Oh, and regarding Titanfall vent channels being somewhat emptier; I know many Titanfallers who are currently distracted with the Diablo 3 expansion. We didn't leave forever. We're just. you know, distracted.
And some of us (well, me) are all up in Second Son. I'll be back soon!
Everything looks beautiful when you're young and pretty
I've never been a rage quitter before, but satchel charge spam is HORSE SHIT. I think I'm gonna be ditching matches with people who do it until either the blast radius or activation time get nerfed.
It's particularly irksome that, when they do screw it up and blow themselves up, there's no real penalty to them, and no benefit to me. It's like, they either blow me up and win completely, or blow themselves up and win partially by denying me the chance to kill them.
The game finds teammates and opponents for you by using this skill data. After we build teams and those two teams play a few matches it is usually very clear which team is better. However, we weren't taking full advantage of this new information.
We've made some changes to address this:
1. Searching for teammates and opponents will now sometimes take more time to look for players that are a good skill level match, rather than purely prioritizing speed over quality. This will give us more time to build better teams and create closer games that are worth staying in for a longer period of time.
2. Rather than playing against the same opponents over and over, the game will periodically split the teams apart and search for new opponents for each team. This means if one team is dominating, we will update the skill for all of the players and then find each team a better suited match for the next round. Did you lose to a really great team? We'll make them disappear and replace them with a new opposing team - and they will have no idea that you just got your butts kicked. This should end some of the frustration with playing for extended periods when you're having an off night.
I've never been a rage quitter before, but satchel charge spam is HORSE SHIT. I think I'm gonna be ditching matches with people who do it until either the blast radius or activation time get nerfed.
Not gonna lie, I find this attitude pretty funny. Do satchel charges need adjustment? Probably, but they don't kill me any more than any other weapon. More than other pilot ordnance, yeah, but I can't recall a single game where I went "oh man, too much satchel spam in this game". The limited range and how easy it is for the user to kill themselves with satchel charges makes them far from unstoppable, or even particularly problematic.
Anyway, tried the Triple Threat mines today. Upside: being able to spray them into an area, jet away, and get kills as people run blindly into them. Downside: being able to spray them into an area, jet away, forget they're there, and suddenly surround your fragile Stryder with explosive mines as you stupidly run into your own minefield.
Gonna give them a spin on CTF at some point. I've only ever seen one person use the mines, so imagine there will be loads of people running headlong into the thing while trying to get a flag.
I've never been a rage quitter before, but satchel charge spam is HORSE SHIT. I think I'm gonna be ditching matches with people who do it until either the blast radius or activation time get nerfed.
Not gonna lie, I find this attitude pretty funny. Do satchel charges need adjustment? Probably, but they don't kill me any more than any other weapon. More than other pilot ordnance, yeah, but I can't recall a single game where I went "oh man, too much satchel spam in this game". The limited range and how easy it is for the user to kill themselves with satchel charges makes them far from unstoppable, or even particularly problematic.
It's not a common situation. This is actually the first time I've played a match full of genuine satchel spammers (guessing by their level and gen, they were grouped). They'd use them at every opportunity. And when they screw up and blow themselves up, what does that get me? I didn't die, but I also don't get a kill. If anything, they protected themselves from being killed.
0
Dusdais ashamed of this postSLC, UTRegistered Userregular
I've never been a rage quitter before, but satchel charge spam is HORSE SHIT. I think I'm gonna be ditching matches with people who do it until either the blast radius or activation time get nerfed.
Not gonna lie, I find this attitude pretty funny. Do satchel charges need adjustment? Probably, but they don't kill me any more than any other weapon. More than other pilot ordnance, yeah, but I can't recall a single game where I went "oh man, too much satchel spam in this game". The limited range and how easy it is for the user to kill themselves with satchel charges makes them far from unstoppable, or even particularly problematic.
It's not a common situation. This is actually the first time I've played a match full of genuine satchel spammers (guessing by their level and gen, they were grouped). They'd use them at every opportunity. And when they screw up and blow themselves up, what does that get me? I didn't die, but I also don't get a kill. If anything, they protected themselves from being killed.
Sounds more like someone just thought satchels were funny. Blowing yourself up with your target is at best a zero sum game, anyway.
I've never been a rage quitter before, but satchel charge spam is HORSE SHIT. I think I'm gonna be ditching matches with people who do it until either the blast radius or activation time get nerfed.
Not gonna lie, I find this attitude pretty funny. Do satchel charges need adjustment? Probably, but they don't kill me any more than any other weapon. More than other pilot ordnance, yeah, but I can't recall a single game where I went "oh man, too much satchel spam in this game". The limited range and how easy it is for the user to kill themselves with satchel charges makes them far from unstoppable, or even particularly problematic.
It's not a common situation. This is actually the first time I've played a match full of genuine satchel spammers (guessing by their level and gen, they were grouped). They'd use them at every opportunity. And when they screw up and blow themselves up, what does that get me? I didn't die, but I also don't get a kill. If anything, they protected themselves from being killed.
Sounds more like someone just thought satchels were funny. Blowing yourself up with your target is at best a zero sum game, anyway.
Heads, they get a kill. Tails, no one gets a kill? That doesn't seem like a zero sum game.
Emperor_Z on
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited March 2014
They get nothing and you get nothing.
Which is more or less the definition of a zero-sum game.
So shoot them, throw grenades, use radar pulse, be more careful in approach, change your playstyle. Don't blame the game because you continue to die to one weapon. People constantly bitch about this or that being overpowered... have you considered the possibility you are just playing poorly? I have not once died in this game and felt it was a balance issue. Players have guns that shoot rockets and laser beams, and a pistol with auto-lock. There are also giant robots that can step on you and punch you, on top of blowing you up. Shotgun is OP, Carbine is OP, CAR is OP... it stands to reason anything good in the game could be called 'OP'. OP means to me "oh they made it an effective and worthwile weapon. Good." This is the same as people crying out for Armor Lock to be nerfed in Halo. It's working fine as is, it's simply a mechanic that for some is hard to grasp.
Oh, and regarding Titanfall vent channels being somewhat emptier; I know many Titanfallers who are currently distracted with the Diablo 3 expansion. We didn't leave forever. We're just. you know, distracted.
And some of us (well, me) are all up in Second Son. I'll be back soon!
Reminds me that I have to 1000/1000 prototype and then maybe do the same for Prototype 2, heh.
My experience with the gooser challenge has been amusing, 3 successes in 2.5 hours, lol. A few times of me shooting the guy because he landed with 2% health. Skyboxes on some levels don't lend themselves to seeing the guys either, but eh.
And Jay... while I'm in the pro-pre nerf armor lock camp; nerfing it to some extent was actually a necessity since you could troll games to a halt with it.
edit: biggest issue has been my reloading instead of shooting. would probably have twice that amount if not for those wasted opportunities. will definitely work on better timing.
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
That would makes sense though with regards to the car losing out to a long bow, because the long bow has more powerful shots, so if he randomly landed more of those than your car did he'd win.
Such was the case. But come on car, you have a counterweight and everything! It's not like he got the drop on me, we had equal engagement time.
Feels bad man.
But really I'm that douche who runs around with the silenced shotty. It's great in attrition because I can kill minions without revealing my position.
I definitely have a favorite load out for titans, but not really for pilots. A testament to good balance. Kinda wish more people used something other than the carbine though. I understand it's the default weapon but it's 60% of my deaths. It's just boring. Kill me with an lmg, that semi rifle, hemlol (it's not good? Never really tried), or the longbow (unless you successfully hip shoot me in which case I hope you die irl because rage). This is me being a curmudgeon though.
In general I like the silencers though. I use the map to hunt pilots a lot. And all game modes have a map, unlike, say, CoD, so I think it helps me make the most of the radar pulse. Helps me stalk pilots without detection.
So shoot them, throw grenades, use radar pulse, be more careful in approach, change your playstyle. Don't blame the game because you continue to die to one weapon. People constantly bitch about this or that being overpowered... have you considered the possibility you are just playing poorly? I have not once died in this game and felt it was a balance issue. Players have guns that shoot rockets and laser beams, and a pistol with auto-lock. There are also giant robots that can step on you and punch you, on top of blowing you up. Shotgun is OP, Carbine is OP, CAR is OP... it stands to reason anything good in the game could be called 'OP'. OP means to me "oh they made it an effective and worthwile weapon. Good." This is the same as people crying out for Armor Lock to be nerfed in Halo. It's working fine as is, it's simply a mechanic that for some is hard to grasp.
The problem, imo, is that you can chuck and detonate a satchel too fast. Hell, a shotgun loses to it in close if the first shot doesn't kill. Increase the arming time and it wouldn't be a problem, but as is they seem to be almost strictly better than grenades.
In theory, they're a trap or anti-titan device (fun to unload clip, drop satchels, eject off, detonate satchels - quite effective, faster than weapon swap, etc.). If they're being used as grenades, that means that either grenades aren't good enough, or the satchels are too strong.
I like not using silencers because then my enemies come to me which makes it easier to kill them. Otherwise I have to go out hunting which is time consuming.
+2
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
So shoot them, throw grenades, use radar pulse, be more careful in approach, change your playstyle. Don't blame the game because you continue to die to one weapon. People constantly bitch about this or that being overpowered... have you considered the possibility you are just playing poorly? I have not once died in this game and felt it was a balance issue. Players have guns that shoot rockets and laser beams, and a pistol with auto-lock. There are also giant robots that can step on you and punch you, on top of blowing you up. Shotgun is OP, Carbine is OP, CAR is OP... it stands to reason anything good in the game could be called 'OP'. OP means to me "oh they made it an effective and worthwile weapon. Good." This is the same as people crying out for Armor Lock to be nerfed in Halo. It's working fine as is, it's simply a mechanic that for some is hard to grasp.
The problem, imo, is that you can chuck and detonate a satchel too fast. Hell, a shotgun loses to it in close if the first shot doesn't kill. Increase the arming time and it wouldn't be a problem, but as is they seem to be almost strictly better than grenades.
In theory, they're a trap or anti-titan device (fun to unload clip, drop satchels, eject off, detonate satchels - quite effective, faster than weapon swap, etc.). If they're being used as grenades, that means that either grenades aren't good enough, or the satchels are too strong.
Giving them an arming time would be good, as would giving them a grenade indicator and even slowing down the throw animation. As things stand, you apparently run into battle with completely pre-rigged explosive charges you can whip out like a chunky frisbee, but grenades take actual time to arm and throw. And it doesn't really make much sense that little frag grenades get an indicator, but not fat sacks of explosive.
The main problem with them, I feel, is that they can win almost all head-on fights super-fast because you can throw and detonate them so quick. Even a half-second timer would cut down on that a lot, without doing much to stop them being useful for clearing rooms or getting titans or whatever.
Though the other part of that is that I feel like the timers on the grenades are too long. The person throwing a satchel can easily kill themselves because they can go off so fast, while grenades are nearly always escapable if you notice the warning indicator before they hit the ground. You can chuck a frag at somebody's feet in a head-on fight and they'll kill you and safely run off before the thing explodes, while somebody can chuck a satchel at you and you'll be dead just as you realize the satchel is coming.
CarbonFireSee youin the countryRegistered Userregular
Eh, there was some winning in there too, but it was mostly against less experienced teams. And to be fair, most of our team members were just feeding the enemy a steady diet of easy kills, which made it hard to keep pace.
Also screw the stupid Arc Cannon, I hate this Titan kill challenge even more than the Railgun. It's amazing at killing infantry, but just trash at putting out DPS against Titans. Even when I go for last hits, it often does a sliver too little damage and I miss it, or the charge takes too long and someone else grabs the kill.
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
As someone who has blown himself up twice for ever one satchel charge kill attained, I feel qualified to say that I have lost plenty of pride thank you very much.
I stick to arc grenades and mines these days. Less potential for self-harm.
That would makes sense though with regards to the car losing out to a long bow, because the long bow has more powerful shots, so if he randomly landed more of those than your car did he'd win.
Such was the case. But come on car, you have a counterweight and everything! It's not like he got the drop on me, we had equal engagement time.
Feels bad man.
But really I'm that douche who runs around with the silenced shotty. It's great in attrition because I can kill minions without revealing my position.
I definitely have a favorite load out for titans, but not really for pilots. A testament to good balance. Kinda wish more people used something other than the carbine though. I understand it's the default weapon but it's 60% of my deaths. It's just boring. Kill me with an lmg, that semi rifle, hemlol (it's not good? Never really tried), or the longbow (unless you successfully hip shoot me in which case I hope you die irl because rage). This is me being a curmudgeon though.
In general I like the silencers though. I use the map to hunt pilots a lot. And all game modes have a map, unlike, say, CoD, so I think it helps me make the most of the radar pulse. Helps me stalk pilots without detection.
Yeah. I've also come to realize that people don't view the killcams nearly as often as I thought. I killed an entire team 1.5 times from the same position in one attrition match yesterday using the carbine and a silencer on Relic (hint, it was just one of the openings on the ship, and was easily accessible). If it wasn't for another one of my teammates coming by and forcing me to move for fear of getting killed, I probably could have killed them all until their spawns shifted.
“I used to draw, hard to admit that I used to draw...”
I like that because of the instant respawn if you do view the killcam to gain an advantage, you pay for it by wasting time that could otherwise be spent killing mans.
It’s a nice balance.
"Lynn's a good worker, but she's a bit like Burt Reynolds. Very reliable... but she's got a moustache." - Alan Partridge
So shoot them, throw grenades, use radar pulse, be more careful in approach, change your playstyle. Don't blame the game because you continue to die to one weapon. People constantly bitch about this or that being overpowered... have you considered the possibility you are just playing poorly? I have not once died in this game and felt it was a balance issue. Players have guns that shoot rockets and laser beams, and a pistol with auto-lock. There are also giant robots that can step on you and punch you, on top of blowing you up. Shotgun is OP, Carbine is OP, CAR is OP... it stands to reason anything good in the game could be called 'OP'. OP means to me "oh they made it an effective and worthwile weapon. Good." This is the same as people crying out for Armor Lock to be nerfed in Halo. It's working fine as is, it's simply a mechanic that for some is hard to grasp.
The way you say that makes it sound as if the very concept of OP, and by extension, balance itself, is meaningless. Which is ridiculous
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
If A then + else -.
I don't think it gets any more zero-sum than that.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
If A then + else -.
I don't think it gets any more zero-sum than that.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
In Pilot Hunter suicides do not count against the players team or the player themselves outside of giving them a death. I'd presume this is the same as other game modes.
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
If A then + else -.
I don't think it gets any more zero-sum than that.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
In Pilot Hunter suicides do not count against the players team or the player themselves outside of giving them a death. I'd presume this is the same as other game modes.
Hah so wait if your whole team suicides is it a draw? I mean I'm sure that's not the case, but one can hope....
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
If A then + else -.
I don't think it gets any more zero-sum than that.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
In Pilot Hunter suicides do not count against the players team or the player themselves outside of giving them a death. I'd presume this is the same as other game modes.
Hah so wait if your whole team suicides is it a draw? I mean I'm sure that's not the case, but one can hope....
Pilot Hunter is TDM. I think you're thinking about LTS. In LTS suicides absolutely count because the only requirement for victory is to have the last titan still up.
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
If A then + else -.
I don't think it gets any more zero-sum than that.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
In Pilot Hunter suicides do not count against the players team or the player themselves outside of giving them a death. I'd presume this is the same as other game modes.
Hah so wait if your whole team suicides is it a draw? I mean I'm sure that's not the case, but one can hope....
Pilot Hunter is TDM. I think you're thinking about LTS. In LTS suicides absolutely count because the only requirement for victory is to have the last titan still up.
Oh! I was under the mistaken impression that Pilot Hunter was like LTS in that you had one spawn and stuff. Which is why I never played it because oh boy can I sure die fast! Good to know, thanks!
Posts
And some of us (well, me) are all up in Second Son. I'll be back soon!
It's particularly irksome that, when they do screw it up and blow themselves up, there's no real penalty to them, and no benefit to me. It's like, they either blow me up and win completely, or blow themselves up and win partially by denying me the chance to kill them.
http://www.titanfall.com/news/titanfall-matchmaking-update
PS - Local_H_Jay
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And Twitch
Anyway, tried the Triple Threat mines today. Upside: being able to spray them into an area, jet away, and get kills as people run blindly into them. Downside: being able to spray them into an area, jet away, forget they're there, and suddenly surround your fragile Stryder with explosive mines as you stupidly run into your own minefield.
Gonna give them a spin on CTF at some point. I've only ever seen one person use the mines, so imagine there will be loads of people running headlong into the thing while trying to get a flag.
It's not a common situation. This is actually the first time I've played a match full of genuine satchel spammers (guessing by their level and gen, they were grouped). They'd use them at every opportunity. And when they screw up and blow themselves up, what does that get me? I didn't die, but I also don't get a kill. If anything, they protected themselves from being killed.
Heads, they get a kill. Tails, no one gets a kill? That doesn't seem like a zero sum game.
Which is more or less the definition of a zero-sum game.
They only get nothing if they screw it up.
PS - Local_H_Jay
Sub me on Youtube
And Twitch
Reminds me that I have to 1000/1000 prototype and then maybe do the same for Prototype 2, heh.
My experience with the gooser challenge has been amusing, 3 successes in 2.5 hours, lol. A few times of me shooting the guy because he landed with 2% health. Skyboxes on some levels don't lend themselves to seeing the guys either, but eh.
And Jay... while I'm in the pro-pre nerf armor lock camp; nerfing it to some extent was actually a necessity since you could troll games to a halt with it.
edit: biggest issue has been my reloading instead of shooting. would probably have twice that amount if not for those wasted opportunities. will definitely work on better timing.
Such was the case. But come on car, you have a counterweight and everything! It's not like he got the drop on me, we had equal engagement time.
Feels bad man.
But really I'm that douche who runs around with the silenced shotty. It's great in attrition because I can kill minions without revealing my position.
I definitely have a favorite load out for titans, but not really for pilots. A testament to good balance. Kinda wish more people used something other than the carbine though. I understand it's the default weapon but it's 60% of my deaths. It's just boring. Kill me with an lmg, that semi rifle, hemlol (it's not good? Never really tried), or the longbow (unless you successfully hip shoot me in which case I hope you die irl because rage). This is me being a curmudgeon though.
In general I like the silencers though. I use the map to hunt pilots a lot. And all game modes have a map, unlike, say, CoD, so I think it helps me make the most of the radar pulse. Helps me stalk pilots without detection.
The problem, imo, is that you can chuck and detonate a satchel too fast. Hell, a shotgun loses to it in close if the first shot doesn't kill. Increase the arming time and it wouldn't be a problem, but as is they seem to be almost strictly better than grenades.
In theory, they're a trap or anti-titan device (fun to unload clip, drop satchels, eject off, detonate satchels - quite effective, faster than weapon swap, etc.). If they're being used as grenades, that means that either grenades aren't good enough, or the satchels are too strong.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Giving them an arming time would be good, as would giving them a grenade indicator and even slowing down the throw animation. As things stand, you apparently run into battle with completely pre-rigged explosive charges you can whip out like a chunky frisbee, but grenades take actual time to arm and throw. And it doesn't really make much sense that little frag grenades get an indicator, but not fat sacks of explosive.
The main problem with them, I feel, is that they can win almost all head-on fights super-fast because you can throw and detonate them so quick. Even a half-second timer would cut down on that a lot, without doing much to stop them being useful for clearing rooms or getting titans or whatever.
Though the other part of that is that I feel like the timers on the grenades are too long. The person throwing a satchel can easily kill themselves because they can go off so fast, while grenades are nearly always escapable if you notice the warning indicator before they hit the ground. You can chuck a frag at somebody's feet in a head-on fight and they'll kill you and safely run off before the thing explodes, while somebody can chuck a satchel at you and you'll be dead just as you realize the satchel is coming.
Twitter 3DS: 0860 - 3257 - 2516
Also screw the stupid Arc Cannon, I hate this Titan kill challenge even more than the Railgun. It's amazing at killing infantry, but just trash at putting out DPS against Titans. Even when I go for last hits, it often does a sliver too little damage and I miss it, or the charge takes too long and someone else grabs the kill.
Finished the game with 51 minion kills, 9 pilot kills and 0 deaths.
I stick to arc grenades and mines these days. Less potential for self-harm.
Yeah. I've also come to realize that people don't view the killcams nearly as often as I thought. I killed an entire team 1.5 times from the same position in one attrition match yesterday using the carbine and a silencer on Relic (hint, it was just one of the openings on the ship, and was easily accessible). If it wasn't for another one of my teammates coming by and forcing me to move for fear of getting killed, I probably could have killed them all until their spawns shifted.
If A then + else -.
I don't think it gets any more zero-sum than that.
It’s a nice balance.
When a player suicides, does the other team get attrition points? If not, it's +0, not -1.
The way you say that makes it sound as if the very concept of OP, and by extension, balance itself, is meaningless. Which is ridiculous
I think it's been brought up in the thread before that this is indeed not the case, haven't tested it myself. If the game works like most other FPS, then the players kill count will be reduced by 1 rather than the enemy getting a kill. More TitanScience is required!
Oh, and we're forgetting the fact that I the player might blow themselves up without harming the opponent. Which will change the zero-sum argument regardless.
http://steamcommunity.com/id/pablocampy
In Pilot Hunter suicides do not count against the players team or the player themselves outside of giving them a death. I'd presume this is the same as other game modes.
Steam: MightyPotatoKing
Hah so wait if your whole team suicides is it a draw? I mean I'm sure that's not the case, but one can hope....
Pilot Hunter is TDM. I think you're thinking about LTS. In LTS suicides absolutely count because the only requirement for victory is to have the last titan still up.
pleasepaypreacher.net
Oh! I was under the mistaken impression that Pilot Hunter was like LTS in that you had one spawn and stuff. Which is why I never played it because oh boy can I sure die fast! Good to know, thanks!
i have done this. it was glorious.
Too bad you didn't kill it.
Imagine a titan jumping off the cliff, grabbing the ship to drag it down with it, and the pilot ejecting to safety.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Who lands a ship on the edge of a cliff?!
why do you make my wish for things that will never be?
The same assholes who evac on the opposite end of the map!
"Get to the evac pilot."
"yeah thanks for putting it way over in enemy territory, that helps, dicks!"
pleasepaypreacher.net
To inspire you to make them, so I don't have to.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I quit because I was coming in last because my team was killing people too fast.