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The 1st needs to get here faster! drat you time! I just want to run a lance full of Battlemasters, I don't know how I'll afford it, but I will find a way!
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# ¿ May 24, 2017 18:46 |
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# ¿ Apr 29, 2024 07:55 |
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Taerkar posted:Got my key... You must be an Accountant! I am a Tax Analyst and all of the accounting half of our team hates the first couple of days each month while I get to leave at 5 like any other day! I can't wait for it to be 5 now!
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# ¿ Jun 1, 2017 23:32 |
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isildur posted:'death' won't always result in a lost pilot. it is likely to result in a pilot in the medbay. This is good! I WANT to lose pilots and cry about it! I played a few skirmishes last night and this game is fantastic so far! I did lose my Battlemaster to a freak head shot right at the beginning of my first game, but still almost managed to pull it out (the enemy had a single Cent left with only 1 functioning med laser and I had an Awesome with 1 LL left, he managed to get behind me where my armor had been weakened by a sniping Vindi and kill me.) The AI actually seems to be not horrible in the game which makes me really happy, though they do sometimes get overzealous. My second match the computer ran his Shadowhawk up far ahead of the rest of his mechs and right into the face of an Atlas with 2 Vindi's and a Griffon just waiting to ambush him which immediately gave me a 4-3 advantage.
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# ¿ Jun 2, 2017 17:42 |
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In every game I play, my scout is the one mech that is almost undamaged by the end of the fight, even if it's a locust.
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# ¿ Jun 3, 2017 04:16 |
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The Shadowhawk you start with is so good that I ran it until I got the Highlander. Glitch in a Shadowhawk with SRM 16 can easily work her way behind almost any mech and core them in a volley or two, especially once you crank up her tactics. Tactics, plus cheap called shots plus 16 missiles in the small of the back equals dead mechs real quick. I managed to take a Grasshopper, two Thunderhawks and a Griffon backed up by a Demolisher, a Shrek and two SRM Carriers with her in the Shadow Hawk, My main guy in a 40 LRM Cent, Dekker in a punchy Jager (full jump jets, 2 small lasers, 2 MG, 3 ML and 1 LL, try to get close and DFA a mech and then punch them as much as I can after that since the legs are mostly gone after that first one) and Behemoth in an Orion with an AC 20 and 12 SRMs. Behemoth had to eject from the Orion with 3 hits on her, but managed a lucky headshot on the grasshopper before she got taken out, my main character ran out of missiles and had to go tank fire for a while, but they didn't manage to take him out, and Dekker and Glitch Just played the be super defensive, defer to the last phase, hit what you can, activate early next round, hit them again and back off to be defensive game and managed to circle around and generally just get one enemy at a time that could take any shots back. The grasshopper is amazing and a far better punchbot than Dekker's old Jagermech. 6 ML, 4 SL and 2MG will core most mechs fast and god help them if he gets to DFA them. Shortly after that mission I got the Highlander as well as another Orion so my lance is now Orion LRM boat, Orion brawler, Grasshopper disco-punchbot and the Highlander with Gauss/30 LRM (all with +2 stab damage) and a couple of ML just in case anything ever gets close to her. I feel like nothing is capable of stopping this lance now. This game is so much fun. deathbagel fucked around with this message at 00:42 on May 12, 2018 |
# ¿ May 11, 2018 22:16 |
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I beat the game with Glitch in the SLDF Highlander set up with Gauss + LRMs Behemoth in a Highlander with SRM 18, full medium lasers and machine guns, main character in an Orion LRM boat and Dekker in a Grasshopper with 7 med lasers, 4 small lasers and 2 MGs. It was incredibly easy. Only thing that happened in the first part was my main character took a shot in the dome and had to sit out for part 2. Since you get you know who in you know what, I just ran with that person plus Glitch, Behemoth and Dekker. Glitch had two headshots in the first two rounds an assault mech I don't even remember exactly what it was since it died so fast and Viktoria in her King Crab and then we mopped up the others. It was very anti-climatic. Then afterwards, in my first mission driving the Atlas II that I'd decked out with dual AC 20s and SRMs my main character gets headshot by an opposing AC 20. I hope my luck gets better in that thing! That fight was a random contract and was way harder with just 3 people against multiple highlanders, stalkers and zeus but I managed to pull it out. The game is fun enough that I'm still playing even though the story is done, that's always a good sign.
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# ¿ May 14, 2018 17:01 |
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I R SMART LIKE ROCK posted:Alright after ~100 hours I still love this game; quirks and all. I've now shifted to multiplayer but it can take a while to get a game going. What's everyone's preferred c-bill limit? I've noticed that beta players prefer 15mil any particular reason why? I want an unlimited C-Bill bracket. I am a House Steiner goon through and through. Grasshopper should be the lightest mech I'm forced to field, and just because I want a nice mobile scout!
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# ¿ May 14, 2018 19:32 |
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high six posted:If I recall, tanks in the tabletop didn't have a heat mechanic to worry about. Not sure how that was explained in-universe. In the original BT tabletop game, we eventually outlawed tanks because they were just flat out better than mechs. They were cheaper and had more firepower per ton so you could just mass them and overwhelm any mech lance. I am kind of glad they made them so scary in this game. I always take out vehicles first unless there is a priority target in my face that needs to be handled. Razzled posted:all i know is the tanks look smaller than my mechs, is their size available to see in the ui? Firestarters can be made into mini death dealing machines. They are really the only light worth bothering with.
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# ¿ May 14, 2018 19:45 |
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My tactic once I got the Cent was to use the Shadow Hawk as the forward observer/flanker piled up with SRMs (2 6s and a 4), the Vindi I swapped out the LRM for SRMs and used it as a support mech that mostly just finished knocking stuff down. The Blackjack I swapped out the AC 2s for an AC 5 and used it along with the Vindi to help knock things over. Finally the Cent, which was the key, I loaded 2 LRM 20s onto. I put jump jets on everything except the Cent and every turn I jump to get the max evasion pips that I can get (all my pilots except my missile boat driver, who got Bulwark and Multi Target, have the first piloting skill to get more evasion pips) and I try and stay in cover as much as possible. Get in range, sensor lock the first thing the Shadow Hawk can see, unload your LRMs into it to make it unsteady, move your other mechs up and finish knocking it down, core it with the Shadow Hawk the next turn. Of course, reinforcements or the rare occasion where the AI sticks close together and you can't lure any of them out on their own makes you mix it up a bit, as do the story missions which tend to have lots of things coming at you from all directions, but that general tactic can carry you far and let you get enough salvage to upgrade your mechs pretty quickly. Also, always take max salvage. You will end up with more money that way in the end. Once you start putting together mechs, store them (don't salvage them) and sell them next time you are at a store. I have tens of millions of c-bills and I am at the point where I spend almost a million a month on expenses.
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# ¿ May 14, 2018 19:59 |
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Eldragon posted:Honestly you were probably not running the rules correctly, or not exploiting the weaknesses of vehicles. KIcking the treads of a tank instantly immobilizes it, flamers/inferno SRMs cook them easily. To be fair once you bring tanks into the game you're running into spergy level rules understanding and its easy to overlook their weaknesses. I honestly don't remember exactly why we cut them, this was about 25 years ago, I only remember that we did cut them because they would just dominate mechs, we were kids so we very well may have gotten the rules wrong, but vehicles being strong in this game still feeds my nostalgia!
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# ¿ May 14, 2018 22:38 |
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Roguetech has made this game much more like the game that I wanted. I'm having a blast and stuff like needing 5 pieces to finish a mech is making it much more exciting when you finally do get to upgrade to a new mech. I am up to 2 Hunchbacks, a Griffon and a Trebuchet and I feel like I've come a thousand miles already!
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# ¿ Aug 14, 2018 17:24 |
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Early game I am a big fan of SRM boats. My killer at the moment is a Griffon with 4 SRM 6++ (damage & stab) a big engine, max jump jets and a med laser. He just throws mass missiles into the enemy until he gets close enough to jump behind the biggest threat on the other team and unload 300+ damage into their rear armor. Even spread across the whole back, it's usually more than enough to at the very least strip every last bit of armor and get a couple internal crits. I JUST got my first heavy last night, haven't had a chance to use him yet, but my current squad is: The above mentioned Griffon Katyushka set up as a punchbot. Chain Sword and Plasma Lance with a couple of Haywire Grenades and tons of mobility and melee improvements (claws, talons, TSM, etc) Hunchback 4H with a Large Pulse ++ and 3 medium X ray pulse lasers And the new addition - the Gladiator with 4 Plasma Cannons. All of my mechs also have full JJ's with partial wings (I like jumping everywhere) and are almost heat neutral on normal heat worlds. I really like the Roguetech mod, it's made this last game so much more interesting.
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# ¿ Aug 16, 2018 17:56 |
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Pattonesque posted:I downloaded RogueTech and I MISS like it, seems like there's MISS a lot of MISS variety in builds and mechs and MISS MISS the longer contracts are a real fun MISS idea MISS. Still, I do wish that MISS my mechs would MISS miss less often, or at least reduce the chance that TAG which seems MISS like it would MISS be easy MISS to aim misses the target I think I played so much X-Com that it desensitized me to constant misses, but yea, positioning helps as does punching really dodgy mechs to the ground or overheating them to the point of a shutdown. Once you get some pulse lasers, they can help take out the super dodgy mechs pretty well too, as does just shooting 20-50 missiles at them.
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# ¿ Aug 17, 2018 00:17 |
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Panfilo posted:It's a Legendary Mech, so it's meant to be straight up better than its counterparts. Though you do make a good point that the legendaries are so good they tend to overshadow their counterparts. Erinya, Echinadae, Eris, and Jörmungandr are all in a class by themselves and a true blank slate for your arsenal. They also have the Warhammer and Marauder Chassis and both look great. Legendary mechs are straight up OP for sure. My current lance is 3 Gladiators (legendary Black Knights) and a regular Black Knight. Even though it's a 4 star rated lance, they have no problem murdering any mission the game has thrown at me. Also, people are talking about putting multiple melee weapons on each arm, how are you doing that? Whenever I try, it replaces the former melee weapon out and refuses to put more than one on. Also, I saw a picture of someone putting some on torso slots which it also won't let me do (I can see why not for chainswords but let me put a plasma lance in there!)
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# ¿ Aug 20, 2018 17:23 |
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Mordja posted:I mean...Steam lists 17 pieces of DLC for Cities Skylines, so they kind of did start pumping it out. Compare Battletech to how HBS handled Shadowrun where they made the first game followed by two large, standalone expansions/sequels, and for one reason or another they've changed their business model. Maybe because of Paradox's investments, maybe not, it doesn't matter because I was just making an off-the-cuff comment, not trying to disparage the game, the developer, or the publisher. Not only that, but Paradox isn't just the Publisher for Harebrained Schemes, they actually purchased the company. Paradox literally owns them so it's not a surprise if they do decide to follow in the company footsteps of many smaller content packs instead of few large single expansions. I own almost every EUIV DLC and I look forward to spending $100's of dollars on more Battletech! I am super stoked, who doesn't love the hatchetman!? Also, the flashpoints sound similar to the deployments in Roguetech, which also own and provide a whole new set of challenges, like the need to have spare mechs/pilots around.
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# ¿ Aug 21, 2018 23:42 |
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It's also very annoying that when I'm shooting something from behind without a called shot, a ton of my shots will definitely hit the legs instead of the torso, but then when I want to be able to hit the legs from behind I can't. Either make it so you can't hit legs at all from behind, or make it so I can called shot them. I just want consistency!
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# ¿ Aug 24, 2018 17:34 |
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Panfilo posted:Testing out late-game Roguetech sandbox game: Another thing that makes hardened armor amazing is the fact that it doubles your leg armor, making your mech able to do DFA while still having a standard amount of armor on the legs even after 2-3 of them. Also when you are fully melee specced, you are almost always guarded meaning you take 1/2 damage to your massive amounts of armor. My 10 piloting 10 guts Dekker in his melee Gladiator (unique Black Knight) is by far the most effective member of my team.
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# ¿ Aug 24, 2018 19:19 |
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Panfilo posted:They did change it. Now, the engine core is designated as SHS or DHS. Double Heat Sink engine cores are very rare, and cores themselves are a pain to get anyway since you need to knock out the pilot or bash the legs off; an engine kill eliminates the core as salvage. There's also Double Heat Sink Kits, which let you convert a Single Heat Sink engine to a Double Heat Sink one, but these are extremely rare too. The engine can have 1 heat sink in it for every 25 tons. It only comes stock with 10 max. If you have the DHS kit, they only affect those first 10. Additional heat sinks can be added to the engine fur 1 ton each, but they are just standard heat sinks (3 heat dissipation) after that initial 10. So a 300 engine with the DHS conversion can have at minimum 10 heat sinks for 60 dissipation at 19 tons of weight and a maximum of 12 heat sinks at 66 dissipation at 21 tons of weight. So even if you want to cram in more heat sinks, you only ever want the X25, X50 or X75 engines as well. There is never a good reason that I can see to use any engine rating that isn't divisible by 25. Edit: I'm not sure if the Light/XL/XXL engines affect the extra weight added by the additional heat sinks, but I don't think they do, I'd have to test it. deathbagel fucked around with this message at 21:30 on Aug 24, 2018 |
# ¿ Aug 24, 2018 21:25 |
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The changes to lasers helped a bit, but I still would never run them without the ability to DHS the engine, they'd need to drop the heat quite a bit more still for me to do that. 3 + damage Large Lasers still only do 150 damage for 54 heat where as 4 + damage SRM 6 will do 288 damage for 48 heat and 2 + damage AC 20s will do 240 damage for 50 heat. You can't even see enemies much beyond SRM/AC 20 range so the range advantage of lasers is negligible and not at all worth the fact that they only do at best 63% of the damage of the best missile or ballistic damage for a similar amount of heat. Not to mention the fact that lasers also don't do any stability damage. In Roguetech however, I can build a laser toting mech that actually puts out similar damage to my ballistic and/or missile mechs thanks in large part to the engine DHS system. I still have a SRM boat that is the second most damaging mech I have, right behind punchbot 9000. Then after that I have an X LPL mech which does great damage at decent range and a 4th mech that primarily locks mechs down with 4 Plasma Cannons.
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# ¿ Aug 25, 2018 00:24 |
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DatonKallandor posted:I'm not sure how you're playing the game if you "don't see enemies much beyond SRM/AC20 range". The SRM's will also shotgun their damage all over the place, while the LL's will have bigger single-location damage. Add the fact that LL's are long range, have no minimum range, don't need ammo (and so can't run out, and have nothing to violently explode). Oh and extra accuracy. It's also not exactly fair to compare +rank SRMs to anything because nothing scales as ridiculously as SRMs with +ranks. + Rank gear breaks any balance concerns inherently - it's not even part of the conversation. It ends up being 288 damage spread over the 7 locations (minus the head, since you don't usually hit it, but when you do it's a nice bonus) is 41 to every location. The 3 LLs do 50 each to 3 locations. The AC 20's are king for that obviously (and the reason that in the vanilla campaign I had both my Atlas II and my first King Crab set up with dual AC 20) I had + gear coming out of my rear end in a top hat in the vanilla campaign. Since there isn't much reason to salvage anything else off mechs. If you want to ignore the + damage part then it's 120 damage for 54 heat compared to 192 for 48 heat on SRMs and 200 for 48 heat on dual AC 20s. So, LLs are still only 63% of other weapons at best. Again, there is no stability damage. Yes, there is no ammo to get blown up, but when you are killing your enemies almost 40% faster then that's 40% less damage your mechs are going to be taking. If you want to use LLs, then great, use them, but you can't logically argue that they are as effective as the other weapon groups. Conspiratiorist posted:Two AC20s are 28-30 tons, though. The weight and slots definitely make them easier to field than Dual AC 20s, but you still can't take many more than 2 or 3 due to the massive heat they generate. That, again, is why I personally like engine DHS. It lets you field enough of them to make them worthwhile.
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# ¿ Aug 25, 2018 00:57 |
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Melee helps too. You'll have a better hit chance to punch them than to shoot them a lot of the time and if you do manage to punch them, they lose their bracing and usually also lose their evasion pips as well.
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# ¿ Aug 27, 2018 05:11 |
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Glenn Quebec posted:Re: roguetech early game This is very true also. I started a new run over the weekend because I wanted to try it with clan tech (hoo boy is some of that clan tech stuff broken... but it's been fun so far!) and the starting mechs I got for the random start were absolutely terrible. They started me with a Vindicator, a Blackjack, a Jenner, a Firestarter and a Panther. So I just loaded up all of the lights with flamers and the Vidicator became a punchbot and I just shut down everything I could then punched it to death. It was a very tough start, but being able to take a couple mechs out of ever fight almost immediately helped a ton until I was able to get some better mechs. Now I've managed a way more fun group consisting of a Shadowhawk IIC with ATMs, SSRMs and a +++SRM 6, a Strix punchbot with two chainswords, fire breath, tag and tagger, a Royal Crab with 3 Plasma Cannons and a Blackjack variant that is 55 tons which is currently packing 2 Clan UAC 10s. Nickiepoo posted:Holy hell that's an ugly Atlas. It's beautiful!
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# ¿ Aug 27, 2018 16:52 |
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isildur posted:People want to theorycraft everything to death. Glitch is the only pilot that matters, so "her" in that sentence makes perfect sense anyways.
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# ¿ Aug 28, 2018 08:29 |
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PoptartsNinja posted:That's partly it, but there really aren't all that many 3025 BattleMechs and many of them step on one anothers' toes. It's one of the reasons why I always squint a little when people tell me 3025 is their favorite era of play: there are hardly any choices. I think that's one of the main reasons Roguetech brought me back. There are so many more mechs and every battle is like a new puzzle, especially when you add in the clan mechs (which are very tough to fight against.) It also gives me a lot to look forward to, I can't wait until I finally get a 100 ton clan mech completely kitted out with clan tech! It'll be super OP and probably make the rest of the game super easy, but it's a nice goal to have and with the difficulty curve in Roguetech, I'm sure it will take me a long time to get there.
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# ¿ Aug 30, 2018 19:07 |
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Ravenfood posted:How serious is the requirement to have 2 full lances of mechs before starting a deployment in RogueTech? If you have the free repair option selected, then it isn't required at all, though you do want to have 8 pilots that you can rotate in still. If you don't have the free repair option then you may end up with a quick string of missions without time to repair if you only run one lance, but if you have enough tech points you probably won't run into much of an issue even with the paid repairs turned on.
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# ¿ Aug 31, 2018 22:52 |
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I R SMART LIKE ROCK posted:I've been trying out RogueTech on a lark and ran into a pretty scenario. With the new Roguetech crit rules, where weapons can crit while you still have armor, CASE is essential (I have CASE II on all of my mechs, my LRM boat has an entire torso just full of ammo with one slot for CASE II and I refuse to add more ammo due to the fact that you can only put one CASE II on a mech for some reason)
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# ¿ Sep 5, 2018 22:17 |
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You can buy flamers from the store, so it's not difficult to start with a flamebot, but yes, early game is a bit of a pain. The good news is, the enemy has just as hard of a time hitting you as long as you keep moving your max distance every turn.
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# ¿ Sep 7, 2018 16:13 |
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2 SPOOKY posted:Have any recommendations on that front? I always do random, but if you want to start with a mech that isn't super OP (you can choose Cheat and start with an Atlas II, and the Grand Dragon starts with a +++ Gauss and PPC) I'd choose the Butcher. It's a close combat focused Vindicator that can heat up mechs at range (Plasma Cannon and flamers) and then close in to punch them down. It's a 45 ton mech so it's not TOO ridiculous in the early game, but it's still very good.
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# ¿ Sep 7, 2018 17:47 |
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Conspiratiorist posted:RogueTech and balance are mutually exclusive. It's balanced in the fact that while you get access to Clan tech, you have to pull it off of dead Clan mechs, which are absolute beasts to fight against. But once you get full assaults with full Clan tech, you are even more OP than you are at fully kitted out assault mechs in the base game, however it is MUCH more difficult to get to that point in Roguetech.
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# ¿ Sep 9, 2018 21:57 |
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Luigi Thirty posted:I figured if Yang said the Dragon sucks it really sucks but it's the only heavy mech I have The Dragon is flat out worse than any of the mediums. You actually lose free tons over the 50 tonners and only gain 1 free ton over the 55 ton mediums, while also losing an entire initiative slot, and the only thing you gain is a little armor. The hard points are very mediocre as well. The Quickdraw is in the same boat. You are better off sticking with your medium mechs until you get a Grasshopper or better heavy in my opinion, though you can actually make some decent builds out of some of the 65 ton heavies, but I still don't think they are enough better to counteract the loss of an entire initiative slot.
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# ¿ Sep 9, 2018 23:02 |
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Phrosphor posted:Kiva has posted a request for people to test some missions scenarios and feedback on the beta build. Hmm, I'll have to uninstall Roguetech and do the first one for them, my play style never included Bulwark or bracing.
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# ¿ Sep 10, 2018 05:25 |
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Organ Fiend posted:I don't want to derail this thread any further. Well, for one, their Customer Service team doesn't work Nights or Weekends (you know... the times when 90% of the few people who DO play their game are playing...) so if you are playing during prime time and something happens to your account you are just screwed until the next day, or possibly longer. I actually found this out the hard way when I bought something, however I received the wrong item in game. I made the purchase on a Friday afternoon and they didn't even answer my ticket with a "we're out of the office until Monday, we apologize for the inconvenience" email, so I continued to submit follow up emails all weekend and finally on Monday they answered. Good thing I didn't want to play what I bought on Friday all weekend... I'm sure you can find thousands of other stories like my own and many much worse if you search Google a bit. EDIT: Oh, and when they DID finally email me on the following Monday, they had 0 empathy for the inconvenience caused by them not being open Friday evening and all weekend and were pretty much "we don't fix stuff like this, but we'll make an exception this time, don't ask again though" I was so annoyed by their poor customer service, I told them not to bother fixing it, I'd keep the wrong item and they'd never see another dime from me. They said "cool man, enjoy" and I have never given them another dollar since. deathbagel fucked around with this message at 21:04 on Sep 14, 2018 |
# ¿ Sep 14, 2018 20:48 |
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Hremsfeld posted:How legit is the all-in-one installer? I want to try Battletech, but I'm a bit wary of running random .exe files off the internet. I've used it every time I've updated Roguetech and never had a problem with it so far.
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# ¿ Oct 8, 2018 19:02 |
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isildur posted:It's what I wanted to make, at least. We're still a ways off from the full sim experience I'd envisioned, but little by little it's getting there. I, for one, can't wait until you guys get there! That is the game of my dreams!
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# ¿ Oct 9, 2018 18:56 |
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If I see something with an AC 20 or with 3+ big SRM launchers, then it must die asap. Other than that, just look for whatever target presents itself to be focused down.
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# ¿ Oct 9, 2018 23:11 |
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I don't understand, you guys don't run lights all the time like I do? I typically have my House Steiner lance set up as following: Altas - Brawler Atlas - Brawler King Crab - Fire support Highlander - Light mech/scout I don't see a need to tweak anything to play lights...
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# ¿ Oct 15, 2018 23:18 |
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Thanks for the heads up on the season pass! I think it is a wise purchase, as this game will only get better and better as long as Isildur is on board!
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# ¿ Oct 19, 2018 16:47 |
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PoptartsNinja posted:It's an equation. I tend to build heat neutral myself if I can because of how many hot maps there are in the game.
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# ¿ Oct 29, 2018 16:27 |
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ulmont posted:I tend to build massively hot but then charge into melee. If you need to, you can not fire some weapons while you cool down, but you can't do an overwhelming alpha strike unless you have the weapons on the mech. Yea, but if you learn to leverage a heat neutral lance correctly, then you can use the exact same tactics no matter what biome you are on. Later in the game, you can set up two lances and have one over-clocked for normal heat worlds and one heat neutral for hot worlds, but early on I prefer the one heat neutral lance.
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# ¿ Oct 29, 2018 16:55 |
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# ¿ Apr 29, 2024 07:55 |
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Conspiratiorist posted:When you build for 12~15 it means that on a hot biome you get 4 turns of sustained fire instead of the 5 you'd get on a neutral climate - the exact same tactics loop applies: once you're about to hit the red line you either shut off a single medium laser to continue firing at slightly reduced effectiveness, or take a turn to melee/guard and drop the heat back down then resume full firepower shooting. I will admit I do run LRM boats a bit hot and when I had a Grasshopper I it also was built hot, but since it was a hit and run mech it didn't matter. I prefer to brawl however and choose consistent sustained fire instead of having to shut off weapons later in the fight (though I still have to on hotter biomes) I'm not saying my way is better than min/maxing heat gain like you do, I'm just saying that I've never lost a mech to anything other than a random headshot in this game, so there's really no need to min/max and I like to be lazy whenever I can.
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# ¿ Oct 29, 2018 17:38 |