Healspraying Fades And Onos

The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">It's almost useless... should it be?</div> Right now, healspraying fades and (especially) onos is practically useless, and often even likely to get them killed by blocking them if done in a fight (again, especially onos).
This is a direct result of the hitbox fixes combined with the hp increases. I hope everyone can see the logic in that. If you double the amount of bullets that hit, and you double the effective hitpoints to compensate, you need to double the rate of healing as well to keep it equally effective.

I suggest:

<b>Increase healspray effectiveness for fades and onos.</b>

This can either be done by changing it to a percentage of max health like hives are right now, or simply by doubling the current rate for fades and tripling for onos. (I think the last way gives the best numbers, a percentage of max hp would be impossible to get right for both skulks and onos.)

As I see it, this will have 3 effects:

<b>1. Promote teamwork.</b>

I think everyone will agree that this is a good thing.

<b>2. Makes fades and onos more powerful in general.</b>

This is the only potential problem. A simple compensation would be to increase the cost of both by a bit, say 55 and 85. They're coming a bit too early as it is anyway, imho.

<b>3. Increase viability of movement and sensory first.</b>

Right now, big aliens need regeneration. Aside from the occasional carapace fade who is either metaing a lot or hanging around the hive, regeneration is the staple upgrade for big aliens, for one main reason:
Effective healing is hard to come by. Only regeneration and hives provide a decent healing rate.
Allowing gorges to effectively heal big aliens should allow them to go without regeneration, and thus make movement and sensory viable as first hive chambers, and maybe even as first and second hive chambers.
«1

Comments

  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited February 2004
    <!--QuoteBegin-The_Spectre+Feb 29 2004, 09:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_Spectre @ Feb 29 2004, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>2. Makes fades and onos more powerful in general.</b>

    This is the only potential problem... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm not sure I agree that it's a problem. The gorge can't take that much damage - I know that if I'm stuck with an LMG and we encounter a fade/onos with a healspraying buddy, I'll take the gorge out first. And that's why (IMO) most healspraying is done outside combat; not just because it's not as potent as it could be, but because our big-boned friend doesn't want to die.

    Whether gorge vulnerability is a problem in itself is something I'll leave you to decide...

    Another problem is that if I, as a gorge, decide to healspray-support, I cannot effectively bilebomb, since bilebomb takes up so much energy.

    <!--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--><b>3. Increase viability of movement and sensory first.</b><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    While I'm all for making MC/SC first more regular, I don't think this would do it.

    The harsh truth is that you can't rely on healspray. First, you need a teammember who's both willing to be gorge and not mind dying. Second is pretty much the reason above; if gorge goes kaput, you're in deep doo-doo. Thirdly, he's probably going to end up getting in your way. Regeneration is a much safer bet.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin-The_Spectre+Feb 29 2004, 09:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_Spectre @ Feb 29 2004, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>3. Increase viability of movement and sensory first.</b>

    Right now, big aliens need regeneration. Aside from the occasional carapace fade who is either metaing a lot or hanging around the hive, regeneration is the staple upgrade for big aliens, for one main reason: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I actually played a 3.0 game on ns_ayumi where the marines relocated to a hive, and the aliens only had MC/SC.

    We had the gorge/onos and gorge/fade pairing thing going on, and it was painfully ineffective. It:

    1. Slowed everyone to gorge speed
    2. Cut our available man count in half (since the gorges were effectively replacing a 2 point upgrade)
    3. Required gobs of downtime to heal a single onos, even with adren

    It would be nice if this were tweaked a bit.
  • pyrepyre Join Date: 2002-11-02 Member: 3864Members
    I agree, healing an onos/fade as a gorge is painful. You might be able to get their hp up, but it takes forever to heal their armor.

    Perhaps make it similar to the hive's healing method/rate? Heals hp +%ofmax? Like 5 hp + 8% or something?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    The solution is to make healspray heal 13 + 3% of said alien creature's health.

    This heals skulks at 16 and onos at 30ish.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--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-->2. Makes fades and onos more powerful in general.

    This is the only potential problem. A simple compensation would be to increase the cost of both by a bit, say 55 and 85. They're coming a bit too early as it is anyway, imho.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No way. Fade is good as it is, and onos is just **** versus anything better than my bootheel -and then he would barely win, if got lucky and my heel was muddy (in which case I would make him lick it clean and start bashing twice as hard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    It would only make the onos and fade more powerful with the installation of Teamwork Hax v.3.045b which I would be all for.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    This actually sounds promising..
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Teamwork Hax v.3.045b??? I'm still using v.2.995L, where can I download the latest update?

    Seriously though, gorges can be more of a laibality when tyrin to heal an onos, I concur with the proposed changes.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Try www.wthithinkduringthegame.com for your Teamwork Hax update.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    shouldnt be noob enough to get shot in the first place <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    this is pointless, if ur a fade u can blink in, get shot and run out and do metabolise and voula. If your an onos, u munch on a guy, then run away healing, voula.
  • ThePhilipsThePhilips Join Date: 2002-09-09 Member: 1302Members
    Make healspray better after each hive you get. It's obvious.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--QuoteBegin-Nomble+Mar 2 2004, 10:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nomble @ Mar 2 2004, 10:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make healspray better after each hive you get. It's obvious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Give this man a prize.
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    edited March 2004
    I think it all depends wit with the first hive. Increase heal spray with every hive is kinda pointless. At hive two, fades get metab which makes healspray more useless, and onos get stun which allows them to devour more often and easier. At the third hive the fade and the onos can pretty much hold their own in terms of self healing. But for the first hive, they are pretty ineffective unless they have cara which means they have to run back to hive to heal since the gorge is worthless. Its a challenge as an onos to run into a marine base, devour a marine, and run away just to heal and actually get something out of it. I think <b>instead of just increasing heal spray, make it a bigger area effect </b>(Heals everything around the gorge at the rate it is now.) and <b>allow the gorge to "Repair" players by using them</b> like building a chamber. The player will have to stay still which pulls him from combat, but they will heal alot faster than an area effect of heal spray.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    1 hive = 3% heal spray
    2 hive = 4% heal spray
    3 hive = 6% heal spray

    extra motivation for third hive.

    second. Movement is great first. but sensory is very very good
    provided you know what the heck your doing. If you get sensory first. you need to not let em out of thier base.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    More healing with each hive is really stupid tbh... No other abilty becomes more effective with each hive and what people want is a way to heal bigger lifeforms faster, esp. if they don't have regen. What's the point of a better healspray if you have all 3 hives and therefore you have regen?



    Again, just make healspray heal for 13 + 3% of the target creatures hp and problem solved.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Forlorn+Mar 2 2004, 02:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 2 2004, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More healing with each hive is really stupid tbh... No other abilty becomes more effective with each hive and what people want is a way to heal bigger lifeforms faster, esp. if they don't have regen. What's the point of a better healspray if you have all 3 hives and therefore you have regen?



    Again, just make healspray heal for 13 + 3% of the target creatures hp and problem solved. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Armour becomes more effective per point when you get each successive hive.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Let healspray heal armor before, or simultaneously with HP heal. That gives it a huge edge over regen.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-KaiserRoll+Mar 2 2004, 04:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Mar 2 2004, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let healspray heal armor before, or simultaneously with HP heal. That gives it a huge edge over regen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It would be overpowered
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Healspray already does like 2 or 3 times damage (healing) vs friendly buildings. What about reducing that modifier and just increasing the base heal from 16 to like 20 or 24? That would keep it at the same effectiveness on buildings (where it is most efficiently used already), and give it the power to heal Fades and Onos effectively.

    Side effects: 1: Healing Skulks would be extremely fast--but even under healspray, a Skulk can only take about 1 second of fire from 1 marine anyway, so it won't have much time to matter.

    2: Healing other Gorges would be noticeably faster, and could very easily be useful in direct combat.

    3: Healing Marines would kill them noticeably faster. Between 2 and 3, this makes Gorge rushes substantially more powerful, which is the only thing I'm worried about. Any comments?
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-Forlorn+Mar 2 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 2 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KaiserRoll+Mar 2 2004, 04:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Mar 2 2004, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let healspray heal armor before, or simultaneously with HP heal.  That gives it a huge edge over regen. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It would be overpowered <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats like saying using Welders on marines is overpowered. Actually, now that I think about it, just having the healspray do 1/2 its effect on HP and 1/2 on Armor would give the same benefit as my suggestion with far fewer bad side effects.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin-Plaguebearer+Mar 2 2004, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Mar 2 2004, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Armour becomes more effective per point when you get each successive hive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Armour isn't an ability though. (:
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Cxwf+Mar 2 2004, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Mar 2 2004, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Mar 2 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 2 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KaiserRoll+Mar 2 2004, 04:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaiserRoll @ Mar 2 2004, 04:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let healspray heal armor before, or simultaneously with HP heal.  That gives it a huge edge over regen. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It would be overpowered <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thats like saying using Welders on marines is overpowered. Actually, now that I think about it, just having the healspray do 1/2 its effect on HP and 1/2 on Armor would give the same benefit as my suggestion with far fewer bad side effects. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Um wrong, when you are welding others you still need hp as a marine, and while you are welding you cannot attack.

    On the other hand, a skulk being healed by a gorge can attack any marine that comes nearby all while the gorge continues to heal.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I agree that Onos healing should be improved, if only for the downtime stuff and not in-combat. Healing a Fade, on the other hand, is a waste of time for a gorge after hive 2, and Fades definitely do not need an increase in effectiveness right now.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-Forlorn+Mar 3 2004, 05:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 3 2004, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um wrong, when you are welding others you still need hp as a marine, and while you are welding you cannot attack.

    On the other hand, a skulk being healed by a gorge can attack any marine that comes nearby all while the gorge continues to heal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You've drawn a faulty parallel. True, the marine who is weld<i>ing</i> cannot attack, but the marine who is being weld<i>ed</i> can. That is the correct parallel to the skulk who can still attack.

    Technically, yes, Healspray will let the Gorge do a small amount of damage to Marines that wander nearby...but the Welder will also do a small amount of damage to the Aliens that wander by.

    Next comparison...that welding marine needs to be right next to his buddy, while that healing Gorge can be some distance back. But this isn't really a problem, since the Marine can still shoot the whole room even if he has to stand next to you to be healed, while the Skulk has to move across the room to fight back.

    Final comparison...yes, you do still need some HP as a marine, but not much. If the com is actually dropping you medpacks, the ratio goes from 2 medpacks/bite to 2 bites/medpack. If the com isn't dropping you medpacks, you still get the lifespan of Armor3 with Armor0, and better than that with Armor1. FIVE bites to kill an Armor1 Marine who is being Welded.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Cxwf+Mar 3 2004, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Mar 3 2004, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Mar 3 2004, 05:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 3 2004, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um wrong, when you are welding others you still need hp as a marine, and while you are welding you cannot attack.

    On the other hand, a skulk being healed by a gorge can attack any marine that comes nearby all while the gorge continues to heal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You've drawn a faulty parallel. True, the marine who is weld<i>ing</i> cannot attack, but the marine who is being weld<i>ed</i> can. That is the correct parallel to the skulk who can still attack.

    Technically, yes, Healspray will let the Gorge do a small amount of damage to Marines that wander nearby...but the Welder will also do a small amount of damage to the Aliens that wander by.

    Next comparison...that welding marine needs to be right next to his buddy, while that healing Gorge can be some distance back. But this isn't really a problem, since the Marine can still shoot the whole room even if he has to stand next to you to be healed, while the Skulk has to move across the room to fight back.

    Final comparison...yes, you do still need some HP as a marine, but not much. If the com is actually dropping you medpacks, the ratio goes from 2 medpacks/bite to 2 bites/medpack. If the com isn't dropping you medpacks, you still get the lifespan of Armor3 with Armor0, and better than that with Armor1. FIVE bites to kill an Armor1 Marine who is being Welded. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You are correct, that was a crappy comparision...



    Okay, really, here is the perfect reasoning as to why if gorges healed armor first it would be overpowered, as opposed to a welding marine.

    - Gorge are healing a skulk. One marine comes around the courner to try and get them both. Who does he go for first? The skulk or the gorge?

    The skulk. Once the skulk is dead, the gorge will follow. On the other hand, if the gorge is killed first the marine will have wasted his ammo and the skulk will kill the marine.

    Because the skulk needs to be targeted first, imagine if armor was healed first before health: <b>One healspray would equal at least 2 bullets!</b> If the skulk has carapace it would take an absurd amount of damage to kill just a lil skulk. If the skulk has carapace it would take 3 bullets per healspray to kill.

    In comparision, if a skulk runs upon a marine welding another marine around a courner, the skulk can target the marine with the welder out for a free bite.

    While yes it is true the marine is tougher as he takes 5 bites with appropirate medspam and welding, keep in mind the marines are designed to be this tough in order to hold ground. Marines carry firepower but are slow, aliens are weaker but are faster therefore allowing themselves to attack more often.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited March 2004
    First of all, I will quite often target the Gorge anyway. If you kill the Gorge, and then the Skulk kills you, the Aliens have lost 10 res while you have lost 0 res, so you still win.

    Second: I'm not exactly terrified of having healspray equal 2-3 bullets each, considering LMG fires 16 times per second while Healspray fires about 1.5 times per second, and even at 100% the skulk only takes 9 bullets to kill.

    Third: 2 people + 10 res investment SHOULD be a hard challenge for 1 person + 0 res.

    Edit: (Oh, and its not "5 bites with appropriate medspam and welding". Its "5 bites with Welding". With Medspam, I'll bet you that Marine won't die at all to a single skulk. You'll need at least 2 to deal damage faster than he's being healed.)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Cxwf+Mar 3 2004, 04:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Mar 3 2004, 04:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First of all, I will quite often target the Gorge anyway. If you kill the Gorge, and then the Skulk kills you, the Aliens have lost 10 res while you have lost 0 res, so you still win.

    Second: I'm not exactly terrified of having healspray equal 2-3 bullets each, considering LMG fires 16 times per second while Healspray fires about 1.5 times per second, and even at 100% the skulk only takes 9 bullets to kill.

    Third: 2 people + 10 res investment SHOULD be a hard challenge for 1 person + 0 res.

    Edit: (Oh, and its not "5 bites with appropriate medspam and welding". Its "5 bites with Welding". With Medspam, I'll bet you that Marine won't die at all to a single skulk. You'll need at least 2 to deal damage faster than he's being healed.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The gorge may die, but if the marine dies then the marine team as a whole loses positining on the field.

    It's a trade off, but if I were the marine I'd definatly go for the skulk first.


    Also, it's not exactly easy or possible to continually weld a marine who's being bit by a skulk, because the skulk pushes his target around.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Cxwf, your marine welding argument doesn't really work in a realistic scenario. Surely you're aware of the amount of movement that is generally required for a marine to survive against close-range aliens, and that combined with the welder's short range and crosshair aiming makes it almost impossible to constantly weld a marine as he's being attacked(not to mention that the welding one will frequently be in the way). Also, don't forget about knockback, which will separate the two marines as soon as one of them is hit. If the constant welding that you talk about was possible it would be a whole lot stronger than it is.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited March 2004
    True, marines tend to jump around a lot in their convoluted attempts to stay alive...but try a little experiment for me. Get a buddy and go on a Combat server. One of you get Armor1 and Resupply, and the other get a Welder. Now have the Armored marine <b>stand completely still</b>, and the welder stand behind him (this works best in a narrow corridor). Weld him, and see how long it takes for him to die when the skulks start coming.

    Basically the new armor system allows us to make mini-HA trains out of LA if we bother. This is the same tactics we used with HA trains of old, just somewhat less effective but a lot cheaper.

    Oh, and remember that the knockback will usually knock you to the right (assuming your not jumping), so stay near the right wall so the Welder crosshair won't be distubed.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    And then the welder dude is killed, and so is the other one.
Sign In or Register to comment.