add more dmg to lvl 0 lmg's and its gravy, its harder to kill aliens because they always get upgrades no matter what (unless they forget or something) meaning vanilla rines < everysinglealienthatwalksinfrontofhim
the main problem I find at the moment (especially in combat, and i guess to an extent in ns). At mid-end game the aliens can attack with little to no risk to themselves, fades, as mentioned have effectively infinite blink, and onos have started taking redemption especially in co to stop the marines getting the experience, this means if the marines are not at a certain level of tech before the fades an onos get there its all over for them.
On that note you can get an onos in under 3mins fairly easily and even with no upgrades its still a massive killing machine (4mins gives you celerity and theres not much the rines have that can stop you at that point).
This leads to good old slippery slope syndrome, the aliens get a small advantage and as a result get more kills, where as any advantage the marines get doesnt always lead to more kills.
note: I guess I have been playing on extra level servers so that might of affected my opinions somewhat.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->will wait with any balance changes. Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't understand? The aliens gain the same strength they normally gain with SC and capping their normal amount of rts and their ability to defend it. The marines on the other hand by elecing are teching and gaining res slower than they normally would be. Two nodes? Those rines are screwed.
<!--QuoteBegin-Nemesis Zero+Mar 10 2005, 07:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Mar 10 2005, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As long as I have people explain to me that they can't hold res nodes in 3.0F, or that they can't afford all the tech they need to counter SCs, and then go out and don't try to electrify their nodes, I will wait with any balance changes. Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Bahaha, good laugh. Okay, for starters, lets do the math :
Above is a quick briefing of the entire spending plan for marines as you suggested, intersected with hallmarks in alien developement with a standard strat in red. Note that this leaves you at 0 res at all times and assumes you don't drop a single medpack or pack of mines or any other spending not mentioned in that itemed list. That means, its super-super-optimistic - it just doesn't happen like that while you retain any sort of efficiency.
Especially since your suggested method is to wait until Sensory has actually been confirmed - you can't do that 0 seconds into the game like in the above example. But regardless, lets assume marines execute your supposed SC counter blindly, and the opposition does actually use Sensory, according to you that would be their doom.
However, thats as far from the truth as could possibly be. The huge leap of faith that you get both nodes up in under 20 seconds aside and don't have to spend a dime on meds or anything, aliens are still expanding faster than you are with instant electrification - once those Focus Fades are out, you won't be capping new nodes without Shotguns either, and if theres an active Fade/Lerk combo probably not alot with Shotguns.
So now you've just scraped together your 2 Nodes according to your plan, and are starting to 'slowly expand' - nevermind that you only have 3 minutes to do so before you're facing a second Hive and with it Bilebomb, MCs or DCs, Meta and leaping Focus Skulks. But also your slow expansion has just been halted, and will probably be recessive at this point. I don't see how Electrification is bringing you any real advantage here - no matter how you try to twist and turn it, by the time it will pay off res-wise aliens will have a 2nd Hive live, and you won't have the active ressources to spend to stop that from happening. Wether you cap alot of nodes and then start electrifying or start with 2 nodes and electrifying then or whatnot doesn't matter, the result is the same - electrification doesn't pay off as a form of rescontrol.
The fact of the matter is with the current Final build, if you're not breaking down an alienteam within the first 2 minutes of the game, you've lost against anyone competent. And thats why competitive play in its current form isn't going to be very exciting.
You do realise that if you elec a node, you wont even start earning res back from that node for 3 minutes? (1 min to pay for the rt, 2 more to pay for elec)...And by this time there's almost certainly going to be a fade to drop it easily...I'd rather just send marines back to put up a new RT...or better yet, mine that RT, its cheaper and almost as effective
hafta agree on this one. elec works on skulks, but with the cost and the high elec time, by the time elec-ing them is really possible, it's already no longer useful.
lower the cost and/or decrease the elec time, and THEN itll be more effective for when it's sposed to be effective, which is early game.
<!--QuoteBegin-Caleb+Mar 11 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caleb @ Mar 11 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hafta agree on this one. elec works on skulks, but with the cost and the high elec time, by the time elec-ing them is really possible, it's already no longer useful.
lower the cost and/or decrease the elec time, and THEN itll be more effective for when it's sposed to be effective, which is early game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Elec can work in a double node situation or a hive location where you can snuggle the PG in beside an electic tower. Generally speaking it doesn't pay for itself though.
Shotguns - I think the reason these feel so pathetic is that most skulks are now going for their free cara upgrade
scs as first or second upgrades mean fades have no regen/metabolize with 1 hive and onos have no celerity with 2 hives which I have found to be more of a disadvantage to the aliens than having invisible skulks
However, it does feel that in most games, with even teams, with dc->mc->sc: the early game slightly favours rines, but as soon as fades start appearing, the game is over with sc->dc->mc: the early game slightly favours aliens, but once rines get mt & armor, it evens out until the second hive is finished and then aliens once again have the upper hand. Perhaps with mc as first chamber, rines have the upper hand, but I need to play more to be sure.
In general, I think its the free upgrades for skulks that have added the imbalance as skulks can 'rambo' more without worrying about wasting their res.
A reduction of elec costs by 5? May not seem like much but add it up to 3-4 restowers and you've already saved 20 res...
Reason that it should't be TOO cheap is cause it gets overpowered if the marines were able to drop restowers and electrifying them all...that is what happened when elec first was introduced (or was it revised?)...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->will wait with any balance changes. Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game.
I never get electric because of its cost 30 res for something that doesn't do anything much against bile bomb gorgie, fade or onos. It is only good against 2 - 3 skulks max!
I reckon it should be put down to 20 res because at 30 res i would rather upgrade armour and weapons tbh u can rebuild the rt if it dies but an elecy rt 45 res hmm 3 rt's or 1 elecy rt?.... I choose 3 rt's. 20 seems resonable but its still a bit costly for something that can only really defend against skulks!
This is only my opinion tho so no flaming <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-SquishyOne+Mar 11 2005, 11:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm at a loss for words.....
<!--QuoteBegin-SquishyOne+Mar 11 2005, 12:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Someone hand me the barbed wire, honey and a grizzly pls.
<!--QuoteBegin-SquishyOne+Mar 11 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them.
you people miss the point. the game can be balanced so that if aliens get sc's then marines get elec and aliens get 2 hives and lame up double and marines get a turret farm near the hive and ... it would propably work, yeah, but it'd leave the game crippled and the "fun" would be sucked away, at least whats left of it.
fast-paced action is much more fun than killing elec nodes as a fade or taking out an oc farm after another.
<!--QuoteBegin-Swiftspear+Mar 11 2005, 06:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 11 2005, 06:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SquishyOne+Mar 11 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i know this is a cliche that everyone hates to hear over and over again, but apparently the devs arent pro level clanners therefore they should be most interested in the current clanners' opinions? just giving one or 2 individuals pt status is not enough to attend to this.
<!--QuoteBegin-TOmekki+Mar 11 2005, 07:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Mar 11 2005, 07:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Mar 11 2005, 06:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 11 2005, 06:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SquishyOne+Mar 11 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i know this is a cliche that everyone hates to hear over and over again, but apparently the devs arent pro level clanners therefore they should be most interested in the current clanners' opinions? just giving one or 2 individuals pt status is not enough to attend to this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes and no. Although there are definately some things I wish they would take more input from higher skilled players on. Clanners crunch the numbers when it comes to balance, and they do so alot more then your average pubber. I've heard alot of clanners ideas that just sound stupid because they clearly ignore the needs of pub style play, but when it comes down to the minor tweaks, clanner tend to hit the nail on the head much more accurately then I think the devs usually do, and definately better then your average pubber.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
I can no longer one-shot kill skulks reliably anymore with my shotgun <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-SquishyOne+Mar 11 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SquishyOne @ Mar 11 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->will wait with any balance changes. Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Perhaps it's a strategy that doesn't involve winning? Even still I wouldn't have much fun moving across the map elec'ing nodes till 5 onos swamp marine base.
<!--QuoteBegin-Iconoclast+Mar 11 2005, 05:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Iconoclast @ Mar 11 2005, 05:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont really mind the shotgun changes at all, it seems to be more of a reg/server performance issue tbh.
Sensory is kind of lame now. I did not know that I had to pass an optometry test to play a video game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> you missed the memo? shame!
Comments
On that note you can get an onos in under 3mins fairly easily and even with no upgrades its still a massive killing machine (4mins gives you celerity and theres not much the rines have that can stop you at that point).
This leads to good old slippery slope syndrome, the aliens get a small advantage and as a result get more kills, where as any advantage the marines get doesnt always lead to more kills.
note: I guess I have been playing on extra level servers so that might of affected my opinions somewhat.
Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't understand? The aliens gain the same strength they normally gain with SC and capping their normal amount of rts and their ability to defend it. The marines on the other hand by elecing are teching and gaining res slower than they normally would be. Two nodes? Those rines are screwed.
As long as I have people explain to me that they can't hold res nodes in 3.0F, or that they can't afford all the tech they need to counter SCs, and then go out and don't try to electrify their nodes, I will wait with any balance changes.
Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Bahaha, good laugh. Okay, for starters, lets do the math :
(pretend the colortags work, feh)
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Infantry portal 20
Armory 10
Armslab 25
Armor 1 20
2 RTs 30
===
0:20 seconds 105 res spent
[COLOR=red]0:45 Sensory active[/color]
1:00 Elec 1 starts AND A1 finishes
[COLOR=red]1:30 Earlylerk if present[/color]
1:40 Elec 2 starts
2:10 Weapons 1 or Observatory
2:30 Elec 1 finishes
2:50 Observatory or Weapons 1
[COLOR=red]3:30 Third sensory active[/color]
3:10 Elec 2 finishes
[COLOR=red]4:00 Fades active and second Hive dropped[/color]
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Above is a quick briefing of the entire spending plan for marines as you suggested, intersected with hallmarks in alien developement with a standard strat in red. Note that this leaves you at 0 res at all times and assumes you don't drop a single medpack or pack of mines or any other spending not mentioned in that itemed list. That means, its super-super-optimistic - it just doesn't happen like that while you retain any sort of efficiency.
Especially since your suggested method is to wait until Sensory has actually been confirmed - you can't do that 0 seconds into the game like in the above example. But regardless, lets assume marines execute your supposed SC counter blindly, and the opposition does actually use Sensory, according to you that would be their doom.
However, thats as far from the truth as could possibly be. The huge leap of faith that you get both nodes up in under 20 seconds aside and don't have to spend a dime on meds or anything, aliens are still expanding faster than you are with instant electrification - once those Focus Fades are out, you won't be capping new nodes without Shotguns either, and if theres an active Fade/Lerk combo probably not alot with Shotguns.
So now you've just scraped together your 2 Nodes according to your plan, and are starting to 'slowly expand' - nevermind that you only have 3 minutes to do so before you're facing a second Hive and with it Bilebomb, MCs or DCs, Meta and leaping Focus Skulks. But also your slow expansion has just been halted, and will probably be recessive at this point. I don't see how Electrification is bringing you any real advantage here - no matter how you try to twist and turn it, by the time it will pay off res-wise aliens will have a 2nd Hive live, and you won't have the active ressources to spend to stop that from happening. Wether you cap alot of nodes and then start electrifying or start with 2 nodes and electrifying then or whatnot doesn't matter, the result is the same - electrification doesn't pay off as a form of rescontrol.
The fact of the matter is with the current Final build, if you're not breaking down an alienteam within the first 2 minutes of the game, you've lost against anyone competent. And thats why competitive play in its current form isn't going to be very exciting.
lower the cost and/or decrease the elec time, and THEN itll be more effective for when it's sposed to be effective, which is early game.
lower the cost and/or decrease the elec time, and THEN itll be more effective for when it's sposed to be effective, which is early game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Elec can work in a double node situation or a hive location where you can snuggle the PG in beside an electic tower. Generally speaking it doesn't pay for itself though.
Shotguns - I think the reason these feel so pathetic is that most skulks are now going for their free cara upgrade
scs as first or second upgrades mean fades have no regen/metabolize with 1 hive and onos have no celerity with 2 hives which I have found to be more of a disadvantage to the aliens than having invisible skulks
However, it does feel that in most games, with even teams,
with dc->mc->sc: the early game slightly favours rines, but as soon as fades start appearing, the game is over
with sc->dc->mc: the early game slightly favours aliens, but once rines get mt & armor, it evens out until the second hive is finished and then aliens once again have the upper hand.
Perhaps with mc as first chamber, rines have the upper hand, but I need to play more to be sure.
In general, I think its the free upgrades for skulks that have added the imbalance as skulks can 'rambo' more without worrying about wasting their res.
Reason that it should't be TOO cheap is cause it gets overpowered if the marines were able to drop restowers and electrifying them all...that is what happened when elec first was introduced (or was it revised?)...
Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game.
I never get electric because of its cost 30 res for something that doesn't do anything much against bile bomb gorgie, fade or onos. It is only good against 2 - 3 skulks max!
I reckon it should be put down to 20 res because at 30 res i would rather upgrade armour and weapons tbh u can rebuild the rt if it dies but an elecy rt 45 res hmm 3 rt's or 1 elecy rt?.... I choose 3 rt's. 20 seems resonable but its still a bit costly for something that can only really defend against skulks!
This is only my opinion tho so no flaming <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm at a loss for words.....
Someone hand me the barbed wire, honey and a grizzly pls.
The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them.
fast-paced action is much more fun than killing elec nodes as a fade or taking out an oc farm after another.
The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i know this is a cliche that everyone hates to hear over and over again, but apparently the devs arent pro level clanners therefore they should be most interested in the current clanners' opinions? just giving one or 2 individuals pt status is not enough to attend to this.
The deves aren't pro level clanners, they just make the vision into a game. Anyone can make a mistake, and when they do someone leet like me will correct them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i know this is a cliche that everyone hates to hear over and over again, but apparently the devs arent pro level clanners therefore they should be most interested in the current clanners' opinions? just giving one or 2 individuals pt status is not enough to attend to this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes and no. Although there are definately some things I wish they would take more input from higher skilled players on. Clanners crunch the numbers when it comes to balance, and they do so alot more then your average pubber. I've heard alot of clanners ideas that just sound stupid because they clearly ignore the needs of pub style play, but when it comes down to the minor tweaks, clanner tend to hit the nail on the head much more accurately then I think the devs usually do, and definately better then your average pubber.
Must...get...used...to...b6.
Yeah, if your biased toward aliens.
Marine commanders have to get it through their system that once first-hive SC is ascertained, time's on their side. Cap two node, electrify them. Defend the area you can uncloak via ops. Gather resources and slowly progress through the map. The aliens won't be able to gain strength as fast as you can.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm really not trying to be a **** here but... The devs kinda don't understand the flow of their own game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Perhaps it's a strategy that doesn't involve winning? Even still I wouldn't have much fun moving across the map elec'ing nodes till 5 onos swamp marine base.
Yeah, if your biased toward aliens. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
or can't aim and therefore don't notice the difference =o
Sensory is kind of lame now. I did not know that I had to pass an optometry test to play a video game.
Sensory is kind of lame now. I did not know that I had to pass an optometry test to play a video game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
you missed the memo? shame!