cRPG

cRPG => Announcements => Topic started by: chadz on January 13, 2014, 12:35:22 am

Title: 0.3.2.1
Post by: chadz on January 13, 2014, 12:35:22 am
Tydeus: Lowered max round limit for DTV
Tydeus: Increased thrust ready anim duration from 350 ms to 380.
jacko: Map updates
Tydeus: Added 30ms increase for lance thrust.


_______________________________________________________________________________________________________________________
| [0] Novogrod Helm                                  | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Novogrod Helm                  | Novgorod Helm                 |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [0] Rondel Dagger (Primary)                        | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [0] Arming Sword                                   | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| gold                                               | 5655                           | 6306                          |
| swing damage                                       | 29 cut                         | 30 cut                        |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [1] Tempered Spathion                              | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               |                                | Tempered Spathion             |
| gold                                               |                                | 15435                         |
| difficulty                                         |                                | 13                            |
| weight                                             |                                | 1.8                           |
| weapon length                                      |                                | 102                           |
| speed rating                                       |                                | 96                            |
| thrust damage                                      |                                | 27 pierce                     |
| swing damage                                       |                                | 32 cut                        |
| slots                                              |                                | 1                             |
| heirloom rank                                      |                                | 1                             |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [1] Tempered Arming Sword                          | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| gold                                               | 8483                           | 9459                          |
| swing damage                                       | 30 cut                         | 31 cut                        |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [1] Thick Novogrod Helm                            | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Thick Novogrod Helm            | Thick Novgorod Helm           |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [1] Commoner's Spathion                            | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Commoner's Spathion            |                               |
| gold                                               | 15435                          |                               |
| difficulty                                         | 13                             |                               |
| weight                                             | 1.8                            |                               |
| weapon length                                      | 102                            |                               |
| speed rating                                       | 96                             |                               |
| thrust damage                                      | 27 pierce                      |                               |
| swing damage                                       | 32 cut                         |                               |
| slots                                              | 1                              |                               |
| heirloom rank                                      | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [1] Commoner's Rondel Dagger (Primary)             | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [2] Villager's Spathion                            | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Villager's Spathion            |                               |
| gold                                               | 18522                          |                               |
| difficulty                                         | 13                             |                               |
| weight                                             | 1.8                            |                               |
| weapon length                                      | 102                            |                               |
| speed rating                                       | 96                             |                               |
| thrust damage                                      | 28 pierce                      |                               |
| swing damage                                       | 34 cut                         |                               |
| slots                                              | 1                              |                               |
| heirloom rank                                      | 2                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [2] Villager's Rondel Dagger (Primary)             | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [2] Reinforced Novogrod Helm                       | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Reinforced Novogrod Helm       | Reinforced Novgorod Helm      |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [2] Balanced Spathion                              | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               |                                | Balanced Spathion             |
| gold                                               |                                | 18522                         |
| difficulty                                         |                                | 13                            |
| weight                                             |                                | 1.8                           |
| weapon length                                      |                                | 102                           |
| speed rating                                       |                                | 97                            |
| thrust damage                                      |                                | 27 pierce                     |
| swing damage                                       |                                | 32 cut                        |
| slots                                              |                                | 1                             |
| heirloom rank                                      |                                | 2                             |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [2] Balanced Arming Sword                          | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| gold                                               | 10179                          | 11351                         |
| swing damage                                       | 30 cut                         | 31 cut                        |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [3] Elder's Rondel Dagger (Primary)                | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [3] Elder's Spathion                               | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Elder's Spathion               |                               |
| gold                                               | 22638                          |                               |
| difficulty                                         | 13                             |                               |
| weight                                             | 1.8                            |                               |
| weapon length                                      | 102                            |                               |
| speed rating                                       | 97                             |                               |
| thrust damage                                      | 30 pierce                      |                               |
| swing damage                                       | 35 cut                         |                               |
| slots                                              | 1                              |                               |
| heirloom rank                                      | 3                              |                               |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [3] Lordly Novogrod Helm                           | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               | Lordly Novogrod Helm           | Lordly Novgorod Helm          |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [3] Masterwork Spathion                            | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| name                                               |                                | Masterwork Spathion           |
| gold                                               |                                | 22638                         |
| difficulty                                         |                                | 13                            |
| weight                                             |                                | 1.8                           |
| weapon length                                      |                                | 102                           |
| speed rating                                       |                                | 97                            |
| thrust damage                                      |                                | 29 pierce                     |
| swing damage                                       |                                | 34 cut                        |
| slots                                              |                                | 1                             |
| heirloom rank                                      |                                | 3                             |
|____________________________________________________|________________________________|_______________________________|
_______________________________________________________________________________________________________________________
| [3] Masterwork Arming Sword                        | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| gold                                               | 12441                          | 13873                         |
| swing damage                                       | 32 cut                         | 33 cut                        |
|____________________________________________________|________________________________|_______________________________|
Title: Re: 0.3.2.1
Post by: Kafein on January 13, 2014, 12:42:19 am
Spathion get's "Elder" at +3 ? wtf
Title: Re: 0.3.2.1
Post by: Xscizorx on January 13, 2014, 12:42:32 am
thank fuck
Title: Re: 0.3.2.1
Post by: Izatopia on January 13, 2014, 12:43:02 am
FUCK ME IM FAMOUS
Title: Re: 0.3.2.1
Post by: NJ_Legion_Icedtea on January 13, 2014, 12:44:27 am
My warspear is now apparently a 'longspear'?
what has happened?
Title: Re: 0.3.2.1
Post by: LordRichrich on January 13, 2014, 12:51:35 am
Elders Spathion is old and the blank is new, ie it isn't in anymore. It jsut got fucked up with rondel secondary mode
Title: Re: 0.3.2.1
Post by: NJ_Legion_Icedtea on January 13, 2014, 12:51:51 am
like a bawwwssss
(click to show/hide)
EDIT: Just needed to restart CRPG  :lol:
Title: Re: 0.3.2.1
Post by: Jarold on January 13, 2014, 12:52:34 am
like a bawwwssss
(click to show/hide)

ban
Title: Re: 0.3.2.1
Post by: Tydeus on January 13, 2014, 12:54:23 am
Feel free to give feedback on the thrusts.
Title: Re: 0.3.2.1
Post by: Leshma on January 13, 2014, 12:55:49 am
At this time? Only battle players can help you and they are busy with shooting them projectiles :lol:

Maybe NA has something to say?
Title: Re: 0.3.2.1
Post by: Rhekimos on January 13, 2014, 12:58:38 am
Feel free to give feedback on the thrusts.

Is the change to 1h only?
Title: Re: 0.3.2.1
Post by: Tydeus on January 13, 2014, 01:16:47 am
Is the change to 1h only?
It's to all thrusts, actually.
Title: Re: 0.3.2.1
Post by: cup457 on January 13, 2014, 01:34:51 am
fk u game -Ildist 2014
Title: Re: 0.3.2.1
Post by: Rhekimos on January 13, 2014, 01:52:11 am
It's to all thrusts, actually.

Ok, thanks.
Title: Re: 0.3.2.1
Post by: FrugFrug on January 13, 2014, 03:16:23 am
Are the practice shields supposed to be 0 slots? I thought it was based on weight, but they're lighter than the buckler and still 1 slot.

I also would love it if you added a white practice shield with the heater style.
Title: Re: 0.3.2.1
Post by: justme on January 13, 2014, 03:44:40 am
was about time to balance thrust.. now i must play piker again :)
Title: Re: 0.3.2.1
Post by: Damsel on January 13, 2014, 05:06:06 am
this new patch right here.
Title: Re: 0.3.2.1
Post by: Turkhammer on January 13, 2014, 06:02:21 am
It's to all thrusts, actually.

There was nothing wrong with them previously.
Title: Re: 0.3.2.1
Post by: Akynos on January 13, 2014, 10:21:49 am
It's to all thrusts, actually.

Can you give explain what/why you have changed?

PS: Can you also explain the shield buff?
Title: Re: 0.3.2.1
Post by: Latvian on January 13, 2014, 11:17:29 am
Can you give explain what/why you have changed?

PS: Can you also explain the shield buff?
i can explain shield buff, you see someone thought that it would be funny to make flags appear after 1 team has less tha 6 players that way forcing them to go to flag and just camp it with shields that way making it unplayable for such class es as HA or Hx ( yes i am mad and i recently respeced to HA ) something should be changed about this because it is impossible to win for team that is outnumbered now.Lets say situation is 4 vs 10 players left, 10 just go camp at flag and 4 people charging those 10 is certain death, befor this flag system those 4 could at least chose place where to fight best and where they have at least some chances to kill remaining 10. Now its impossible.
Title: Re: 0.3.2.1
Post by: Renegade on January 13, 2014, 11:24:19 am
If your team lost so many without killing a good number of enemies they deserve to lose :)
Title: Re: 0.3.2.1
Post by: Strudog on January 13, 2014, 11:49:22 am
 
i can explain shield buff, you see someone thought that it would be funny to make flags appear after 1 team has less tha 6 players that way forcing them to go to flag and just camp it with shields that way making it unplayable for such class es as HA or Hx ( yes i am mad and i recently respeced to HA ) something should be changed about this because it is impossible to win for team that is outnumbered now.Lets say situation is 4 vs 10 players left, 10 just go camp at flag and 4 people charging those 10 is certain death, befor this flag system those 4 could at least chose place where to fight best and where they have at least some chances to kill remaining 10. Now its impossible.

if it was melee 4 vs melee 10, the 4 still has the chance to win, it takes 30 seconds for the flags to appear when the player count in one team reaches 6, so this directly nerfs HA's, HX's and ranged in general, which in fact a great thing, becausebefore you had to wait 4 minutes if there were 4 HA's running around before you could take flags, now the flags pop up 30 seconds later and the HA's and HX's have to fight directly to have a chance of winning.

I will take last night as an example, there must of been about 15-20 HA's on last night, Fallen, Eques and the shit HA clan with Prpavi and all that were all HA's, all pretty much on the same team. What happened? flags spawned when all their infantry died, becaus ethey didn tprotect them, found they were last ones alive every round and lost because as HA it is impossible to take the flags, all in all i say it has become a great addition, HA's can no longer delay at the end of rounds and that a lot of them will mean that your team will lose.
Title: Re: 0.3.2.1
Post by: Tovi on January 13, 2014, 12:02:41 pm
What about new items ? I can see some heraldic stuffs and some new helmets and gloves.

PS : colored pelt hoods are cool for clans !

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Title: Re: 0.3.2.1
Post by: zagibu on January 13, 2014, 12:04:33 pm
More is coming in next patch. Remember, we have a voting process that can take up to two weeks.
Title: Re: 0.3.2.1
Post by: Tindel on January 13, 2014, 01:04:41 pm
The thrust change feels targeted to dagger/really fast 1h spam and in general back2back thrusts.

I dont think that  little slight delay in the ready animation will change much for me, since i generally use holds when i thrust anyway. And my weapon is one of the longer slower swords.

I think it will be a bit easier to block other peoples thrust since you have a tiny bit more warning.
Not having played much its to early to say.
Title: Re: 0.3.2.1
Post by: Tovi on January 13, 2014, 01:06:32 pm
I've experienced some freeze/crash bug.I don't know if it's related to the patch.
Title: Re: 0.3.2.1
Post by: rustyspoon on January 13, 2014, 01:07:04 pm
PS: Can you also explain the shield buff?

One thing you have to understand also is that the weight reduction of shields makes it easier to shield stun AND easier to crush through on shielders. My MW Long Maul is very, very happy.
Title: Re: 0.3.2.1
Post by: [ptx] on January 13, 2014, 01:11:00 pm
Isn't that countered by the increased resistance of the shields?
Title: Re: 0.3.2.1
Post by: rustyspoon on January 13, 2014, 01:29:22 pm
Isn't that countered by the increased resistance of the shields?

In my experience, no.
Title: Re: 0.3.2.1
Post by: kinngrimm on January 13, 2014, 01:40:01 pm
Isn't that countered by the increased resistance of the shields?
not related to each other, so no.

Weight decrease on shields gets you faster of one spot, but doesn't increase max movement speed. I guess it would have a slight WPF/dmg influence but 1 kilo on the overall is nearly not noticable(at least not for me sofar). In comparison 1/5 of my shield weight gone has quite an influence onto chrushtrough, which compares the weight of the attacking weapon and the blocking shield|weapon and the str values of attacker and defender. I don't know the formula to calculate the chrushthrough, but that it is incooperated was my last information.

so yes same conclusion as rustyspoon, happy times for crushthrough weapons.

btw ... why do we still get hit when maul/mallet hits 3 feet away on the ground not visibly touching the target .. at all? Decrease hitboxes?
Title: Re: 0.3.2.1
Post by: pepejul on January 13, 2014, 02:15:00 pm
mmmh PEPE loves le patch
Title: Re: 0.3.2.1
Post by: Angantyr on January 13, 2014, 02:15:22 pm
With ranged getting some love to show their contribution score-wise perhaps it is due time to decrease the damage to armors a bit? Still only getting one-shot from ranged (headshot), and on average I take about 1/3 to 1/2 of my hp from ranged, same as for example a poleaxe or warhammer up close.
Title: Re: 0.3.2.1
Post by: Leshma on January 13, 2014, 02:18:52 pm
I guess it would have a slight WPF/dmg influence

Isn't it only armor that counts? Shields go in weapon slots.
Title: Re: 0.3.2.1
Post by: Nightmare798 on January 13, 2014, 02:23:34 pm
It's to all thrusts, actually.

If i am reading this right, it means that the thrusts will do full damage for longer after releasing the stab?
Title: Re: 0.3.2.1
Post by: Radament on January 13, 2014, 02:33:32 pm
btw ... why do we still get hit when maul/mallet hits 3 feet away on the ground not visibly touching the target .. at all? Decrease hitboxes?
without shield it happens less but this annoying "feature" is present for long time ye.
Title: Re: 0.3.2.1
Post by: Knitler on January 13, 2014, 03:21:25 pm
Feel free to give feedback on the thrusts.

I feel no difference (played yesterday night after the hotfix and stuff) maybe the fights were abit slower, but maybe it was in my mind.
Title: Re: 0.3.2.1
Post by: Tydeus on January 13, 2014, 03:24:35 pm
If i am reading this right, it means that the thrusts will do full damage for longer after releasing the stab?
No, this is how it works.
Quote from: Tydeus
No, really, this is an incredibly minor thing. Here's how it works:

Every swing, be it a thrust, overhead or side-swing, has three phases. When you click your left mouse button(or hold it down) while holding a melee weapon, your character immediately enters a swing/thrusts 'ready' animation. Your character will stay in this position until you have both released your left mouse button and the ready_dur has been exceeded. Upon fulfilling both requirements, you will then transition immediately into the release animation for that swing. The release animation is when the weapon becomes active and can collide on scene props or damage agents. Before this patch, your character would be in the ready animation for 350 ms, now we have increased that to 380. It's a minor change, but it should help.

(click to show/hide)

I feel no difference (played yesterday night after the hotfix and stuff) maybe the fights were abit slower, but maybe it was in my mind.
Yeah, it wasn't intended to be a huge change, just something to to effectively slow down thrusts a bit. It should have a larger affect on the effectiveness of thrusts for fast weapons, than for slower ones. Still, it might need increasing by a bit more because wpf reduces the delay here.
Title: Re: 0.3.2.1
Post by: CrazyCracka420 on January 13, 2014, 04:48:44 pm
Thoughts on patch:

-The increase of shield resistance is a good change, but I think it may have been a little bit too much of an increase.  Increasing by 5 (instead of 10) on the lower resistance shields would have been a better start IMO.  And the highest resistance shields (like my knightly heater shield) really don't need any, or much of a buff at all.  With 4 shield skill and 31 resistance, I always felt that it was a very durable shield to have.

-Instead of reducing the weight on shields, would it be possible to decrease the effect shield weight has on your athletics (run speed)?  Or is it just a general "weight affects athletics"?  Lowering shield weight is nice to allow more mobility for shielders, but it also makes them more susceptible to crushthrough and being stunned. 

Also there's still two unaddressed things that I think would greatly improve c-rpg:

-Kicks are still a problem for me, but as far as I know, cmp would have to edit WSE2 in order to fix it. 
   *The kick duration (effective animation) time is too long. 
   *The reach is a little too far
   *The radius on the kick is too wide. 
   **Would be nice if this was fixed, I think the "native" kick we used to use, was better than the current kick is (I'd rather someone kicking be able to block, than have a cartoon kick
      that is too wide, too much reach, and lasts too long).

-Team balance is still a problem, and has been for years.  Implement a proper team balance system and you'll solve a lot of the whining and complaining about "too many of 'x' class", or "y 'playstyle/class/item' is OP". 
   *Balance should take into account what "class" you are (not sure if you go based on skills alone, or based on items equipped), doesn't need to be balanced 100%, but should be
      somewhat even distribution among both teams
   *Balance should take into account player skill.  Not sure if that's purely K:D, or if you can go more granular and do something like ratio of damage given vs damage taken;
      also not sure if you should take into account overall of the character, that whole day's "skill", past 5 maps, etc.
   **If you can balance by these two things and make even teams, then stack people with same banner on the same side.  But banner balance shouldn't take precedent over these
      first two items
Title: Re: 0.3.2.1
Post by: Kafein on January 13, 2014, 04:52:27 pm
-Team balance is still a problem, and has been for years.  Implement a proper team balance system and you'll solve a lot of the whining and complaining about "too many of 'x' class", or "y 'playstyle/class/item' is OP". 
   *Balance should take into account what "class" you are (not sure if you go based on skills alone, or based on items equipped), doesn't need to be balanced 100%, but should be
      somewhat even distribution among both teams

That would hide the problem without actually solving anything.
Title: Re: 0.3.2.1
Post by: pingpong on January 13, 2014, 06:08:27 pm


| [0] Rondel Dagger (Primary)                        | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| perks                                              | No Parry, Secondary Mode       | No Parry                      |
| primary                                            | 1                              |                               |
|____________________________________________________|________________________________|_______________________________|


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I HAVE NO IDEA WHAT THIS MEANS BUT I LIKE IT!!
Title: Re: 0.3.2.1
Post by: Penitent on January 13, 2014, 06:11:41 pm
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.
Title: Re: 0.3.2.1
Post by: Nehvar on January 13, 2014, 06:29:04 pm
(click to show/hide)

It means no more secondary mode for rondel daggers. 
Title: Re: 0.3.2.1
Post by: Tovi on January 13, 2014, 06:31:00 pm
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.

Yes, they are 1 slot now
Title: Re: 0.3.2.1
Post by: CrazyCracka420 on January 13, 2014, 06:37:15 pm
Are the 2-slot shields still 2 slots?  Or did the move to 1 slot since they weight less?
Were all shields reduced in weight, or just some?
Which shields gained resistance, and how much?  I don't see that in the "log".

I haven't had internet in a few days, and this is all new and alarming to me.

Good question, I was wondering that as well.  As far as resistance (body armor) levels of shields, click the items spoiler in chadz post:

http://forum.melee.org/announcements/0-3-2-0/

Looks like all shields had weight reduced by 1 kg..if Tovi is correct, then some shields that were 2 slot are now 1 slot (unless devs lowered the 1 slot limit by 1 kg as well, so now shields that are 7 or higher are 2 slot).

If they didn't change the 1 slot/2 slot breaking point, then I can use the HEAVY HEATER SHIELD AGAIN!!!  I used to always love using the heavy heater shield in native and before slot system was introduced in crpg.  But I've really gotten to like my knightly heater shield over the years...decisions decisions (I may try to use the heavy heater shield again!)
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Title: Re: 0.3.2.1
Post by: Tydeus on January 13, 2014, 07:00:08 pm
Yes, they are 1 slot now
This will probably be changed so don't go looming a previously 2 slot shield if you won't use it when it becomes 2 slots again.
Title: Re: 0.3.2.1
Post by: Ronin on January 13, 2014, 07:28:28 pm
Just wondering, how do you code the slots? Are they a property for items in the module_items.py? If you use the module system that is.
Title: Re: 0.3.2.1
Post by: Prpavi on January 13, 2014, 07:29:46 pm

if it was melee 4 vs melee 10, the 4 still has the chance to win, it takes 30 seconds for the flags to appear when the player count in one team reaches 6, so this directly nerfs HA's, HX's and ranged in general, which in fact a great thing, becausebefore you had to wait 4 minutes if there were 4 HA's running around before you could take flags, now the flags pop up 30 seconds later and the HA's and HX's have to fight directly to have a chance of winning.

I will take last night as an example, there must of been about 15-20 HA's on last night, Fallen, Eques and the shit HA clan with Prpavi and all that were all HA's, all pretty much on the same team. What happened? flags spawned when all their infantry died, becaus ethey didn tprotect them, found they were last ones alive every round and lost because as HA it is impossible to take the flags, all in all i say it has become a great addition, HA's can no longer delay at the end of rounds and that a lot of them will mean that your team will lose.

such rude Strudog and I always took you for a true English gentleman  :mrgreen:

For the situation Stru described yes indeed I believe it was on Fishara map and we did win the cav battle since there were 15 horses on each side and we engaged the cav first and took the all (not every round but mostly) down, but in that time our infantry lost the melee battle and we were forced to charge the flags and got rekt. I really had no problem with that and my role as a HA is even more defined and visible in the team with this. I shall adapt and hopefully the other players will too. What I'm sorry for is the melee guys, recent years shileder buffs really pushed me personally away from melee and leveling my polearm alt is painful, I am most certain I won't play shiledless melee on my main ever again.

Talking of the devil, I'm off to EU1 to test +3 Ashwood with the new stab.
Title: Re: 0.3.2.1
Post by: Tovi on January 13, 2014, 07:42:41 pm
This will probably be changed so don't go looming a previously 2 slot shield if you won't use it when it becomes 2 slots again.
Too bad...
Title: Re: 0.3.2.1
Post by: Penitent on January 13, 2014, 08:25:13 pm
If there was an increase in armor for shields, they should have all gotten it.  Poor metal shields only got a weight reduction (making them worse at resisting crushthrough) and nothing in return. :(
Title: Re: 0.3.2.1
Post by: teale on January 13, 2014, 08:32:19 pm
If there was an increase in armor for shields, they should have all gotten it.  Poor metal shields only got a weight reduction (making them worse at resisting crushthrough) and nothing in return. :(

Well... 1 weight reduction on a shield gives a decent speed boost, so you do get something in return :rolleyes:
Title: Re: 0.3.2.1
Post by: Penitent on January 13, 2014, 08:34:58 pm

Well... 1 weight reduction on a shield gives a decent speed boost, so you do get something in return :rolleyes:

1 weight doesn't really do anything.  It's so minor, the crushthrough resistance is more valuable.
Title: Re: 0.3.2.1
Post by: MURDERTRON on January 13, 2014, 10:30:18 pm
Please changed all "colored" items to a different word.  That word has too much racial baggage due to centuries of oppression.
Title: Re: 0.3.2.1
Post by: Turkhammer on January 13, 2014, 10:33:18 pm
Yeah, change it to coloured and it will be alright.
Title: Re: 0.3.2.1
Post by: Ronin on January 13, 2014, 10:46:32 pm
Crusthrough is no problem, you should be able to fight decently against a mauler already. What can be worrysome is stun+crushthrough combo. Although I'm sure which is something that can be dealt with.
Title: Re: 0.3.2.1
Post by: Kafein on January 13, 2014, 11:06:09 pm
Getting blockstunned with a shield can easily cause death because there's no way to know when it happens, unlike weapon blockstun that causes your block to change its angle slightly but enough to be noticeable when you know what it means.
Title: Re: 0.3.2.1
Post by: Nightmare798 on January 13, 2014, 11:08:43 pm
No, this is how it works.Yeah, it wasn't intended to be a huge change, just something to to effectively slow down thrusts a bit. It should have a larger affect on the effectiveness of thrusts for fast weapons, than for slower ones. Still, it might need increasing by a bit more because wpf reduces the delay here.

So that practically means the character takes longer get ready to thrust. Got it.
Title: Re: 0.3.2.1
Post by: Leshma on January 13, 2014, 11:44:12 pm
Keep increasing this "delay", because it seems to make thrust more fucked up and harder to block.
Title: Re: 0.3.2.1
Post by: kinngrimm on January 14, 2014, 12:35:21 am
a few guys now seem not to be able not to chrushthrough from what i have seen today(Apsod you maniac  :wink:)  I guess there is nearly no chance factor after the shield weight reduction. Within the next days i predict Mallets&Maul will have a huge revival  :lol:
Title: Re: 0.3.2.1
Post by: MURDERTRON on January 14, 2014, 03:06:38 am
The vanity pricing on the new gloves... there's no way that can be correct.  Can it?
Title: Re: 0.3.2.1
Post by: teale on January 14, 2014, 04:07:05 am
1 weight doesn't really do anything.  It's so minor, the crushthrough resistance is more valuable.

Well if 1 weight reduction barely does anything to your speed, it barely does anything to your crush through resistance, it works both ways.
There's no use saying "With nothing in return" because that's bullshit. :D
Title: Re: 0.3.2.1
Post by: Tydeus on January 14, 2014, 04:53:44 am
The vanity pricing on the new gloves... there's no way that can be correct.  Can it?
We've always done that. It's the New Item Tax.
Title: Re: 0.3.2.1
Post by: Dooz on January 14, 2014, 06:16:34 am
if 1h stabs were considered to be too fast, what's the point of lowering the speed of all stabs leaving 1h with the same relative speed advantage as before the patch? or was the dev's intention not to balance it back or whatever.
Title: Re: 0.3.2.1
Post by: Turkhammer on January 14, 2014, 06:31:52 am
Balancing in this mod reminds me of a dog chasing it's tail.
Title: Re: 0.3.2.1
Post by: MURDERTRON on January 14, 2014, 08:14:48 am
We've always done that. It's the New Item Tax.

2k from plate mittens to black plate gloves?

Everything else is more or less in line.
Title: Re: 0.3.2.1
Post by: korppis on January 14, 2014, 09:04:52 am
When can we have roll to work on siege?
Title: Re: 0.3.2.1
Post by: Kafein on January 14, 2014, 10:40:01 am
if 1h stabs were considered to be too fast, what's the point of lowering the speed of all stabs leaving 1h with the same relative speed advantage as before the patch? or was the dev's intention not to balance it back or whatever.

Because 1h stabs were only considered too fast by morons that never saw a polearm ?
Title: Re: 0.3.2.1
Post by: Dalhi on January 14, 2014, 01:08:42 pm
Could you please remove the motf spawning in begining of the first round on each map?
Flags are suppose to spawn somwhere in the middle of maps so both teams have equal chance to get to them. but well... they don't at most of the maps. Besides it is not really a great feature. I like the other changes to motf, but not this one. I believe a lot players will support me with this.
Title: Re: 0.3.2.1
Post by: rustyspoon on January 14, 2014, 01:12:19 pm

Well if 1 weight reduction barely does anything to your speed, it barely does anything to your crush through resistance, it works both ways.
There's no use saying "With nothing in return" because that's bullshit. :D

It has a much greater effect on crush through resistance than on acceleration. Since shields aren't that heavy, the loss of a single kg is a HUGE difference. But when you're calculating acceleration, you need to calculate the weight of everything that you're wearing and shields make up a small percentage of that weight. You need to lose roughly 4.5 kg of weight before you see a noticeable difference in acceleration.
Title: Re: 0.3.2.1
Post by: Hador on January 14, 2014, 03:04:10 pm
the prices of the gloves are verry strange. why this prices?
Title: Re: 0.3.2.1
Post by: Moncho on January 14, 2014, 03:07:54 pm
the prices of the gloves are verry strange. why this prices?
The vanity pricing on the new gloves... there's no way that can be correct.  Can it?
We've always done that. It's the New Item Tax.
What I would like to know, though, is: will it ever go in line with the rest or stay constant as it is?
Title: Re: 0.3.2.1
Post by: Prpavi on January 14, 2014, 08:03:42 pm
Nice oldskool maps btw, really cool to see some of those back in rotation.

What did you do to HA btw, I feel a slight delay releasing arrows from horseback.
Title: Re: 0.3.2.1
Post by: Tydeus on January 14, 2014, 11:20:52 pm
if 1h stabs were considered to be too fast, what's the point of lowering the speed of all stabs leaving 1h with the same relative speed advantage as before the patch? or was the dev's intention not to balance it back or whatever.
Unfortunately the problem isn't only 1h thrusts, it's every thrust in the entire game(not just this mod).

2k from plate mittens to black plate gloves?

Everything else is more or less in line.
Oh wow. Yeah those higher tier ones are a bit steep.
Title: Re: 0.3.2.1
Post by: Damatacus_ATS on January 15, 2014, 06:27:33 am
I thought we were going to get a x bow nerf?
Title: Re: 0.3.2.1
Post by: Tydeus on January 15, 2014, 11:58:47 am
I thought we were going to get a x bow nerf?
I couldn't feel confident enough in my proposal considering the fact that we were changing Master of the Field mechanics(and still are) and score, so I removed the poll. It's an ongoing discussion, and it's not just Crossbows that are being questioned, it's all ranged.
Title: Re: 0.3.2.1
Post by: Tovi on January 15, 2014, 12:08:54 pm
I have no problem with ranged (yes, I'm shielder  8-) ).
Title: Re: 0.3.2.1
Post by: Strudog on January 15, 2014, 01:39:39 pm
could you possibly nerf HA back to when it was buffed 100 times in a row, this is coming from an avid HA player, it used to be about skill, now its about who can spam the most arrows, the only class back then that you actually needed dedication and skill
Title: Re: 0.3.2.1
Post by: Tovi on January 15, 2014, 02:04:04 pm
The problem is the Bump and Shoot combo. Give a slight damage to the horse at each bump and you'll solve a good part of the problem.
Title: Re: 0.3.2.1
Post by: pepejul on January 15, 2014, 03:31:39 pm
The problem is the Bump and Shoot combo. Give a slight damage to the horse at each bump and you'll solve a good part of the problem.

YEAH GREAT + 9000
Title: Re: 0.3.2.1
Post by: Phew on January 15, 2014, 03:44:13 pm
This weight/resistance change to shields was not well thought out. On the surface, it's a buff, but this is the reality:
-Small changes in shield weight have a huge impact on crushthrough resistance and block stun resistance, and now even the peasant Maul will usually crush through most shields
-Even relatively light weapons like the Morningstar and Great Long Axe will now block stun most shields on held attacks

The resistance buff was obviously implemented to mitigate bolt penetration, and the secondary consequence is increased shield durability (which no one really wanted). The problem with shields isn't that they break, it's that between crushthrough, block stun, kicks, and the crappy lateral coverage (against both melee and ranged), they rarely even get damaged.

Here's my suggestions:
-Revert to the old shield weight/resistance values
-Make shield skill reduce the EFFECTIVE weight of shields for run speed/acceleration by ~1 kg/skill
-Make shield skill increase bolt penetration resistance
-Make shield skill increase crushthrough resistance
-Make shield skill increase the shield's lateral coverage against both melee and ranged
Title: Re: 0.3.2.1
Post by: Corwin on January 15, 2014, 03:51:10 pm
The problem is the Bump and Shoot combo. Give a slight damage to the horse at each bump and you'll solve a good part of the problem.

This is nonesense. Cavlary's greatest contribution to melee fighting (at least of those cav who know how to play, and are not kill hungry whores) is horsebumping people who dueling or in clusterfuck, thus allowing their teammates free hits. Damaging horses when bumping would lead to complete halt of anything that remotely resembles to co-operation between melee and cavlary.
Title: Re: 0.3.2.1
Post by: Tovi on January 15, 2014, 04:10:48 pm
But a horse cannot constantly bump into armored people without being hurt. It's unrealistic. Thus, just a slight damage would result to a tactical choice between real horse fight or just blindly bump everybody.
Title: Re: 0.3.2.1
Post by: CrazyCracka420 on January 15, 2014, 04:24:12 pm
But a horse cannot constantly bump into armored people without being hurt. It's unrealistic. Thus, just a slight damage would result to a tactical choice between real horse fight or just blindly bump everybody.

You want realism?  When my horse stomps down on your leg it snaps, when it's chest blasts into your head you get knocked unconscious.  When you kill a horse and it's body flies into you at full speed, you die.

Horse bumping is fine, and would be ridiculous if it damaged the horse.
Title: Re: 0.3.2.1
Post by: Gurnisson on January 15, 2014, 04:34:44 pm
The problem is the Bump and Shoot combo.

Try rolling away from it. It's very hard to a bump and shoot a guy who does it each time he's knocked down.
Title: Re: 0.3.2.1
Post by: Sniger on January 15, 2014, 05:18:52 pm
You want realism?  When my horse stomps down on your leg it snaps, when it's chest blasts into your head you get knocked unconscious.  When you kill a horse and it's body flies into you at full speed, you die.

dont forget, IRL 1 arrow kill/immobilize a horse  :P
Title: Re: 0.3.2.1
Post by: CrazyCracka420 on January 15, 2014, 05:33:31 pm
dont forget, IRL 1 arrow kill/immobilize a horse  :P

Possibly, it wasn't unheard of for a horse to get hit with a projectile and become uncontrollable to the rider.  There are many accounts I've read of friendly horsemen riding through their own ranks of infantry (killing and injuring friendlies) because a horse became uncontrollable.
Title: Re: 0.3.2.1
Post by: Tovi on January 15, 2014, 05:52:27 pm
Ok, but my solution is much more simpler.
Title: Re: 0.3.2.1
Post by: Angantyr on January 15, 2014, 06:11:24 pm
Nerf ranged.
Title: Re: 0.3.2.1
Post by: Kafein on January 15, 2014, 06:12:56 pm
Not to mention that 1h cav will almost always have to ride dead center and bump if they want to have a good chance to hit a moving target with their sword.
Title: Re: 0.3.2.1
Post by: Sniger on January 16, 2014, 12:05:19 am
score is a cancer
Title: Re: 0.3.2.1
Post by: Prpavi on January 16, 2014, 11:50:19 am
stabs are still bs fyi
Title: Re: 0.3.2.1
Post by: darmaster on January 16, 2014, 12:21:58 pm
About bumps I have to say they're getting ridiculous; bump and shot is probably the greatest BS of HAs honestly. Not to mention that despite I spend almost 15k in body armor (52 body armor, no looms) snd have 7 IF a bump gets more than 1/10 hps, it's ridiculous that a shielder cannot defend himself from HA. I'm fine with the fact it cannot counter it, but not being able to defend too? I remember once they did something like adddingc a simple stun to the rider when he bumped, ofc people whined and it got removed. At least nerf bump damage please, and if it's possible give the arabian warhorse a backbone.
Title: Re: 0.3.2.1
Post by: Kafein on January 16, 2014, 12:27:50 pm
About bumps I have to say they're getting ridiculous; bump and shot is probably the greatest BS of HAs honestly. Not to mention that despite I spend almost 15k in body armor (52 body armor, no looms) snd have 7 IF a bump gets more than 1/10 hps, it's ridiculous that a shielder cannot defend himself from HA. I'm fine with the fact it cannot counter it, but not being able to defend too? I remember once they did something like adddingc a simple stun to the rider when he bumped, ofc people whined and it got removed. At least nerf bump damage please, and if it's possible give the arabian warhorse a backbone.

The bump stun thing basically destroyed 1h cav, that's why it got removed. Now, if it could only apply to HA and HX, why not.
Title: Re: 0.3.2.1
Post by: Renegade on January 16, 2014, 12:49:06 pm
The thing is that you get easy prey for 2H and pole when bumping.
Only 1H has not enough range with most weapons to hit the rider, but they are the only class nearly immune to ranged attacks from HA.
If you want to strike back pick a longer weapon or take some spear as secondary weapon...
Title: Re: 0.3.2.1
Post by: no_rules_just_play on January 16, 2014, 02:20:31 pm
The bump stun thing basically destroyed 1h cav, that's why it got removed. Now, if it could only apply to HA and HX, why not.
This is actually a great idea. Horse archer cavalry wasn't made for charging anyway. They would stay on a safe distance and spew arrows into the enemy (wellI guess so, because charging with a bow in your hand seems suicide to me:p)
Title: Re: 0.3.2.1
Post by: Nightmare798 on January 16, 2014, 02:31:12 pm
stabs are still bs fyi

learn2adaptnoob
Title: Re: 0.3.2.1
Post by: Strudog on January 16, 2014, 04:05:07 pm
The bump stun thing basically destroyed 1h cav, that's why it got removed. Now, if it could only apply to HA and HX, why not.

This is definitely not the solution to HA or HX, you will just get them running around you in circles instead and then you will complain, OMG he delay so much why he no attack me, at least the HA comes within striking distance of you and thus you have a chance to kill him.

If you are a shielder in 1v1 against an HA, its your own fault that you get bumbed and shot, with mechanics like strafing and roll you should never be shot or bumped, plus you can position yourself in the correct place so that the HA cannot shoot you and you essentially get a free hit on the HA.

Just nerrf back to what they useed to be.
Title: Re: 0.3.2.1
Post by: Tovi on January 16, 2014, 05:10:26 pm
strafing and roll ?
Title: Re: 0.3.2.1
Post by: Strudog on January 16, 2014, 05:19:47 pm
strafing and roll ?

Sorry i should have said Strafe not strafing,

Strafe = the ability to move side to side without moving forward or back

Roll = how do you not know you can roll in the game?

Title: Re: 0.3.2.1
Post by: Tovi on January 16, 2014, 05:24:26 pm
When you are dehorsed ?
Title: Re: 0.3.2.1
Post by: Dalhi on January 16, 2014, 05:26:49 pm
 :shock:
Title: Re: 0.3.2.1
Post by: Strudog on January 16, 2014, 05:31:36 pm
When you are dehorsed ?

No

When you are knocked down by a weapon or Horse Double tap A or D, you will find that you will roll.
Title: Re: 0.3.2.1
Post by: darmaster on January 16, 2014, 05:37:23 pm
This is definitely not the solution to HA or HX, you will just get them running around you in circles instead and then you will complain, OMG he delay so much why he no attack me, at least the HA comes within striking distance of you and thus you have a chance to kill him.

If you are a shielder in 1v1 against an HA, its your own fault that you get bumbed and shot, with mechanics like strafing and roll you should never be shot or bumped, plus you can position yourself in the correct place so that the HA cannot shoot you and you essentially get a free hit on the HA.

Just nerrf back to what they useed to be.

Open plain, against a warhorse; I'm keeping my shield raised (would like to not get shot), my mobility is nil, he's riding an invertebrate that bumps me while keeping his bow drawn. Swears like, like swearing a lot.
Title: Re: 0.3.2.1
Post by: Strudog on January 16, 2014, 05:51:30 pm
its all about positioning when fighting an HA, you want to get on the side where he has a restricted turn angle (the right side), that way he has no chance of hitting you and thus you are able to attack.
Title: Re: 0.3.2.1
Post by: Ronin on January 16, 2014, 06:56:17 pm
Open plain, against a warhorse; I'm keeping my shield raised (would like to not get shot), my mobility is nil, he's riding an invertebrate that bumps me while keeping his bow drawn. Swears like, like swearing a lot.
What armor do you use? I don't take damage from a bump at all.
Title: Re: 0.3.2.1
Post by: Tovi on January 16, 2014, 08:38:03 pm
Lier.  It depends of charge points and speed factor. Plated charger at full speed will deliver you huge damages.
Title: Re: 0.3.2.1
Post by: Macropus on January 16, 2014, 09:10:26 pm
Lier.  It depends of charge points and speed factor. Plated charger at full speed will deliver you huge damages.
It's not like there are lots of HA and HX riding around on plated chargers though.

I don't see any reason to complain about bump-shot, do you actually dislike when a horse ranged comes in melee range with you? In most cases it ends badly for said horse ranged.

PS: how do you people like my new sig, by the way? I find that it perfectly describes my playstyle.
Title: Re: 0.3.2.1
Post by: Quinnie on January 17, 2014, 02:06:28 am
Granted I didn't look through this topic, and just did Ctrl + F "spear"....

Looks like my Masterwork Red Tassel Spear has morphed into a Practice Lance.

Anything like this happen to anyone else? Will it be fixed?
Title: Re: 0.3.2.1
Post by: Kafein on January 17, 2014, 07:51:10 am
I'm with darmaster here. An intelligent HA will force you to keep your shield up. And with -50% speed your chances of evading the bump are negligible. It's probably better to go for a stab to scare him away and hope he doesn't headshot you.
Title: Re: 0.3.2.1
Post by: Sniger on January 17, 2014, 06:06:45 pm
Open plain, against a warhorse; I'm keeping my shield raised (would like to not get shot), my mobility is nil, he's riding an invertebrate that bumps me while keeping his bow drawn. Swears like, like swearing a lot.

often people ask me why I use slow huskarl crap-shield, heres one of the reasons:

(click to show/hide)

(yes projectiles will be blocked unless its well aimed HS)

Title: Re: 0.3.2.1
Post by: pepejul on January 17, 2014, 06:50:41 pm
chicken wings on head OK

chicken legs on shield OK

chicken Brain OK


you ARE a chicken....
Title: Re: 0.3.2.1
Post by: Sniger on January 17, 2014, 07:15:01 pm
the huskarl is the only shield that cover the body when holding stab. even the mighty board shield is useless when stab. if I were using a board shield IRL I wouldn't hold the shield like that when doing a stab...

another way of saying that pretty much all the shields have silly animation, who in the world would hold a shield like that when doing a stab. a shield is held so that it cover as much as possible at all times

(click to show/hide)
Title: Re: 0.3.2.1
Post by: Sniger on January 17, 2014, 07:20:05 pm
Title: Re: 0.3.2.1
Post by: darmaster on January 19, 2014, 01:01:38 pm
Agree sniger but it's not normal that a shielder is forced to take a huscarls shield just to be able to defend himself against HAs. It's just like asking people to get a shield to enjoy the game.
Title: Re: 0.3.2.1
Post by: Olwen on January 19, 2014, 01:29:22 pm
Spathion get's "Elder" at +3 ? wtf

learn to read a changenote
Title: Re: 0.3.2.1
Post by: Kafein on January 19, 2014, 01:31:58 pm
learn to read a changenote

I suggest you do that
Title: Re: 0.3.2.1
Post by: pepejul on January 19, 2014, 02:01:33 pm
I suggest you do that

Learn to suggest...
Title: Re: 0.3.2.1
Post by: Kafein on January 19, 2014, 02:24:03 pm
no u
Title: Re: 0.3.2.1
Post by: Moncho on January 20, 2014, 11:59:27 pm
Question: Will the patchlog in the 0.3.2.0 thread (http://forum.melee.org/announcements/0-3-2-0/) be finished any time? It cuts halfway through +2 items.
Or easier answer, has any of the looms changed, or do they get the same bonuses as the non loomed versions?
Title: Re: 0.3.2.1
Post by: Prpavi on January 23, 2014, 12:25:32 pm
Agree sniger but it's not normal that a shielder is forced to take a huscarls shield just to be able to defend himself against HAs. It's just like asking people to get a shield to enjoy the game.


when HA is charging you move left and try to stab him in the legs, you'll take over 50% HP guaranteed and he won't pursue you any more, sometimes you'll get bumped yea but you can't expect to win every single time in every situation.
Title: Re: 0.3.2.1
Post by: Osiris on January 23, 2014, 03:40:07 pm

when HA is charging you move left and try to stab him in the legs, you'll take over 50% HP guaranteed and he won't pursue you any more, sometimes you'll get bumped yea but you can't expect to win every single time in every situation.

but i use a meat cleaver :( Why you hate us beautiful turtles!
Title: Re: 0.3.2.1
Post by: POBEDA on January 24, 2014, 11:18:08 am
Title: Re: 0.3.2.1
Post by: _RXN_ on January 24, 2014, 12:45:35 pm
Валёк, ты опять вернулся?
Title: Re: 0.3.2.1
Post by: Otez on January 24, 2014, 04:37:57 pm
я и был здесь у меня банка стоит))
Title: Re: 0.3.2.1
Post by: dynamike on January 24, 2014, 10:35:42 pm
Я понятия не имею, что я делаю
Title: Re: 0.3.2.1
Post by: Volk. on January 25, 2014, 02:16:02 pm
Я понятия не имею, что я делаю
Танцуешь, полудурок.
Title: Re: 0.3.2.1
Post by: Nightmare798 on January 25, 2014, 03:05:02 pm
English post comming through :D
Title: Re: 0.3.2.1
Post by: Ronin on February 07, 2014, 12:30:51 pm
да!

(click to show/hide)

 :D
Title: Re: 0.3.2.1
Post by: Dark_Blade on February 07, 2014, 12:52:09 pm
пизДА  :rolleyes:
Title: Re: 0.3.2.1
Post by: Spurdospera on February 07, 2014, 02:32:36 pm
водка
Title: Re: 0.3.2.1
Post by: cmp on February 07, 2014, 04:37:03 pm
уат из дис щит?
Title: Re: 0.3.2.1
Post by: Dark_Blade on February 07, 2014, 04:56:31 pm
уат из дис щит?
visitors can't see pics , please register or login
 (https://imageshack.com/i/fkqzsrj)
Title: Re: 0.3.2.1
Post by: cmp on February 07, 2014, 05:50:22 pm
д фючр ю сэй?
Title: Re: 0.3.2.1
Post by: Osiris on February 07, 2014, 06:55:35 pm
chupacabra
Title: Re: 0.3.2.1
Post by: _RXN_ on February 07, 2014, 08:24:11 pm
уат из дис щит?

Дис из спарта, спарта Валёк.
Title: Re: 0.3.2.1
Post by: Kalp on February 07, 2014, 09:02:59 pm
Stop or I will report you all  :lol:
Title: Re: 0.3.2.1
Post by: Macropus on February 07, 2014, 11:02:49 pm
Stop or I will report you all  :lol:
They are not speaking Russian, they are just THAT bad at English. They make so many mistakes that they even write in cyrillic.
Title: Re: 0.3.2.1
Post by: Pestdoktor on February 08, 2014, 04:24:15 am
да!

(click to show/hide)

 :D

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