Jump to content

- - - - -

Mechwarrior Online 2021: New Features

2021 new features Gameplay Mode General

484 replies to this topic

#161 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,812 posts
  • LocationKansas City, MO

Posted 16 December 2020 - 07:53 PM

View PostRed Sar, on 16 December 2020 - 04:22 PM, said:

1. This is super not happening, but I'd love being able to buy (S) mech variants directly without paying for Collectors Edition packs. I don't want a bunch of what now is C-Bills mechs for cash, I don't need mechbays or premium time. I just want that wicked sick ANH-2A(S) with its horrible rotting flesh pale monster camo, and I'm willing to pay $15-20 for it, but $40 is a bit too much. The game is on life support anyway, how many people are buying those expensive packs?

TBH, I'd rather they just allow purchasing the camos and/or allowing you to give any mech a boost like those variants have. Kind of a missed opportunity given some of those camos are actually some of the better ones.

#162 Red Sar

    Rookie

  • Ace Of Spades
  • 6 posts

Posted 16 December 2020 - 08:00 PM

That would be perfect but somehow it seems even less possible.

#163 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,633 posts
  • LocationArea 52

Posted 17 December 2020 - 05:06 PM

View PostTongo Rad, on 16 December 2020 - 03:57 PM, said:

How about visible kill counters in all mechs? In some mechs, like commando, you have to press CTRL and an arrow key. I want to see it right there in front.

Yes, as previously mentioned a long time ago.. in forums far, far away.. it would be great if all those cockpit monitors displayed useful info like: rear view camera or proximity warning, friendly arty/air strike warning, paperdoll showing ammo location with count bar, ecm/stealth disabled warning, ecm counter/disrupt status; visual bay door display status, etc. The possibilities are endless (to create great immersion).

Edited by DAEDALOS513, 17 December 2020 - 05:14 PM.


#164 Sunstruck

    Member

  • PipPipPipPipPipPip
  • 441 posts

Posted 20 December 2020 - 12:35 PM

Daeron, I don't know where to post this but its a topic that is important imho, Unit Building, can we remove the restrictions and penaltys PGI implemented trying to prevent the creation of large units.

We use to have big units of over 100 players fairly regularly, but with the loss of player base most of the original units have dissolved or have only a handful of remaining players.

Is there any possibility of removing any unit restrictions and instead making an effort to make it easy to create and promote unit growth. I feel like being in a unit is a big part of new player retention.

#165 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,633 posts
  • LocationArea 52

Posted 20 December 2020 - 03:11 PM

View PostSunstruck, on 20 December 2020 - 12:35 PM, said:

Daeron, I don't know where to post this but its a topic that is important imho, Unit Building, can we remove the restrictions and penaltys PGI implemented trying to prevent the creation of large units.

We use to have big units of over 100 players fairly regularly, but with the loss of player base most of the original units have dissolved or have only a handful of remaining players.

Is there any possibility of removing any unit restrictions and instead making an effort to make it easy to create and promote unit growth. I feel like being in a unit is a big part of new player retention.

What restrictions and penalties are you referring to?

#166 Zephonarch II

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 328 posts
  • LocationBack in the MWO and... its fun, but Nascar steamrolls still lame.

Posted 21 December 2020 - 03:00 PM


  • Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution): Well my opinion is complicated here... I'm not sure if I want to explain it but here goes something.
  • Add the 8v8 with 12v12 for when the servers aren't populated enough.
  • Make Solaris a QP game-mode but like a tournament-style 4v4 game between 4 teams. Each team gets 2 lives at most and if you live for 2 rounds(4 teams of 4), you essentially won the semi and final. Respawn mechs after each round like in FP, and anyone dead can spectate until the end but can't chat. Make the game timer short because the game tends to force brawls anyways(Plus its a qp reimagination)
  • Make Faction Play a QP game-mode but it allows you to cycle mech-decks in-game so that teams CAN coordinate for big tactical pushes, group zerg flanks, and group sniping strats. Fix the dropship fps drops. Use QP maps and just use the Incursion style map with generators. Possibly modify the bases with platforms nearby for snipers/ poptarts to jump to and add cover around the base to enable brawls right next to the base, and even nascars around it. Think about making EVERY incursion base like the HPG basement. Its a perfect Assault-base design that enables brawling.
  • Change Incursion by weakening turrets but allowing dead players to occupy them. Its different from the compact FP-QP mode I thought of since instead of FP being centered on the respawning team mech waves, Incursion lets the base have player controls. MAYBE add tanks that can only defend the bases and are forced to defend from inside the base.

  • Advance the Timeline: I don't care tbh. It's fine right now, but the IS omni-mechs would give pgi more money from the regulars...


#167 Robinson Crusher

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 129 posts

Posted 22 December 2020 - 11:52 AM

Hey Daeron

I had an idea about a possible new feature, and it's going here rather than "maps" or "monetization" because it would involve a new User Interface.

What I would like is something like the mech drops for faction play, except for maps. You would have a "drop deck" available ( purchased for MC?) where you could list the player name you had assigned to your mechs in association with each of the maps. So a long list of all the maps, and the mech you want to play for that map. Then when the matchmaker determines the map we will play after voting, it loads the mech I want for that map.

No more problem with taking your slow defenseless brawler and then "discovering" that you are deployed to fight on Polar highlands. No more "I guess I'll play laser vomit", then marching through lava. Much more realistic in a role-playing sense and it should solve a lot of problems.

There should definitely be a free option to do it the way we are now, ie. pick your mech and take what map comes. But map drop dependant mech selection would make the game much more fun, if only that I wouldn't have to listen to people b*tch about map selection any more.Posted Image

#168 Kesslan

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 62 posts

Posted 24 December 2020 - 02:06 PM

I'm not entirely sure what I'd suggestion as to an addition to MWO at this point. More maps would certainly go a good ways towards adding more interest for players like myself that stopped playing but initially backed the game. While the maps themselves have been modified over time, ultimately it's still the same old maps, the same old gameplay more or less. The meta is still the almighty alphastrike and has been for a long time. Sustained damage became a bit more desirable with the RACs but even so still doesn't tend to hold much of a candle to just alpha strike everything you can as much as possible.

I kind of wish there were more campaign like games and a bit more variety, such as adding in battlesuits and elementals. While, yes, they die even faster than lights, I still used to really enjoy playing them back in Pirate's Moon and they could very much take down a mech with a bit of work. It would also be neat if you could call in something other than artillery and airstrikes, such as attack choppers or various combat vehicles like tanks, even if they were just AI driven. Mostly because the setting, while it focuses mostly on Mechs, does have a lot of land and air assets that have never made so much as a basic presence in MWO. For something simpler an alternate version to artillery strikes that puts down smoke screens might be nice to mix up visuals a bit more and make things like thermal more useful.

But if nothing else, maps, lots more maps. Because holy heck having basically the same maps since launch with so few additions since, really just makes it dull no matter how much the maps themselves have been tweaked.

#169 Kesslan

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 62 posts

Posted 24 December 2020 - 02:12 PM

View PostRobinson Crusher, on 22 December 2020 - 11:52 AM, said:

Hey Daeron

I had an idea about a possible new feature, and it's going here rather than "maps" or "monetization" because it would involve a new User Interface.

What I would like is something like the mech drops for faction play, except for maps. You would have a "drop deck" available ( purchased for MC?) where you could list the player name you had assigned to your mechs in association with each of the maps. So a long list of all the maps, and the mech you want to play for that map. Then when the matchmaker determines the map we will play after voting, it loads the mech I want for that map.

No more problem with taking your slow defenseless brawler and then "discovering" that you are deployed to fight on Polar highlands. No more "I guess I'll play laser vomit", then marching through lava. Much more realistic in a role-playing sense and it should solve a lot of problems.

There should definitely be a free option to do it the way we are now, ie. pick your mech and take what map comes. But map drop dependant mech selection would make the game much more fun, if only that I wouldn't have to listen to people b*tch about map selection any more.Posted Image


This, I'd forgotten about this, but this would be so much better. Because yes, it really does suck to pick a long range or brawler mech and then wind up in a map it's exceedingly ill suited for. Having a drop deck option like there is for faction play would certainly improve things.

#170 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,633 posts
  • LocationArea 52

Posted 24 December 2020 - 02:18 PM

Add a lights & mediums only QP queue as well as a Heavies & Assaults only QP queue. I'd say 8v8 for these queues would suffice.

This will add a whole new dynamic to the game and solve some issues like slow mechs gatting ganked by a single light.. or light's getting one-shot by dual heavy gauss (a build seen in almost every qp drop).

Edited by DAEDALOS513, 24 December 2020 - 02:19 PM.


#171 Sawk

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 402 posts

Posted 24 December 2020 - 04:01 PM

ok merry XMAS all : )
been seeing you guys chatting here and now that no one will read for 4 days, i put in some input.
first off, this i think is about teams, i played with a team, that had 30 guys in it, for a short time. it really was A bad thing for me, because they were 12 man team building, i was just invited, to spice it up.
i almost always had to play a light, it felt like i was in a high school football team, all the young loud guys, learning they can get there way, at times we had a leader, some times not, but it was fun, no joke --at times we would win big, other times-- folks broke up, some even RAGE quit.
so i am here to ask that we at least bring back 8X8, also with small voice, scouting missions it was some thing that you play fast, when it was there for me it rolled, LOL were storm crows really that bad.

SAWK

#172 Grumpy Old Man

    Member

  • PipPipPip
  • 73 posts

Posted 25 December 2020 - 12:06 AM

Another feature I forgot, that would be nice:

Seeing as we have the ability to store builds in the game already, it would be great if we could save builds and Camo's per map. For example, if you play a Crab 27, you could have a double AMS build with 3 tons of ammo for when you end up on Polar Highlands and no AMS with more Heat Sinks when you get Solaris City. This would allow people to tweak their builds somewhat and not have feast or famine depending on what map one was assigned to. It would also be nice for the missile players, as they might use LRMs on Polar, but switch to Streaks for Solaris, for example.

The same goes for Camo patterns. It might actually make them useful, if you can pick a grey/white for Polar Highlands, greenish colours for Forest Colony and darker colours again for Solaris City. It would be nice for immersion in my point of view, as well as relieve the frustration of being on a long range map with a short range build, etc. And everything that ensures less frustration for the players should be good. As well as everything that makes people want to be ingame and tinker with it. People might actually buy more colours and camo's that way, too.

#173 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 25 December 2020 - 02:34 AM

View PostKesslan, on 24 December 2020 - 02:06 PM, said:

I'm not entirely sure what I'd suggestion as to an addition to MWO at this point. More maps would certainly go a good ways towards adding more interest for players like myself that stopped playing but initially backed the game. While the maps themselves have been modified over time, ultimately it's still the same old maps, the same old gameplay more or less. The meta is still the almighty alphastrike and has been for a long time. Sustained damage became a bit more desirable with the RACs but even so still doesn't tend to hold much of a candle to just alpha strike everything you can as much as possible.

I kind of wish there were more campaign like games and a bit more variety, such as adding in battlesuits and elementals. While, yes, they die even faster than lights, I still used to really enjoy playing them back in Pirate's Moon and they could very much take down a mech with a bit of work. It would also be neat if you could call in something other than artillery and airstrikes, such as attack choppers or various combat vehicles like tanks, even if they were just AI driven. Mostly because the setting, while it focuses mostly on Mechs, does have a lot of land and air assets that have never made so much as a basic presence in MWO. For something simpler an alternate version to artillery strikes that puts down smoke screens might be nice to mix up visuals a bit more and make things like thermal more useful.

But if nothing else, maps, lots more maps. Because holy heck having basically the same maps since launch with so few additions since, really just makes it dull no matter how much the maps themselves have been tweaked.

Merry Xmas :D

No with MWO ..its the old Problem ! no Programming Crew for the Engine since Years ,and with the Problems of Collisions Model/Terrain/Hitzones , no Feet/Lek IK for Mechs with this and the terrible Climbsystem and Map-Maze Design, never comes Smaller Units as Lights or Tanks in the Game or Melee or Knockdown Back.

Quote

The same goes for Camo patterns. It might actually make them useful, if you can pick a grey/white for Polar Highlands, greenish colours for Forest Colony and darker colours again for Solaris City. It would be nice for immersion in my point of view, as well as relieve the frustration of being on a long range map with a short range build, etc. And everything that ensures less frustration for the players should be good. As well as everything that makes people want to be ingame and tinker with it. People might actually buy more colours and camo's that way, too.
uselessw hile all Camotextures only to seeing in low range (Performance problem)

Edited by MW Waldorf Statler, 25 December 2020 - 02:36 AM.


#174 FredDingles

    Rookie

  • Lance Corporal
  • 2 posts

Posted 25 December 2020 - 04:12 AM

2021: New Features:
A >LOT< Of the feedback seems good, and the player base seems to have already thought about how implementation could work. +1 for "new firing sounds and visual effects, don't drastically rework models".

I'd like to suggest 4 serious implementations, and one 'funny' one:

1) For faction play, introduce groups of 12, 10 for IS or Clan drops keeping in tradition. This could theoretically drop the needed players to 20, opposed to 24.

2) We have RAC's (introduced in 3062) which are derived from LIGHT AUTOCANNONS, but DO NOT HAVE REINFORCED STRUCTURE for IS (protoype 3067, implemented 3080's).

3)Specialty ammunition, multiple ammunition bins, and a ammunition toggle mated to a key seem like a LOT of spreadsheet type work that wouldn't affect the in-game engine at all, aside from the new parabolic arcs being calculated.

4) Plasma cannon introduced 3069 would also need a 'firing mode' toggle of some sort. Could it be somehow related to a gauss trigger pull? First 2 before release is heat, second 2 seconds becomes damaging?

5) Elemental special slot for clan mechs. Before release, they can possibly absorb damage from incoming ranged attacks, survivors can be released on the ground where they will climb and dismantle enemy mechs who come within 30 meters. will travel directly towards nearest enemy (elementals were not vat-born to be thinkers). armed with 2x srm missiles and small laser, additional damage to mechs within 30 meters that have the damned things crawling on them.

#175 Tatsuo Shimabuku

    Rookie

  • Warrior - Point 5
  • Warrior - Point 5
  • 2 posts

Posted 25 December 2020 - 05:28 AM

View PostYondu Udonta, on 18 November 2020 - 05:42 AM, said:

Personally would be fine with limited group size during events if it results in more people picking up Faction Play as their main game mode. However, sync dropping would be a concern as there's nothing stopping 3 groups of 4 jumping into the queue at the last minute, essentially making it a 12 man.



Nope, people who play Faction Play are relatively exclusive with people who play Quick Play. Limiting Faction Play to special events will essentially kill off the game mode and also not translate to a significant increase in Quick Play population.


Similar to above's reply, population is pretty exclusive. You ban groups from Quick Play, the players are just going to sync drop. Also, pretty sure that spawn camping is not a result of dropping big mechs. While I am up for any reasonable solution to increase Faction Play's population, your solution of forcing Quick Play groups into pseudo-Faction Play is highly unlikely to work.


The 08th lost a lot of pilots when the last attempt at this was made. Forcing group queues out of the population made getting games an absolute hassle. I, like many others, play this game for a number of reasons but I can guarantee it is always better with friends and unit mates. Solo players players feeling bad because they are getting stomped by premades?- Not my problem. It is something I always had to deal with when learning the mechanics and it made me a better pilot in the end result. As a new pilot, I strived to one day be a member of a respectable unit and work with my team to achieve something. That something is what drove me into faction play and kept me coming back for more. I'm sure I don't speak for 100% of the community in this, but I know for a fact that the last time quickplay was skewed that it drove a lot of veteran players away.

#176 Forgeling

    Member

  • PipPipPip
  • Little Helper
  • Little Helper
  • 53 posts

Posted 25 December 2020 - 03:12 PM

In my opinion the ideal implementation of a pilot system for MWO:

First and foremost, move the skill system, as is, onto individual pilots. You still earn GXP the same way but XP is assigned to the currently used pilot instead of the mech itself. A pilot can use any mech they're rated for but just like you can't play with a downed mech, you have to wait for the match to end for the pilot to come home. You use barracks for pilots just like you use mechbays for mechs. A starting player should have 4 barracks to start out. A starting player's first pilot should also have a fully unlocked skill tree so they can practice different styles. Any pilot after the first is less flexible and costs XP every time you change their skills.

For customization I'd say custom body type, chosen at pilot creation; Height, weight, etc. Pilot outfit can be changed in a similar manor to changing a mech's camo. Cockpit items could also be assigned to pilots since it would make sense a pilot would bring that sort of stuff with them.

#177 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,702 posts
  • LocationOutreach

Posted 26 December 2020 - 02:28 PM

View PostMagic Pain Glove, on 16 November 2020 - 06:28 PM, said:

Remove the soup (groups) from solo queue , and you no longer have the tonnage disbalance issue, broken spawns and group / solo matchmaking balance problems . This has objectively degraded the experience of most of the people ( increased the stomps by PGI's own statistic ) and caused a lot of other problems to come up .


Just poking my head in to remind everyone that punishing people for wanting to play with their friends is extremely stupid, and "causing lots of other problems to come up" is not a valid or helpful excuse for entirely banishing groups from the already fairly low population queue.

#178 General Solo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • 3,625 posts

Posted 26 December 2020 - 08:46 PM

Give people who want to play with their friends their own queue that they can share with EMP, Goons and other friends groups.

Us soloes want you and your friends to have fun in your own queue

We soloes would like a queue without groups

#179 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 26 December 2020 - 09:03 PM

View PostFredDingles, on 25 December 2020 - 04:12 AM, said:

2021: New Features:
A >LOT< Of the feedback seems good, and the player base seems to have already thought about how implementation could work. +1 for "new firing sounds and visual effects, don't drastically rework models".

I'd like to suggest 4 serious implementations, and one 'funny' one:

1) For faction play, introduce groups of 12, 10 for IS or Clan drops keeping in tradition. This could theoretically drop the needed players to 20, opposed to 24.



We have now balance problems ,and with this more Players crys thats unbalanced

Quote

2) We have RAC's (introduced in 3062) which are derived from LIGHT AUTOCANNONS, but DO NOT HAVE REINFORCED STRUCTURE for IS (protoype 3067, implemented 3080's).
seeing above-Balance problems and a lot Work like Weapon Models for each chassie ,etc etc

Quote

3)Specialty ammunition, multiple ammunition bins, and a ammunition toggle mated to a key seem like a LOT of spreadsheet type work that wouldn't affect the in-game engine at all, aside from the new parabolic arcs being calculated.
since Years no Programmers and coders for it -not in Future with the MWO Engine ,some with the back of KnockDown or Leg/Feet IK

Quote

4) Plasma cannon introduced 3069 would also need a 'firing mode' toggle of some sort. Could it be somehow related to a gauss trigger pull? First 2 before release is heat, second 2 seconds becomes damaging?
seeing Weapons and Balance and new Models

Quote

5) Elemental special slot for clan mechs. Before release, they can possibly absorb damage from incoming ranged attacks, survivors can be released on the ground where they will climb and dismantle enemy mechs who come within 30 meters. will travel directly towards nearest enemy (elementals were not vat-born to be thinkers). armed with 2x srm missiles and small laser, additional damage to mechs within 30 meters that have the damned things crawling on them.


Problems with Climbsystem,and Terrain/Hitzones for smaller Units as Mechs so NO and no Technical Crew for this to build in.

Edited by MW Waldorf Statler, 26 December 2020 - 09:04 PM.


#180 Jay Sovereign

    Member

  • PipPipPip
  • 55 posts

Posted 27 December 2020 - 11:23 AM

NEW GAMEPLAY FEATURES



FOSTER AND (RE)IMPLEMENT 'HARDCORE' MECHANICS

We need to reimplement...
  • Rearmament costs
  • Knockdowns
  • Bring back the cockpit monitors which were actually useful and told you how much ammo you had, how many heatsinks you had left, what items were destroyed, other useful information and etc.
We need to work on implementing...
  • Melee (And I'll tell you exactly how to make it work from a gameplay perspective, you just have to code it)
    • A punch must be 'Wound Up' and the player will do this by holding the corresponding fire key.
    • When the punch has been appropriately wound, the player will then release the 'Wind Up' to punch.
    • Punches that are not wound up either do little to no damage or simply can't be done at all.
    • A mech must have a 'Hand Actuator' to punch or use a melee weapon.
OTHER IDEAS

What is listed from this point on is not necessarily a priority. Some of these ideas may or may not be lore/timeline appropriate.
  • Allowing mechs to extend/raise their arms (if applicable to certain mech)
  • Allowing mechs to crouch (if applicable to certain mech)
Equipment
  • Superchargers: An idea of how it could function would be something similar to 'Over Boost' in Armored Core!
    • Turbo boost horizontally and as you are boosting your fuel decreases.
    • You stop when you release the button or your fuel is empty.
    • Has a long cooldown time. Can risk blowing up your mech, possibly.
    • Perhaps a mech would require jump jets to use it?
  • Shields held in the hands of a mech or attached somewhere to the body for added protection.
  • Flashlights attachment equipment. May or may not occupy an energy hardpoint. When a button is pressed, you will turn on your mech's flashlight. I'm getting sick of night/heat vision because you are not able to see far away if at all sometimes. They have their pros and cons. At least with an equipable flashlight, you can turn it on and a smaller area in front of you will be illuminated but you can still see the whole environment naturally. The drawback is that enemies can obviously see you running around with a floodlight on your mech.
Sensors / Modules

Ally/Enemy Advanced Information Sensor: Equipping this will allow you to know all about your teammates or enemies. While highlighting friendly or enemy mechs, you can see information such as equipped modules, ammo stockpile, weapon cooldown rates, amount of heatsinks, item detection, and etc. You will be able to see friendly loadouts and limb health.

Separation Targeting System: Allows you to aim different arms/weapons separately. A new button hotkey can be created which when pressed will stop the reticle where it currently is dead in its tracks, and literally split or copy a new reticle which you can then control. When you press the hotkey again / or release it (if it is toggled or held), your view will then reset itself and both reticles will then combine into one.
This is already possible in-game but only works with torso as one reticle and both arms as another by using the 'Free Look' key to stop your torso reticle while still being able to freely move your arms reticle.

Armors / Signature Systems
  • Reflective Armor - Just as heavy as standard armor (if not slightly heavier), takes up more slots. Adds extra protection against lasers.
  • Reactive Armor - Just as heavy as standard armor (if not slightly heavier), takes up more slots. Adds extra protection against ballistics and/or missiles.
  • Chameleon Light Polarization Shield
  • Mimetic Armor
  • Void Signature Armor
New game modes such as...
  • Mech racing mode: In the future, some people also find racing mechs instead of cars to be incredibly fun. With all the mayhem that may entail...
  • PvE mode with various level / mission types such as survival or objective based.
We want even more such as...
  • Customizable robot / Betty voices
  • Customizable sounds
  • Customizable HUD
  • Customizable mech hangar

NEW MENU AND UI FEATURES



- It would be great to have new ways to group and sort mechs. For example, tabs for Short / Medium / Long Range, ECM/Stealth, Support, and etc. When you're looking at all the mechs you own in basically one group, it gets overwhelming.

- We really need a way to quickly view mech loadouts without going into the loadout menu for each mech. A player should only have to go into the loadout menu when they want to actually edit the loadout.

- I wish we had at least a few more available characters to nickname mechs.

Edited by Jay Sovereign, 27 December 2020 - 11:44 AM.






13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users