Profile of Doomlord52
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Opinions reflect all team modes (not 1v1)
I often edit my posts several times after posting
I often edit my posts several times after posting
Post History of Doomlord52
Thread: So, your feed back on the Jan 14th Patch.29 Jan 2016, 06:44 AM
Unit stats are fine, it just shows up WAY too early (~60-90s) for Ost to even have a chance of countering it. In: COH2 Gameplay |
Thread: Ostheer is on life support28 Jan 2016, 07:26 AM
I had a pretty good/long reply to this, but because the forum noticed a new post while I was writing it, it thought that when I hit "reply", it actually meant "delete all". So that's fun.
I'll deal with the P3 later, for now, let's focus on the 222. The 222 is terrible because it's so cheap. That's basically the only reason. At 210/15 it's fuel cost is less than 1/4th that of the stuart, and similarly cheap when compared to the AEC. If the 222 cost 45-55f, then yea, it would have to be much better - but as it is, it's basically performing where the cost says it should perfom. Unfortunately, the cost says it should be terrible. IMO, increase the 222 to around 240/50, and make it actually GOOD. Is the Panzer III model is bugged or something and thats why It hasnt been released? Can the puma come at 3CP? DO SOMETHING ABOUT THEIR VEHICLES, i think I heard ostheer's heart rate slowing as i type this. The P3 chould work - the problem is, where to put it? If it's supposed to be the medium/hard counter to the stuart/t70/aec, then it needs to be expensive - but if its in T3, it's too late. So put it in T2? Then you remove one of the reasons of going T3. Either way, a P3 would need to be fairly expensive, so that it doesn't roll over basically everything. The problem is, again, timing. If it shows up too early in T2, then the AEC/Stuart/T70 become pointless (and we get the exact same problem, just for allies), and if its too late, then the allied light vehicles get to roam free, and we solve nothing. Unfortunately, I can't think of a good timing for it. Simply buffing the 222 along with a significant price increase is probably the best fix, and would go a long way to fix Ost. good lord, ostheer fails like boiled shit when light vehicles roll out and alot of it is because theyure just missing a counter play vehicle. Grens are fine, mg42 is fine, sniper is fine, mortar is fine, the paks great, the 250 is awesome, and the 222 gives great sight and utility. Yea, this is the problem. The AEC/T70/Stuart are actually fine, in terms of stats. The problem is timing. They just show up far too early for Ost to have any possible counter. Any average OST build will allow a rushed AEC a good 90s without any counter, if not longer. But delaying the AEC any later gives OKW an insane advantage (time to eat the map and buy 10 shreks). Even the suggestion of swapping the sniper and Pak doesn't really work (IMO). The Pak would hard-counter all light vehicles (HTs, UCs, M20s, etc.), making even more units useless, while at the same time leaving Ost open to MP bleed from Sov/UKF snipers that would have no counter (since Ost's first vehicle is the 222 in T2, and its awful). Really, the best solution (IMO) would be to put the AEC/T70/Stuart behind another upgrade wall (something to stall 60-90s), and then do something similar to OKW's shreks. How that would work, i'm really not sure. but holy shit, I cant use any of this when I have to worry about that ugly ass AEC/m20/stuart coming in and ruining it all in one go. This wasnt a problem when the stuart had 320 hp, or when the aEC was a piece of shiet. Do something about it. I can hear ostheers breath getting softer and softer. Listen to me relic. As said before, it's the timing, not the units themselves. The cromwell seems really strong vs Honestly, the Cromwell is fine. It shows up around the same time as the STUG, and loses to it (provided the stug has support so it doesn't get circled). My only complaint about the Cromwell is that its crush is insanely inconsistent. Sometimes it does nothing, sometimes it instantly wipes multiple squads (that aren't even close together). Fix that, and maybe make smoke an upgrade/cost a bit of muni (if it doesn't already - I don't have UKF). TL;DR - stugs. the panther, why the fuck does the comet raep infantry the way it does, from 50 range and with phosphorus (AND THE COMMANDER UPGRADE ?) Meanwhile, the panther is basically ignored by infantry? give it some anti infantry ability please, this isnt 2013 anymore. The allies have stuff to kill panthers now. Yea, the comet vs. inf is dumb. It can be good vs. infantry or vs tanks, not be insane vs. both while also being incredibly resilient. Panther is fine, provided comet gets that change. Either way, get stugs instead. The tiger, reduce its range back to 40. that was a dumb idea. Just make it slow, give it actual armor, take blitzkrieg away and replace with KT spearhead abilty.(btw still not an OKW thread but fix that fucking ability on the KT its still worse than the main attack for some reason) The tiger (no idea about ace) is in a really good place right now. I don't see any reason to change it. Its tanky enough to battle a bunch of enemy tanks, but still weak enough to need micro. the damage is great and the range is expected for the cost of the thing. My other gripe and final gripe, Brits get artilery cover+forward HQ anti infantry strafe+a recon ability(try it if you have the munitions), ok fine, why is sector artillery or stuka loiterSO SHIT in comparison? (this thread still isnt about OKW, but buff zeroing artillery too) Arty cover is dumb. I did a poll a few weeks ago, and the majority said it was dumb. It NEEDS to be toned down, especially in team games, where its incredibly OP. The rest is fairly fine. FHQ's are a whole different problem that needs to be addressed globally (especially with FRPs), rather than on a per-faction basis. Stuka loiter is trash though. Not sure on sector arty/zeroing arty since I never use it. Right now, ostheer is truly on life support(the panzerwerfer) and I think theyre about to die. So can we please do something and help ostheer out. I cant play them, and no one else will play them. And its a shame because I like them alot, theyre design is great, and so is there concept overall. Fix the power creep and buff them to be like brits please. Not really. The recent patches combined with the introduction of the meta-changing UKF really threw a wrench into how you have to play Ost. Generally, in 2v2, with a good teammate, Ost is fairly OK. Stugs are incredibly good (seriously, why build any other tank?), grens with LMGs (especially if you can get a 2nd pickup) are incredible with vet, and the Pgren-shrek blob is still really, really good. In: COH2 Balance |
Thread: General user poll: How much do you enjoy playing CoH2?26 Jan 2016, 03:26 AM
7/10. The gameplay mechanics are overall very good, so are the general faction designs. With good teammates games can be very challenging, but also exceedingly fun. The problem is there are issues with easy fixes, that for some reason, are never done. Also, there seems to be a trend of never taking anything learned from CoH1 when working on CoH2. Here are my main problems with the game right now. 1. Brit emplacements. No one liked these in CoH1; the game is about movement, action and reaction - unit dynamics. Then the brits were added which focused on camping. The forums (at the time) were basically just filled with people complaining about this; and if you ever played 'The Scheldt' in CoH1, you know first hand how bad it was in the worst-case scenario. So then CoH2 brits were added.... with emplacements. Why? Not only does it go against the core game design (which seems to be confirmed by the massively less-tanking Ost/Wehr bunkers), but the vast majority of players (especially at higher levels) really didn't like the system. So why were emplacements brought back? They should have been given a mobile mortar like everyone else, a bofors with a setup/tear down time, and a mobile 17lb at gun. Best case for tanking is that "anvil" just gives these units (mortar/bofors/17lb) free omnidirectional green cover when setup in friendly territory. Suddenly the brit faction becomes a dynamic team like the others, that is more fun to play for both sides. Brit players will enjoy not losing 400-something MP when losing a mortar pit to a LieG/MHT and Ost/OKW players don't have to face impossible to destroy Royal Engie emplacements (especially on some maps, with buildings/rivers), forcing them to go into the incredibly under-performing festung support doc if they don't happen have spearhead. Everyone wins. 2. X-unit blobs. Remember pio spam? Remember the (i think) the 4-bike start? Remember zombie-grens? Remember ranger blobs? Remember brit blobs? Rememeber how they were so bad and systems were made specifically to fix them (negative zeal, bike nerf, ranger 'exhaust' on fire-up, etc.)? This exact thing is still basically in CoH2 with both OKW volks blobs AND USF rifle blobs. Seriously; you can't have a unit that works vs. everything; it just isn't good game design. Currently, the only mainline infantry that are, imo, well designed, are grens and cons. Grens are smaller squads with higher DPS that can be upgraded to focus on long-range AI-DPS; but sacrifice close DPS as well as mobility (setup/aim time) for that upgrade. Cons are larger squads with moderate DPS (but make up for it with size) that can be upgraded to focus on close-range AI-DPS; but sacrifice long DPS as well as survivability (need to close the gap) for that upgrade. Both have similar abilities; light-vehicle snare, anti-inf nade. Cons are cheaper to support, but don't scale as well. This is a GOOD unit dynamic. Then we have the blob-able.... well, everything else. Rifles are insane at medium/close with no upgrades - but the M1919 makes them amazing at range (while still keeping a lot of close-DPS). They're bad against tanks unless you just give them zooks. There's nothing this unit can't handle. Volks are exactly the same way. Brit inf is a bit better, but gain incredible bonuses when defending (see #1) that severely reduces the need for upgrades. But then they also get upgrades (that LMG) which only further boosts their long-range AI power, or piats (not that great, though). Infantry needs to be specialized; either AI or AT ONLY. You can't spec into both and then also be amazing at both. IMO, the perfect unit design would be something like this: Pgrens (9 pop, 300mp, same reinforce), but spawns with K98s. 25muni - normal nade (i.e. CoH1's gren nade). Mutually exclusive upgrades: 60muni: 2 MP44s (can upgrade twice, to 4). 60muni: 1 Shrek (can upgrade twice, to 2). The unit comes in at T2, is expensive, and fairly weak at first (k98's aren't great). They can upgrade to MP44s for great AI power, but then have zero AT power. They can also upgrade to shreks, but keep the weak AI power (now weaker, since they'd have only 2 rifles). Best of all, a giant blob won't be possible: An AI-only blob would get easily countered by tanks, an AT-only blob would easily get countered by anything with AI, a mixed blob wouldn't have enough power to beat a pure inf or tank force, and it would take up too much pop-room and/or muni/mp to become big enough to actually work. (Obviously, that unit would only work provided all other teams were redesigned around this idea). 3. Consistency. CoH2 has an absolutely mind-bending amount of randomness; while it's not necessarily bad, it needs to become a little bit less 'random' - especially in terms of raw mechanics. The best example I can think of right now are nades. The Gren rifle nade is insanely inconsistent. Sometimes it lands perfectly and wipes a whole squad. Sometimes it lands perfectly and does only 50% damage and takes no models. Same goes for the USF nade, which seems (somehow) even more random. That's only RNG; then there's gameplay consistency: AT guns are supposed to be great vs. tanks and buildings... but they miss at least 9/10 shots vs. brit trenches, which are buildings. The UI should never lie to the player; except that MGs in buildings can fire FAR outside their cone. Units should also go to where they are told to go: except weapon teams (such as MGs) often setup outside of cover when told to setup in yellow/green cover far away, requiring a long travel time (top right spawn on Ecliptic to that tractor near the fuel). Tanks should move in the most logical way; back when an order is given just behind them, forward when in front of them... except when they randomly turn 180 when an order is given 5ft behind them. Snipers are high risk/reward and can counter each-other with high-level micro. Except the Sov sniper, which can counter-snipe for itself even if it's hit first. (There should be a stun-time on firing after 1 model is lost). Off-map cannot be called into enemy base sectors... except some of it can be (Sov flame barrage, Ost frag run, etc.). You shouldn't be able to exceed pop-cap, except USF can (decrew/recrew with vehicle crews). Off-map should have clear indications (AoE circle for lasting abilities, flares regardless); except Brit artillery cover only shows on the mini-map (and possible others). Maps should be sorted by min players, then alphabetically. Currently the maps aren't sorted by anything. It's just annoying. There's probably more, (and that last one is more of a complaint that an inconsistency), but it's all fixable. CoH2 has a GREAT base upon which to build, and it could easily be tweaked to perfection. In: COH2 Gameplay |
Thread: Graphic card suggestions21 Jan 2016, 09:14 AM
Well, I guess I can't read. How about you guys help me with something that still plauges me? I've had this happen when doing pretty heavy read/writes while playing, so in theory, it could be that (or just a slow HDD). It's a long shot, since this really shouldn't be a problem unless you're using a very, VERY slow drive (or doing very disk-heavy stuff at the same time), so i'd say its probably something else. My guess would be the ram; 4gb really isn't a lot these days. Sitting here with a few tabs open and little else, I'm using 3.86gb. If you have pagefile enabled (on a 4gb system, my guess is that you do), that means that once you reach 4gb,it starts to use the HDD as temporary storage. Obviously, this is very slow compared to ram, so it could be causing stutter. An easy way to check would be to run CoH2 in windowed mode, and have task manager open while playing. Just check the RAM usage every now and then; especially when it starts to stutter. My bet is that it occurs when you're pretty much at max ram usage. In: Lobby |
Thread: Graphic card suggestions21 Jan 2016, 07:51 AM
Most of the performance problems in COH2 seem to be CPU related, not GPU related. I went from a GTX 570 to a GTX970, and there wasn't much of a performance change. The only thing that improved was being able to max out texture quality, since the lowly ~1.2gb on the 570 was getting maxed out constantly, and causing stuttering. Otherwise, the FPS was pretty much the same (since nothing else changed). What are the rest of your specs? CPU/RAM/etc.? In: Lobby |
Thread: new AEC is overpowered17 Jan 2016, 22:27 PM
L2P, because everything you just posted is false Which thing could possibly be wrong, especially with what you quoted? Yes, in 1v1. I'm agreeing with you, unless you've changed your mind. However, 2v2 is also a valid and almost equal skill-requiring game mode. Last I checked it was almost as well respected as 1v1, and requires almost as much skill. Unless this has changed dramatically, and no one told me. Short of rushing T2 (oh look no map presence), there's no way to get a pak out on time. So you're saying that you can get a pak out at 5-6 min (400mp + 320mp for the pak), and not lose map presence? Starting income for ost is 291/min, with about 430mp to start. So let's see. You need to build T1, so that's 80mp, then you'll want to build a few grens. I usually start with 2. But you'll also want an MG. So there's 240x2 + 260. So far that's 820mp (including the building). Subtracting what we can from the starting MP, we're now at -390mp, which will take about 80sec to get. So we're now at 1:20. Now, were against brits in 2v2, so we can either go with another gren quad, or a sniper. IMO, this is pretty map dependent, but let's say you go sniper -> gren. That's another 360 + 240mp = 600mp. That's 2 min and 6 seconds, approximately. SO we're now at 3 min 26sec. By that time I'd expect there to be some combat of some sort. Let's say we've lost 1 model from our pios, and 3 models from our collective 3 gren squads. That's 25mp for our pios, and 90mp for our grens = 115mp = 24sec. So we're at 3:50 now. So let's now tech up. We're at 0mp, and we need 100, so let's wait the 21 seconds to get it (4:11). Now let's tech up, which takes 45 seconds (4:56), but gives us about 218mp. Now let's build the T2 building, which takes (I think) 25sec (and costs 200mp). Now we're at 5:21, with 18 + 121 = 139mp. So we still need 181mp, which will take another 37 seconds (5:58). Now let's build the PAK (35 sec). It finally shows up on the map at 6:33. Now, let's move the pak to about the mid-point of a map (im using 'Crossing in the Woods' as a test) - that takes 50 seconds. So, with an average early-game build, you'll get a pak to the frontlines at around 7:23. I've seen the AEC show up at 5:30. That's 2 minutes for it to take out your MGs, force you to retreat a few gren squads (probably). You can nerf that down a bit by simply doing 3 grens no sniper, but you'll have less map presence and do far less damage. Oh, and all of this is based on a magical world where there's 0 upkeep; so add a bit more time. Or post playercard so I can laugh at you If I could figure out my steam ID #, I would. But a week ago I was rank ~150 ost in 2v2 random. Then the AEC decided to knock me down a fair bit. I can post a pic of that if you want. It increases your field presence AFTER the AEC hits, if and only if those things were giving you trouble in the first place. The question that was presented basically why make the AEC if it reduces your capping power. Well, I'd have to disagree with you there. Due to brit infantry's cover bonuses, you don't need that many squads to be able to stand up to grens; and you'll probably only be facing 1 MG, so you should be to take a good portion of the map. Once it does hit, you'll be able to do enough damage to delay Ost by enough to be able to get more squads out and take a fair bit of the map. Blindly rushing the AEC is asking to lose in a 1v1. If they don't have anything you need the AEC to counter... then what's the point? You're just going to run it into a PaK or Rak, spend all day repairing it and sweeping for it to what... bleed some Grens or Volks? A sniper or mortar pit can do that better while being considerably cheaper AND not delaying your Cromwell. Specifically talking about 2v2. Literally, the bit about "yes in 1v1" was stating how it's not a problem in 1v1, since you'll get wrecked by lack of map presence/caping power. In 2v2, you can have your teammate make up for the lack of caping, combined with some of the terribly small 2v2 maps, you should be able to hold at least a bit with a few squads. In: COH2 Balance |
Thread: new AEC is overpowered17 Jan 2016, 21:12 PM
All these things directly help increase presence. No more MGs, Luchs, etc. covering areas of the map? Now it's easy to get brit inf into cover for that stat bonus, probably on a fuel cutoff or something else that's critical. Yes the unit is great but it's not some instant win monster like a 4 minute t70 was back in Soviet Windustry days. There is ample time to field a PaK in a 1v1. It's a great unit but it isn't something that should be rushed every single game, you will be punished for playing that way in a 1v1. Yes, in 1v1. However, 2v2 is also a valid and almost equal skill-requiring game mode. Short of rushing T2 (oh look no map presence), there's no way to get a pak out on time. In: COH2 Balance |
Thread: Brit Tactical Support "Artillery Cover"17 Jan 2016, 08:23 AM
What it does is +1 No idea how I forgot this, but yea. MG squads/mortars/Paks just get destroyed by this, which basically removes any power for Ost to do anything. In: COH2 Balance |
Thread: new AEC is overpowered17 Jan 2016, 08:22 AM
If AC overperforms then stuart , luchs , t70 overperforms too and if ostheer is unabl to win against brist because of AC then it wont be able to win against Russian and USA vehicle rush too and thust it will be worst faction with smallest winrate. The problem isn't the unit's stats; it's the time it arrives at. The others you mentioned (Except probably the luchs) show up at a time when a shrek squad/pak are already on the map - the AEC shows up a fair bit before that. In: COH2 Balance |
Thread: Brit Tactical Support "Artillery Cover"17 Jan 2016, 07:52 AM
This is for 2v2 This ability needs to be toned down. While I'm generally OK with the aircraft loiter/strafe, artillery cover is a whole different level of ability. It not only pins infantry in a MASSIVE area, it heavily damages tanks, stuns them, and lasts a very, very long time. In crucial moments of the game, this ability can be game breaking. I.e. close VP matches. Unlike strafe, which (after the flare warning) pins once, then has a large delay until its second attack, this is consistent for a very long period of time. In longer games, its almost spam-able (yes, even at 250muni), especially in cases of dual brits. My suggestion would be to bring it inline with something like sector arty, while also decreasing its cost. It's simply too "anti-everything" right now: it stops attacks (area denial), it pins infantry, damages tanks (heavily) all over a massive area (sometimes half the width of the map) , and over a very long period of time (more than enough to decap and then re-cap a point, and bring in more units). Thoughts? In: COH2 Balance |
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Welcome our newest member, amaniechapman
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, amaniechapman
Most online: 2043 users on 29 Oct 2023, 01:04 AM