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Siivola
Dec 23, 2012

I started playing this game recently. Teach me, wise goons, how to click heads and not die, and how to find zen in the midst of these miserable loving pubbies.

Seriously, the only thing worse than dying like a moron is then having to spectate these shits who play just as loving bad as I just did. :suicide:

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isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Siivola posted:

I started playing this game recently. Teach me, wise goons, how to click heads and not die, and how to find zen in the midst of these miserable loving pubbies.

Seriously, the only thing worse than dying like a moron is then having to spectate these shits who play just as loving bad as I just did. :suicide:

Zen is a mindset. Winning doesn't matter. Losing doesn't matter. Only frags remain. :black101:

More seriously, it's hard to give advice without knowing where your weakness(es) are. If you're having trouble killing it could be the result of any number of things, e.g. slow reflexes, failure to track, poor spread control, predictable movement, overly risky engagements, etc. You can sometimes mask one or more of them by getting even better in another area, but you still need to know where you should be improving.

Jst0rm
Sep 16, 2012
Grimey Drawer
If you are just starting out oltl is probably the wrong place to be. I would learn one map very well and then branch out from there.

Siivola
Dec 23, 2012

Yeah, I keep getting flanked like a chump or walking into 1v3 situations. I'm probably pretty poor at gun-handling as well, but I can sort of hold my own one-on-one. I suppose I should just pick a map and start playing Stopwatch so I get to figure it out on both sides. That'd be a start.

By the way, how should I be using my credits? I bought Aura the OP-recommended loadout (having much more fun with the SMG, by the way) but I kinda got no idea how to spend the rest. Grinding the tens of thousands it takes to unlock mercs seems like a pain, and the rotation is so slow that I have no idea who are good and fun. Just looking at the loadouts I'm sort of drawn towards Arty and Redeye because they get those sweet semiauto rifles, but... They're not very good, huh?

Edit: Oh right Kira gets the Dreiss as well! Found my merc. :japan:

Siivola fucked around with this message at 08:54 on Sep 29, 2015

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Map knowledge does play a big role in winning fights, but it's pretty easy to pick it up over time aside from some of the more useful trick jumps that you'll probably want someone to show you. Gunplay is a big can of worms for improvement advice.

Most of your credits comes from completing missions, which reset every three hours, plus daily completion bonuses (First win, first Objective match, first Stopwatch match, first Execution match if it's available). The credits you get otherwise during play are based on time and not performance, so don't worry too much about that. As far as mercs to recommend, it really does come down to what play style you want, and if you're unsure just wait for them to come around on the free rotation to try out. I would not recommend picking up Redeye, but Arty is cheap and good so long as you stick to the burst rifles (the Dreiss is pretty bad).

Siivola
Dec 23, 2012

isndl posted:

(the Dreiss is pretty bad).
gently caress. :negative:

Delacroix
Dec 7, 2010

:munch:
Keep in mind that you shouldn't have to base your character purchases on what or what isn't "competitive" because the balance is a joke and you may not stick around long enough to take competitive matches seriously. Learning the maps and positioning plays a bigger role than making sure you have the "optimal" weapon and character.

Kira gets a controllable laser :supaburn: that can wipe a team, arty is useful for stopping the EV and not much else. The laser is brilliant for stopping C4 defuse attempts when airstrikes work (terminal, underground, trainyard) and feeds into why Kira is fun to play even if she isn't top tier material.

She is significantly more mobile than anyone who shares her weaponset which lets her flank or juke shots. Often players will hesitate to followup and finish off low health targets which allows for getaways and getting healed up. Coincidentally this is also how Aura should be played, if not hiding behind teammates. :v:

Kira's weapons and mobility doesn't really pair up well but landing headshots on unaware enemies will get kills quickly. it's when you can't land headshots regularly (especially with the Dreiss and burst rifles) that you'll find yourself at a disadvantage against enemies with full auto weapons.

The medic and objective specialist classes in general are more orientated towards CQC which may suit your playstyle better. Sawbonez, Nader and Bushwhacker all use SMGs while fulfilling different roles. I have to recommend waiting a little bit before buying a character however. I think it's a mistake that you feel rushed to make a decision since completing the periodic missions and daily gamemode participation rewards are the bulk of your credit income and take 30-60 minutes. The daily grind will be less tedious if you get in, do the missions and get out while giving you time to make up your mind.

Disclaimer: I bought Kira to spam the :japan: Kawaii voice command (it infuriates pubbies). Being able to use the Dreiss was pure coincidence!

Hugh G. Rectum
Mar 1, 2011

It helps that she only has that one "aw yeah" line. Rhino has a line "die you oval office" that I've only heard once, no idea what triggers it though.

Bilal
Feb 20, 2012

SquadronROE posted:

Just found this game over the weekend and played a few rounds. I still haven't seen attackers win a single round in random play, especially when all you have to do is stop the EV over and over. Get a couple of sky hammers and bomb the bejeezus out of it anytime it moves.

I had the pleasure of playing against a team of 7 skyhammers. They timed their airstrikes so they called them in one right after another. We couldn't keep the EV going no matter what.

Siivola posted:

Yeah, I keep getting flanked like a chump or walking into 1v3 situations. I'm probably pretty poor at gun-handling as well, but I can sort of hold my own one-on-one. I suppose I should just pick a map and start playing Stopwatch so I get to figure it out on both sides. That'd be a start.

By the way, how should I be using my credits? I bought Aura the OP-recommended loadout (having much more fun with the SMG, by the way) but I kinda got no idea how to spend the rest. Grinding the tens of thousands it takes to unlock mercs seems like a pain, and the rotation is so slow that I have no idea who are good and fun. Just looking at the loadouts I'm sort of drawn towards Arty and Redeye because they get those sweet semiauto rifles, but... They're not very good, huh?

Edit: Oh right Kira gets the Dreiss as well! Found my merc. :japan:

I bought Red Eye because I thought he was the most fun to play, and he is, but he has almost no utility. Smoke doesn't last long enough in my opinion and can be dispersed with explosives. IR vision is fun and useful but both smokes and spotting enemies doesn't give very much XP. If you play Red Eye you can have the most kills on your team but be in the middle of the board because you barely get any support XP which I think they should buff. His only use nobody else can provide is that IR is a hard counter to Phantom's cloak. So not that great.

Red Eye's rifles are not bad (the Dreiss is the worst of the 3) but you'll be outclassed at any close range fight. If it's a 2 on 1 then forget it unless the other players are bad. They're good at controlling long corridors and stealing kills from your team. The Grandeur is my favorite but between it and the PDP I think the PDP is more usefl and the latter is the worst "real" sniper rifle.

Slowly grinding up credits and looking at Kira or Fletcher next. As far as I can tell Fletcher is far and away the best objective merc and sticky bombs might as well just be grenades since everyone uses them offensively. I've never seen a Fletcher put up a sticky bomb trap.

Bilal fucked around with this message at 17:19 on Sep 29, 2015

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

I set up sticky traps sometimes on planted bombs and it works really well.

cerebral
Oct 24, 2002

Siivola posted:

Yeah, I keep getting flanked like a chump or walking into 1v3 situations. I'm probably pretty poor at gun-handling as well, but I can sort of hold my own one-on-one. I suppose I should just pick a map and start playing Stopwatch so I get to figure it out on both sides. That'd be a start.

A good way to learn the maps is just to wait a beat or two when the match starts so that everyone gets a little ahead of you, and then either follow the highest level player, or just follow people going off in a direction that you haven't used before. People, even people who have been playing awhile, have no idea about some of the side routes available on some of the maps. I've been called a teleporting cheater on Chapel because I know enough not to always run down the middle of the road.

The best tip, and the one that gets repeated the most is, "always keep moving". Seriously, never stop. It makes you harder to hit, makes it harder to predict and then flank, and it puts you in a better position to disengage from an unfavorable fight. When I'm playing poorly, I can almost always attribute it to trying to camp out in one spot instead of patrolling from place to place, constantly moving and engaging in fights on my terms.

Remember, this is a computer game, and for better or worse, that means that you have modification options that can really help. Play with your FoV, what works for you in other games might not be the best for your play style in DB. A mumble overlay crosshair can help a lot. A keybind for broadjump is also a very nice thing to have, as is having "Q" bound to a mouse button to make cooking off nades or charging a healing pulse easier. On the grayer side of things, I guarantee you that the majority of amazing Fletcher players out there use a macro to throw and detonate sticky bombs.

Delacroix
Dec 7, 2010

:munch:
I'm fairly sure stickies can be completely covered up by C4. Even if they aren't fully concealed, most players, even good ones won't see them before it's too late. At least I haven't found a oceanic player who has. The drug samples on Bridge are another source of free points.

The pillar on the first bomb site in underground is a good spot, as is the blocker carriage in trainyard.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Delacroix posted:

arty is useful for stopping the EV and not much else.

I think that's underselling the artillery strike quite a bit. Sure, it doesn't wipe teams like the laser can, but the short cooldown means you shouldn't need to worry about using it effectively. It's like having a Fragger nade that you can throw across the entire map, just effortless free kills if you can predict their position in about three seconds. Plus you can take out exposed generators which is huge on some maps.

Delacroix posted:

Kira's weapons and mobility doesn't really pair up well

That's the main problem I've found with Kira - she's light and mobile, but the burst rifles suck down ammo constantly and she ends up tied to her ammo station as a result. It's a very counter-intuitive class to play, especially come laser time where you are mostly defenseless while guiding the laser around (someone getting a pick on you while you're guiding the laser can generally end its usefulness). She's nice on maps with a wide front so you can poke and harass, but definitely falls short when funneled into a tight choke like most of Bridge.

Siivola
Dec 23, 2012

Had a bit of fun for a change. Looks like Aura's really growing on me, it's actually really fun to plop down health stations and zap people back to life. Having that health station felt awkward when I started with her, but now I just found a groove where I'd drop a station on one flank and then just scoot around to the other to defib people. My pubbies were bad kind enough to hand me the Miracle Worker badge for my efforts. Shooting dudes is for squares. :v:

I lie, of course – I plinked at dudes enough that I ran completely dry a couple of times. (Didn't convert to very many kills, tho. :() Kira might legit be my thing, since I'm really enjoying Aura's speed, the Blishlok's reach and how the station lets me be that small bit more hands-off.

Bloodmobile
Jun 15, 2012

Delacroix posted:

I'm fairly sure stickies can be completely covered up by C4. Even if they aren't fully concealed, most players, even good ones won't see them before it's too late. At least I haven't found a oceanic player who has. The drug samples on Bridge are another source of free points.

The pillar on the first bomb site in underground is a good spot, as is the blocker carriage in trainyard.

There is a way to glitch stickies inside the C4 completely; They can't be shot at all, they can only be destroyed by explosives, but they'll still kill whoever is defusing the bomb. It means that the first engineer is pretty much completely doomed if they're playing against a Fletcher who knows how to do it.

Jst0rm
Sep 16, 2012
Grimey Drawer

Siivola posted:

Had a bit of fun for a change. Looks like Aura's really growing on me, it's actually really fun to plop down health stations and zap people back to life. Having that health station felt awkward when I started with her, but now I just found a groove where I'd drop a station on one flank and then just scoot around to the other to defib people. My pubbies were bad kind enough to hand me the Miracle Worker badge for my efforts. Shooting dudes is for squares. :v:

I lie, of course – I plinked at dudes enough that I ran completely dry a couple of times. (Didn't convert to very many kills, tho. :() Kira might legit be my thing, since I'm really enjoying Aura's speed, the Blishlok's reach and how the station lets me be that small bit more hands-off.

I agree. Aura's speed/ health station and the blishlock (once you learn it) are great. I do get kills with it (aim small miss small) and normally keep at least a 1:1 ratio with revives being my primary goal. I wish there was more to seeing downed people behind you then the minimap. I tend to not let my eyes drift.

I tried sawbonz and the smg9 seemed nice but his movement speed means he isnt gonna be flying around doing assists.

Jst0rm
Sep 16, 2012
Grimey Drawer

Bloodmobile posted:

There is a way to glitch stickies inside the C4 completely; They can't be shot at all, they can only be destroyed by explosives, but they'll still kill whoever is defusing the bomb. It means that the first engineer is pretty much completely doomed if they're playing against a Fletcher who knows how to do it.

explosives all need some work. Proxy planted a mine on the building in chapel during the emp delivery and because it was above the ground I ran over and delivered. For some reason the explosion was on a different plane then me? It did explode but it did no damage even though it was eye level.

Here is another weird thing. On underground attacking with aura. If you place your health station in that side gas room on the right on the second phase it becomes invincible to explosives. I think it has something to do with it being in the fog layer. I actually told them about it because it was WAY too powerful and an exploit. It was fun to sit there plugging the hell out of everyone with a impervious to explosives health station.

Death by Chickens
Jan 12, 2012
Kira is the bomb, laser is life.

I love having unlimited ammo, and combined with the BR16 (ever since the minor buff a few patches back) I can rack up kills next to any fragger or nader. Her mobility is icing on the cake. Plus it's nice to be useful to the team. I don't see people throwing out ammo very often, seems like there are more medics than supports.

The laser is pretty awesome once you get good with it. Some maps don't give you as much opportunity to use it, but every map has at least a couple solid locations, and some are ready made laser funnels. A little bit of luck, a little bit of clever, good timing, and an unprepared enemy team, can mean a Kira dictating the entire match or shutting down objectives with her laser. I've found the same is true in comp matches but I'm only gold 4 so far, and I'm sure it'll get much harder to abuse as I climb the ranks.

Next to her my fav is probably sawbonez. He's just tanky enough and can survive almost any firefight with mid-battle med packs. And the blishlok might just be my favorite weapon in the game, no joke. It's an absolute headshot beast and the not-so-impressive firerate actually makes it easier to pink people even if it's a slight disadvantage in CQC.

Jst0rm
Sep 16, 2012
Grimey Drawer
yup. Pray and spray with the blish still feels like surgery.

Ravenfood
Nov 4, 2011
Just started playing a few hours ago and so far, it feels pretty fun. How's the Holland shotgun for Aura? I know the Blishlok is really good and I'm planning on getting that OP recommended loadout now, but a shotgun, larger heal radius, and get up seems fun too. Just depends on the primary.

E: proxy is way too fun.

e2: vvv Yeah, but I'm not really looking for comp play, I'm nowhere near good enough to even have fun. Also, yeah, I wish I'd grabbed the Holland shotgun Aura loadout since its the gun from Proxy's default which I really like. Which, by the way, how long do loadouts usually stay free? I want to unlock her, but don't really want to waste/spend the credits if she'll be free for the next month.

Ravenfood fucked around with this message at 01:43 on Sep 30, 2015

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Hollunds has slightly less damage than the Remburg for more range, as I recall. It's OK, but I'm not a fan of the shotguns in general. I also dislike the Blishlock, time-to-kill starts getting very narrow at higher levels of play and the Blishlock is too limited by its rate of fire to compete.

I usually don't play Aura, as you can probably infer. :v:

Bloodmobile
Jun 15, 2012

Death by Chickens posted:

I've found the same is true in comp matches but I'm only gold 4 so far, and I'm sure it'll get much harder to abuse as I climb the ranks.

Last I heard, the number of players queuing for matchmaking is less than twenty on average and less than fifty at it's peak. The players you're queuing against now are the players you'll be queuing against for the foreseeable future. The only thing that'll ever change is your rank and even that will start to take dozens (if not hundreds) of hours eventually.

Death by Chickens
Jan 12, 2012
Well I knew the playerbase was not exactly... good... but those numbers just make me sad. This is a much better game than it seems to get credit for.

Siivola
Dec 23, 2012

Those numbers sound incredibly low. Wouldn't that mean there are only two to five ranked games going on at once?

Night Blade
Feb 25, 2013

Death by Chickens posted:

Well I knew the playerbase was not exactly... good... but those numbers just make me sad. This is a much better game than it seems to get credit for.

I had a lot of fun with this game early on. A working ranked mode would have went a long way into making me stick around longer; but every time I tried to queue up it either took forever or the teams had uneven numbers of players.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Siivola posted:

Those numbers sound incredibly low. Wouldn't that mean there are only two to five ranked games going on at once?

That depends on if "queuing for matchmaking" is inclusive of all players active in competitive or just the players in the queue for a match. If the latter, that doesn't say much other than they might be favoring short wait times over careful skill matching.

Bloodmobile
Jun 15, 2012
As I understand it an insignificantly small portion of the DB playerbase plays MM at all. Most of the problems with it are related to the low retention rate it has due to long search times and poor team balance. It's a catch-22 where nobody wants to play MM because it's bad but the only way it'll ever get better if way more people play it. 9 out of 10 times when I queue it takes 10+ minutes to find a match that ends up with us spawncamping them for 15 minutes straight.

Hugh G. Rectum
Mar 1, 2011

There's also zero reward for playing comp MM besides a badge that nobody ever sees. It should drop extra cases or credits or something.

The Jumpoff
May 4, 2011
Your dad's in the Russian Mafia, that's the jumpoff!

Sudo Echo posted:

There's also zero reward for playing comp MM besides a badge that nobody ever sees. It should drop extra cases or credits or something.

If they really wanted to get people into playing MM, they should offer cases with unique character/weapon skins. Leads, Irons, Bronzes, Silvers, Golds, and Cobalts with different, UNIQUE TO THOSE CASES, skins. It gives a reason to play MM, doesn't affect balance or make it "better" (in terms of power) than casual game modes, but still shows that you play MM if that means something to you.

Bloodmobile
Jun 15, 2012


Phoenix best merc

Segmentation Fault
Jun 7, 2012

Bloodmobile posted:



Phoenix best merc

Yeah, but you're Waters.

Horizontal Tree
Jan 1, 2010
I dunno man, that Sparks went 4/20, he might have just beaten you.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
How on Earth do people end up with these absurd levels you occasionally see, given that I'm L9, and I get about 3-4k XP per match on a match that lasts a while, and it needs another 90,000 to hit L10. It's mobile-game-drip-feed-buy-out-poo poo levels of slow. If you curbstomp (or are curbstomped) you can get practically nothing.

Horizontal Tree
Jan 1, 2010
I have 137 hours played and I'm rank 15. Waters has 830 hours and is rank 50, but he's a turbosperg.
And all of the comments on his Steam page are ragey nerds calling him a hacker.

Horizontal Tree fucked around with this message at 09:59 on Oct 5, 2015

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

Horizontal Tree posted:

I dunno man, that Sparks went 4/20, he might have just beaten you.

That would've been me in one of the rounds we got seperated. Apparently Capoto there thought it'd be funny to stand behind a corner where I got shot, revive me, where I get shot immediately again by a very bored player and keep doing that for about a half dozen times.

The rest is my punishment for daring to injure Waters with my pissy little smg. :v:

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Shockeh posted:

How on Earth do people end up with these absurd levels you occasionally see, given that I'm L9, and I get about 3-4k XP per match on a match that lasts a while, and it needs another 90,000 to hit L10. It's mobile-game-drip-feed-buy-out-poo poo levels of slow. If you curbstomp (or are curbstomped) you can get practically nothing.

A good player is probably going to be doubling that score every map on average, higher if the map goes long. Unless it was a lightning round, 8k XP is the low end of what I should be making. It is significantly influenced by what class you're playing though, Fire Supports get mad XP off ammo packs and Objective Specialists get big bumps off objectives, while Medics tend to either feast or famine on healing. Can't really offer detailed advice on improvement without knowing how you play though.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

isndl posted:

A good player is probably going to be doubling that score every map on average, higher if the map goes long. Unless it was a lightning round, 8k XP is the low end of what I should be making. It is significantly influenced by what class you're playing though, Fire Supports get mad XP off ammo packs and Objective Specialists get big bumps off objectives, while Medics tend to either feast or famine on healing. Can't really offer detailed advice on improvement without knowing how you play though.

I think I got about 5k last night topping a scoreboard at 48/24 as Aura with about 13,000 points, so I've no idea whether I'm living in some special space universe, or what.

Actually, that's one of my biggest complaints about Dirty Bomb in general; The better you get, and the better people you play against, the more classes that just become 'just for the lolz' because they might as well not exist. After Skyhammer/Fragger (Depending on ammo or pure kill potential), Bushwhacker for objectives, and one of the Medics (I'm in a toss-up between Sawbonez/Phoenix/Aura, whilst Sparks is a special case that smells so badly of Splash Damage design, the rest might as well be filler cards.

Shockeh fucked around with this message at 10:48 on Oct 5, 2015

Horizontal Tree
Jan 1, 2010
Bushwacker/Nader/Medic is the pro-est loadout.
I need to start playing this dumb game again.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Shockeh posted:

I think I got about 5k last night topping a scoreboard at 48/24 as Aura with about 13,000 points, so I've no idea whether I'm living in some special space universe, or what.

Actually, that's one of my biggest complaints about Dirty Bomb in general; The better you get, and the better people you play against, the more classes that just become 'just for the lolz' because they might as well not exist. After Skyhammer/Fragger (Depending on ammo or pure kill potential), Bushwhacker for objectives, and one of the Medics (I'm in a toss-up between Sawbonez/Phoenix/Aura, whilst Sparks is a special case that smells so badly of Splash Damage design, the rest might as well be filler cards.

The game splits XP into three categories, but really it's two: killing dudes, and the stuff that doesn't involve killing dudes. Every kill is worth 100-200 XP if you're good about finishing downed players. Kill enough dudes without dying and you get badges, which are worth 1-5 kills each. A friendly picking up your ammo pack is worth between half a kill to a full kill depending on how badly they needed ammo, an objective is worth 1-5 kills, a revive is between 0.25-0.5 kills depending on how long you charge the paddles and healing one person is maybe 0.35 kills on average.

The obvious takeaway is that killing is your primary form of XP. You have 5-8 enemies respawning constantly, and healing is all over the place to the point where they implemented Health Insurance to pick up some of the slack (Enemy team too good? You'll never have anyone alive to heal. Enemy team too bad? You won't have anyone who needs healing). Objectives suck for XP because they're rarely repeatable, unless it's the EV and it gets disabled constantly. Ammo is great because it has a good base gain, charges fast, and with 4-7 teammates all shooting you have a constant demand. Arty and Skyhammer are XP machines because they're hitting all three XP sweetspots: killing potential, EV damage, and ammo for days.

To sum it all up: Kill more dudes. Don't get killed (so you get more badges, except maybe respawn after Godlike to reset your streak). The rest of your XP is supplementary to that, since it's what you do when there is nobody around to kill.

The only classes I would say are superfluous right now are Phantom and Redeye. The rest are all strong enough in their own niches that I have no real complaints.

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Bloodmobile
Jun 15, 2012

Horizontal Tree posted:

I have 137 hours played and I'm rank 15. Waters has 830 hours and is rank 50, but he's a turbosperg.
And all of the comments on his Steam page are ragey nerds calling him a hacker.

A lot of that time was during the old closed beta before they reset the ranks. I've also had the game running idle for probably a hundred, if not two, hours of that total playtime. Then again, I've played the game enough post-reset that I've unlocked all the mercs and bought loadouts for all of them and I still have 100+K credits left over.

Bloodmobile fucked around with this message at 14:55 on Oct 5, 2015

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