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Grapplejack
Nov 27, 2007

Also as a bonus from last page about the ult announce talk: Mccree's ult announce can be used for mindgames. Hit q and immediately cancel it and enjoy six seconds of your enemies cowering while you move to flank.


As a bonus you can actually do it later that map since they will think you're loving with them and get a quad kill.

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DrSeRRoD
Apr 5, 2008

Help Im Alive posted:

I don't think the game saves any stats from AI/Brawl matches

It captures AI stats, but you have to use the drop-down and select the "vs A.I." one to see them. There's also a "Competitive" option that will start capturing once ranked comes out soon™.

Mystery Machine
Oct 12, 2008
Don't support bad players, period. It's definitely a way to drag your team down. Your support won't matter because everyone will die just as quick, any then you'll get picked off. It's like playing 5v6. If it's up to me to support, and my team's composition is not great in other ways, I pick Solider or Zenyatta. My team gains SOME sort of heals, but I can actually deal damage.

Edit: Alternatively, if we don't have a Widow, I just pick her and practice sniping without feeling bad about it. Team composition is an actual team thing, and one person picking something that'd lead to a good team is relatively meaningless if no one else does. It's permission to just have fun whenever your team doesn't pick well.

Mystery Machine fucked around with this message at 21:00 on Jun 17, 2016

tap my mountain
Jan 1, 2009

I'm the quick and the deadly

Mystery Machine posted:

Don't support bad players, period. It's definitely a way to drag your team down. Your support won't matter because everyone will die just as quick, any then you'll get picked off. It's like playing 5v6. If it's up to me to support, and my team's composition is not great in other ways, I pick Solider or Zenyatta. My team gains SOME sort of heals, but I can actually deal damage.

This is true, but when you do swap off of support don't announce to your team why. Nobody likes that guy who complains that nobody can "protect them"

bagrada
Aug 4, 2007

The Demogorgon is tired of your silly human bickering!

Someone who has gotten the escort the payload for a certain distance achievement, which map did you get it on? And any idea how long it actually is in geographical terms? I had a game last night where we walked the payload right in without stopping, on Hollywood. I didn't get the achievement but I had flown up briefly to heal a reaper on a balcony that the payload passed by so maybe that reset my progress.

kaleedity
Feb 27, 2016



Nehru the Damaja posted:

Right now I only play Reaper if it's a koth map or I'm responding to a tank-heavy composition, and even on Koth I'm usually responding to tanks. I'm trying to find situations that recommend him on his own merit. Talking with a friend we were theorycrafting about whether he's an adequate tank/support escort on attacking payload maps since he hits like a truck against flankers, can keep tanks from bullying through Reinhardt's shield, and can sort of break off to freelance with Shadowstep if you run into a distant problem like a sniper.

Any thoughts/experience on this?

reaper seems like he'd be strong against lower tier players here, unless you're one shotting them or something. The flanker's mobility options put them too far out of reaper's effective range. Playing mccree in the same spot lets you fb folks that get way too close and he can still left click folks that have blinked or dashed out.

Now if one or two monkeys are being a problem on top of your reinhardt or something, it's a different story. Reaper backbone support under that scenario seems more helpful. Basically, he's weaker against the lighter flankers and great against the heavier ones.

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


Papercut posted:

Are you Ickarus, because holy poo poo did she annihilate our team with an offensive Symmetra last night. Just chainsaw eliminations stacked on chainsaw eliminations, it was insane.

Nah, I'm MCMorava#1836 fwiw. I'm also pretty bad imo.

Question: Do you people think Blizzard should make it so you can see teammate's emplacements through walls? It would make it a lot easier to coordinate in pubs if I knew where Torj stuck his turret or where I can lead someone to get them under a Symm turret or bear trap or whatever. How drastically would this change things? Maybe don't give the extra warning when the turret is attacking so there's still a benefit for having good team communication, but just knowing that there's an emplacement around a corner can turn a lot of fights. Too much of a defensive buff?

Also I think supports should have a different color through-wall V indicator so I know where to run to.

WoodrowSkillson
Feb 24, 2005

*Gestures at 60 years of Lions history*

Nehru the Damaja posted:

Right now I only play Reaper if it's a koth map or I'm responding to a tank-heavy composition, and even on Koth I'm usually responding to tanks. I'm trying to find situations that recommend him on his own merit. Talking with a friend we were theorycrafting about whether he's an adequate tank/support escort on attacking payload maps since he hits like a truck against flankers, can keep tanks from bullying through Reinhardt's shield, and can sort of break off to freelance with Shadowstep if you run into a distant problem like a sniper.

Any thoughts/experience on this?

He can do this yes, but his short range means tracers and other heroes with range will chip away at you. However with 250 HP and the payload's heals, plus orbs, plus a healer, he can be a pain in the rear end to kill and can help keep the payload moving. On non KOTH maps if i am playing reaper im shifting between flanking and helping on the point. If you can flank decently with him you can harass snipers and other flankers, and then also dive into the mosh pit at the payload if its being contested.

On attacking maps just play him like on KOTH, he can gently caress up a point and can be a pain in the rear end to kill on it if he has friends.

bagrada
Aug 4, 2007

The Demogorgon is tired of your silly human bickering!

I'm going to miss these early days once people learn what to expect from Symmetra. I know how much fun I'm going to have in a game the first time I flank a Reinhardt and his clump. If they instantly splat me against the wall I know I'll have to swap to someone else soon but more than 2/3 the time I'll just be able to carve my way through the bunch of them. I then play the rest of the match like a berserker, shifting turret positions in between, and it is great :black101:.

Bluhman
Nov 7, 2009

Low morale causes the golems to dance in panic.

Nehru the Damaja posted:

Right now I only play Reaper if it's a koth map or I'm responding to a tank-heavy composition, and even on Koth I'm usually responding to tanks. I'm trying to find situations that recommend him on his own merit. Talking with a friend we were theorycrafting about whether he's an adequate tank/support escort on attacking payload maps since he hits like a truck against flankers, can keep tanks from bullying through Reinhardt's shield, and can sort of break off to freelance with Shadowstep if you run into a distant problem like a sniper.

Any thoughts/experience on this?

There's been a ton of debate on whether Reaper is essentially the 'spy' class in this game, and I completely think he is. The most deadly reapers I've encountered are the ones that bide their time in enclosed spaces and generally strike from the back/sides against distracted targets - or the entire distracted team if they have their ult up. The best reaper ults I've seen, especially on Payload defense, is where the Reaper would dive in from above while we're focusing on enemies in front of us, and activate ult in midair while landing between all of us and basically getting a team kill.

The fact he can essentially rush down health kits a bit faster than most other characters thanks to the wraith form, as well as recovering HP on each kill and slightly higher HP means that he's self-sufficient in the right circumstances, which just further enforces that he's supposed to be generally operate far from the rest of his team and survive in those circumstances.

Use shadowstep to jump from enclosed room to enclosed room. When approaching from the front or forced into the open he's pretty easy to just backpedal and shoot at from outside his effective range. There's also the issue of being very vulnerable to being ganked if your teleport location is easily visible. As soon as you begin it, the shadowstep's swirling particle effect becomes visible and any enemy that sees it can just camp there to score easy headshots on you.

MY ABACUS!
Oct 7, 2003

Katamari do your best!

Minrad posted:

no, not my stats!

It's more about not wanting to get demolished. Do you know about matchmaking?

Imagined
Feb 2, 2007
It might be kind of fun if the A>B maps were like double-KotH instead of one team Attacking and the other Defending. Just give each team 100 points and start draining it whenever they've lost a point, and twice as fast if they lose both. Whoever hits zero first loses. I forget what that mode is called in Battlefield but it's fun.

ten_twentyfour
Jan 24, 2008

Bluhman posted:

There's been a ton of debate on whether Reaper is essentially the 'spy' class in this game, and I completely think he is. The most deadly reapers I've encountered are the ones that bide their time in enclosed spaces and generally strike from the back/sides against distracted targets - or the entire distracted team if they have their ult up. The best reaper ults I've seen, especially on Payload defense, is where the Reaper would dive in from above while we're focusing on enemies in front of us, and activate ult in midair while landing between all of us and basically getting a team kill.

The fact he can essentially rush down health kits a bit faster than most other characters thanks to the wraith form, as well as recovering HP on each kill and slightly higher HP means that he's self-sufficient in the right circumstances, which just further enforces that he's supposed to be generally operate far from the rest of his team and survive in those circumstances.

Use shadowstep to jump from enclosed room to enclosed room. When approaching from the front or forced into the open he's pretty easy to just backpedal and shoot at from outside his effective range. There's also the issue of being very vulnerable to being ganked if your teleport location is easily visible. As soon as you begin it, the shadowstep's swirling particle effect becomes visible and any enemy that sees it can just camp there to score easy headshots on you.

The way to play reaper is to run up to where everyone is fighting, teleport behind and above the enemy team, then wait until the squishies are alone in the back and kill them then shadowform away and repeat. Do the same but ult when it's up. Basically don't attack anyone bigger than you.

flashman
Dec 16, 2003

MY ABACUS! posted:

It's more about not wanting to get demolished. Do you know about matchmaking?

I'm still not understanding why its bad to lose while learning new dudes. What does matchmaking have to do with it?

Opposing Farce
Apr 1, 2010

Ever since our drop-off service, I never read a book.
There's always something else around, plus I owe the library nineteen bucks.
I'd actually argue that Reaper wants to play closer to his team than the other flankers. Compared to Tracer and Genji, his big advantages are his absolutely massive DPS and respectable survivability, and his big drawbacks are his very limited range and lack of in-combat mobility. All of the flankers can swoop in for a quick pick on an unprotected support, but Reaper can't poke and harrass the way Genji and Tracer do, and he can't keep himself alive when he's alone and there's a bunch of people gunning for him the way they can either. However, he is an extremely effective brawler in a way the other flankers are not. Where Tracer and Genji kind of want to stay on the edges of a teamfight because they're too squishy to risk taking a few stray bullets, Reaper's larger health pool, self-healing, and ability to completely destroy entire teams at close range mean he can handle being in the thick of things and will single-handedly decide a battle if he can position himself properly. He can roam a little further out and get those backline picks when the situation calls for it, but in general I think he's better off being just a little bit in front of his team in a spot where he can drop down on enemies who are too busy fighting everybody else to see him coming and easily Wraith Form to safety if things get too hairy.

ten_twentyfour posted:

The way to play reaper is to run up to where everyone is fighting, teleport behind and above the enemy team, then wait until the squishies are alone in the back and kill them then shadowform away and repeat. Do the same but ult when it's up. Basically don't attack anyone bigger than you.

Reaper is the best tank-buster in the game now that McCree's day is over. A tank is never his first priority when there's a more valuable squishy he can go after, of course, but he can and should go toe-to-toe with the big guys when they need to be shredded.

Opposing Farce fucked around with this message at 21:51 on Jun 17, 2016

BobTheJanitor
Jun 28, 2003

Imagined posted:

It might be kind of fun if the A>B maps were like double-KotH instead of one team Attacking and the other Defending. Just give each team 100 points and start draining it whenever they've lost a point, and twice as fast if they lose both. Whoever hits zero first loses. I forget what that mode is called in Battlefield but it's fun.

TF2 style push maps where you've got 3 or 5 points essentially in a long line and the fighting keeps moving back and forth as you gain and lose ground would be great. However, they seem pretty intent on keeping round times low, and some of those back and forth fights could go on for half an hour or more, so who knows if they'll ever do something like that.

tap my mountain
Jan 1, 2009

I'm the quick and the deadly

BobTheJanitor posted:

TF2 style push maps where you've got 3 or 5 points essentially in a long line and the fighting keeps moving back and forth as you gain and lose ground would be great. However, they seem pretty intent on keeping round times low, and some of those back and forth fights could go on for half an hour or more, so who knows if they'll ever do something like that.

A 5 point with a time limit would be cool. Whenever a team has 4 points they start accumulating points like in koth, if the last point is capped they instantly win. If time runs out the team with most points wins. That would fix the time limit issue, but I don't know how well it would work with OW's long capture times because you sure don't want TF2's fast caps.

Too Shy Guy
Jun 14, 2003


I have destroyed more of your kind than I can count.



bagrada posted:

I'm going to miss these early days once people learn what to expect from Symmetra. I know how much fun I'm going to have in a game the first time I flank a Reinhardt and his clump. If they instantly splat me against the wall I know I'll have to swap to someone else soon but more than 2/3 the time I'll just be able to carve my way through the bunch of them. I then play the rest of the match like a berserker, shifting turret positions in between, and it is great :black101:.

Yeah, I'm glad not many people play her like the psychopath she is yet. Once they realize how dangerous she is they'll also realize she has no escapes or ways to deal with being caught before reaching chainsaw range.

It reminds me of the days in the beta before people realized how much damage her turrets do, and that they only have 1 HP.

Mystery Machine
Oct 12, 2008

Broseph Brostar posted:

This is true, but when you do swap off of support don't announce to your team why. Nobody likes that guy who complains that nobody can "protect them"

I'm actually pretty much the opposite? I never select hard supports, but if my team is doing well, and I identify that we really need the support for the extra oomph, I happily switch over. But, yeah, don't rage on people if they're failing to support you, just switch silently and be chill.

mexi
Mar 17, 2003

Time to call it a night.
Is anyone else having issues with memory leaks? I have 8gb of RAM and a 970 and periodically the game will slow down, and occasionally will also stutter. Beta and first week of release the game ran perfectly on High.

Last night was the worst and the game crashed because of it.

BobTheJanitor
Jun 28, 2003

Broseph Brostar posted:

A 5 point with a time limit would be cool. Whenever a team has 4 points they start accumulating points like in koth, if the last point is capped they instantly win. If time runs out the team with most points wins. That would fix the time limit issue, but I don't know how well it would work with OW's long capture times because you sure don't want TF2's fast caps.

I'm hoping they put in some game modes with slightly longer round times eventually. Fast games are cool, and if you have more time you can always play more rounds. But occasionally it's fun to really get dug in and have a memorable battle. Plus the round end stuff and then the hero picking timer and door open timer are so long that it feels like you're spending half your gaming time waiting to get to the actual game, and some longer rounds would alleviate that. Doesn't have to be TF2-esque 45 minute endless meatgrinders for the last point on Dustbowl, but a round being 10-15 minutes instead of 5-7 would be OK.

Xaris
Jul 25, 2006

Lucky there's a family guy
Lucky there's a man who positively can do
All the things that make us
Laugh and cry
I think round lengths are pretty much perfect. They could (and should) shorten the time from start to fighting a bit but the overall length is fine.

If it's just a total idiot fest you know you can just gently caress around for 5 minutes and the pain will be over and you can leave soon, whereas if it was twice as long you'd just be prolonging the bullshit. Likewise I find if the games have been even and back and forth, most people end up staying and you might have a good solid 20 - 30 minutes of rounds.

DrSeRRoD
Apr 5, 2008

New update video:

https://www.youtube.com/watch?v=GAOaXSVZVTM

sex idiot
Apr 25, 2016

The correct time to use reaper is any time the enemy team has more than one tank

Main Paineframe
Oct 27, 2010

Nehru the Damaja posted:

Right now I only play Reaper if it's a koth map or I'm responding to a tank-heavy composition, and even on Koth I'm usually responding to tanks. I'm trying to find situations that recommend him on his own merit. Talking with a friend we were theorycrafting about whether he's an adequate tank/support escort on attacking payload maps since he hits like a truck against flankers, can keep tanks from bullying through Reinhardt's shield, and can sort of break off to freelance with Shadowstep if you run into a distant problem like a sniper.

Any thoughts/experience on this?

Reaper can absolutely shred a group of people who are clustered very close together and don't see him coming, such as (for instance) a bunch of people who are busy pushing the payload on Hollywood, have their eyes on the front, and don't notice Reaper popping out of a building they just passed. Reaper's range is so short that he really needs to pick fights on his own terms, but he's pretty heavily geared around those terms so he can do a lot of damage if he can initiate the engagement at the time and place of his choosing.

His downsides, of course, are similar to the TF2 Spy's - he's not really that stealthy and his effectiveness drops like a rock if anyone notices him sneaking around, and even if he does manage to hide effectively, he's basically wasting a team slot if he spends too much time hiding in a corner waiting for the perfect opportunity.

creatine
Jan 27, 2012




This person is level 211. That's over 6.7 hours every single day since launch

Nehru the Damaja
May 20, 2005

Bluhman posted:

There's been a ton of debate on whether Reaper is essentially the 'spy' class in this game, and I completely think he is. The most deadly reapers I've encountered are the ones that bide their time in enclosed spaces and generally strike from the back/sides against distracted targets - or the entire distracted team if they have their ult up. The best reaper ults I've seen, especially on Payload defense, is where the Reaper would dive in from above while we're focusing on enemies in front of us, and activate ult in midair while landing between all of us and basically getting a team kill.

The fact he can essentially rush down health kits a bit faster than most other characters thanks to the wraith form, as well as recovering HP on each kill and slightly higher HP means that he's self-sufficient in the right circumstances, which just further enforces that he's supposed to be generally operate far from the rest of his team and survive in those circumstances.

Use shadowstep to jump from enclosed room to enclosed room. When approaching from the front or forced into the open he's pretty easy to just backpedal and shoot at from outside his effective range. There's also the issue of being very vulnerable to being ganked if your teleport location is easily visible. As soon as you begin it, the shadowstep's swirling particle effect becomes visible and any enemy that sees it can just camp there to score easy headshots on you.

I'm not really asking how to play Reaper though. I do well enough with him but I usually stick to koth and defense for it. I'm asking about playing him as a payload escort instead of within his niche because in theorycraft land it seems like he's a lesser McCree vs. flankers but much better against the more tank heavy comps people are running.

FatSamurai
Jul 7, 2004

Seethe, ye rolling clouds, gather thy stormborn might, and SMITE MINE ENEMY WITH THY UNFETTERED FURY!!!
I both lost and won a round today as Zarya where I was gold damage on my team.

I barely broke 4500. :negative:

I have no idea how we won that second time but there you go, we did it. We even had a Pharah, she should have been smoking me on damage.

Kerrzhe
Nov 5, 2008

Pumpy Dumper posted:

This person is level 211. That's over 6.7 hours every single day since launch



i haven't seen any personally but considering i saw some 200's (on stream) about a week ago there's most definitely 300s out there now

some people just don't stop

Morbus
May 18, 2004

MY ABACUS! posted:

It's more about not wanting to get demolished. Do you know about matchmaking?

If your MMR is high, and you start getting demolished when you switch to a new hero you are balls at, your MMR will drop to something more your speed provided you stick with that new hero, no?

I understand the story is a little bit different if you are playing with premade groups and don't wan't to drag down the rest of your team while you stumble along as the World's Worst Genji or whatever, but that's what friends are for!

I think all this boils down to the fact that if you want to get good with a new hero you've got to actually comit to them for awhile and work your way through MMR purgatory, rather than switching back to your "main" heroes the first several times you get demolished after trying someone new.

Imagined
Feb 2, 2007

Kerrrrrrr posted:

i haven't seen any personally but considering i saw some 200's (on stream) about a week ago there's most definitely 300s out there now

some people just don't stop

I could see myself doing this during summer vacation from high school when I was 15 if I really liked a game. 6 hours a day isn't that long if you literally have zero responsibilities other than maybe taking out the trash and mowing the yard, and of course no girlfriend because you're 15 and you don't even know how to talk to girls yet.

Imagined fucked around with this message at 22:32 on Jun 17, 2016

BobTheJanitor
Jun 28, 2003

Xaris posted:

I think round lengths are pretty much perfect. They could (and should) shorten the time from start to fighting a bit but the overall length is fine.

If it's just a total idiot fest you know you can just gently caress around for 5 minutes and the pain will be over and you can leave soon, whereas if it was twice as long you'd just be prolonging the bullshit. Likewise I find if the games have been even and back and forth, most people end up staying and you might have a good solid 20 - 30 minutes of rounds.

The long painful games where you know it's a loss but you still have to wait 20 minutes to get there can be designed around. I mean the game pretty much already does it, where if you're stuck on a team that can't even push the cart past the first point, at least you only have a few minutes of waiting before you fail.

But yeah, the more I think about it, the more it seems that the real problem is just that after every round you have a posing screen, then a PotG, then voting cards, then your stats and XP screen, then watching your team pick 3 Hanzos, then shooting balls in the starting room, and that all adds up to like 2 or 3 minutes of just not playing the game. If that were chopped down substantially I think it would help a great deal. Picking time and round start time should really be the same thing. You don't need 30 seconds of one followed by 30 seconds of the other. Maybe just leave a 'no support classes, press H to change hero' thing floating in your face as long as you haven't left spawn for the first time, or something. And the stats/XP and voting screens could really be combined too. There's a lot of wasted space on the voting card screens just to show two rows of team icons.

I don't know, it's still early days yet. I'm sure it'll evolve and improve.

Kerrzhe
Nov 5, 2008

Imagined posted:

I could see myself doing this during summer vacation from high school when I was 15 if I really liked a game. 6 hours a day isn't that long if you literally have zero responsibilities other than maybe taking out the trash and mowing the yard.

hell i could probably do 6 hours a day right now with an 8 to 5 job if i wanted to, but i don't

i've done the 12+ hours a day thing for plenty of games, usually mmos. shooters have never been my thing before. but they don't make good mmos anymore so here i am.

Opposing Farce
Apr 1, 2010

Ever since our drop-off service, I never read a book.
There's always something else around, plus I owe the library nineteen bucks.

Nehru the Damaja posted:

I'm not really asking how to play Reaper though. I do well enough with him but I usually stick to koth and defense for it. I'm asking about playing him as a payload escort instead of within his niche because in theorycraft land it seems like he's a lesser McCree vs. flankers but much better against the more tank heavy comps people are running.

I'd play him essentially the same way on payload assault as I would anywhere else. Take the flanks, keep an eye on the situation, and decide whether you need to be assassinating a few key targets and getting out or if there's a teamfight brewing and you're better off getting into the mix. You won't want to sit him right on top of the payload, that's just not his thing, but you'll come back to it from time to time when you need to restock and regroup and you'll mostly want to stay in the same general area as it. It's tempting to overextend and go hunt down the enemy Mercy while she's coming back from spawn, and if you can get away with that do it, but that's not always the best idea because you might not be able to escape if you catch the other team's attention. Hanging out on the flanks somewhere near the cart where you can ambush any defenders trying to stop it is a good idea, and if you want to roam a little further that's a call you'll have to make based on the current state of the match.

Opposing Farce fucked around with this message at 22:36 on Jun 17, 2016

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer

Kerrrrrrr posted:

hell i could probably do 6 hours a day right now with an 8 to 5 job if i wanted to, but i don't

i've done the 12+ hours a day thing for plenty of games, usually mmos. shooters have never been my thing before. but they don't make good mmos anymore so here i am.

can you do my RIFT fishing for me but :shh: this isn't account sharing in a dead mmo

I'm really sad that I have more time on lucio than that guy does.

creatine
Jan 27, 2012




what's a "good" accuracy to aim for with McCree? I am sitting about 50% right now

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

Pumpy Dumper posted:

what's a "good" accuracy to aim for with McCree? I am sitting about 50% right now

Does attacking popcorn buckets and arcade machines lower your accuracy percentage? I wouldn't worry about it.

Imagined
Feb 2, 2007
The actual accuracy statistic doesn't seem that helpful to me in this game because of infinite ammo, sometimes it pays to just spam shots at head height at a corner and hope somebody walks out into it. I guess with a hitscan character that's different, but the game still doesn't punish you too hard for wasting bullets unless you're in close.

BrandonLakeTruck
Jan 10, 2004
dog poster its a hell of a ride

Imagined posted:

The actual accuracy statistic doesn't seem that helpful to me in this game because of infinite ammo, sometimes it pays to just spam shots at head height at a corner and hope somebody walks out into it. I guess with a hitscan character that's different, but the game still doesn't punish you too hard for wasting bullets unless you're in close.

This is true but I still take note of my accuracy on certain characters to gauge my productivity. I aim for 35% on Tracer and 45% on Soldier: 76. It should be noted that I have terrible aim but if its particularly low I will change to Winston to try to be useful.

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Help Im Alive
Nov 8, 2009

You get kicked out of the goon discord if you don't hand in your weekly accuracy reports

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