limit to this effect?

When are you most likely to use "counter"? When alone and in "no man's" land. Or when you are with others and you want to make the enemy Mech targetable? I recently tried this on a Light that was in our back and 3-4 of us were trying to kill him and but he was hard to target. And this being Quick Play, about 40,0000 in C-bills worth of LRMs were wasted on him.

I'm assuming/hoping that doing that helped but I'm not really sure.

I'm also thinking all of this is used better by Units instead of a collection of random players. I have a Unit that I have my eye on but I want to improve first and although I do finally have my 250 Ton load out for the Clan side but I still need my IS stable.





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