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I cant read 242..... but being a big drugger you might want to try and convert me to none drugging and therefore explain to me why i shouldnt...

Here, short and sweet . . .

 

SURE, "it's just a game", and yeah "we're all here to have fun," BUT . . .

 

1.  It's a game of combat, killing, destroying your opponent, there are mechanics to tactics that are intrinsically important in planning and executing those tactics, and that has a lot to do with the opposition you're facing, the equipment and the degree of sophistication of that equipment (class, M*, in this case).  The ability to effectively change the operating parameters of your unit willy nilly to game states that are often well beyond the abilities of what a single opponent can inflict upon another throws ALL knowledge, thinking, learning, experience, out the window, effectively making this a mad dash for best equipment, lots of drugs and "lets just start shooting everything" mentality.  There is no pleasure in game play where it's a free for all, and for those who enjoy that, there is the always ever present and lamentable DM, knock yourself out in that ridiculous venue if the need be and you have the urge, but keep objective mission based combat just that, a functional paradigm that players have to excel at to execute in the face of opposition.

 

2.  Skill.  Pride.  Growing a . . . well, you get the idea.  The point is, for us here, the point is bragging rights, boils right down to "Hell yeah, I'm better than you, go kick rocks."  Press a little button and now all my skills are for naught.  Hell, as far as I'm concerned, with my K/D, I'm a damn God, considering I don't drug and I shaft exclusively (except that damn Thunder I bought for stupid death match missions, can't skip the crystals, I buy equipment, not drugs, and Lord knows my type needs them against druggers).  Point is, have some damn pride, square off toe to toe, see where that card falls, and take you licks or walk away laughing at the competition, the point is WINNING OR LOSING, something lost on the last two generations of wimps raised on this planet.  We don't want to win easy, if we win, we won because we kicked butt, plain and simple.

 

3.  If the first two aren't reason enough, then I can't offer you more, other than this.  People need to catch a clue in life, and when games are even subject to the paltry musings of people who cannot stomach the idea of a fair fight where they could lose, and have to lose in a situation where anyone could win or lose because things are so outrageously set up, thus absolving them of responsibility for said win or loss, the world is simply in very poor shape.  Do your bit, throw in your two cents, and maybe a DUMB flash game, that holds NO VALUE outside it's given purpose, to emulate armored combat on the web, could actually be turned into a oh so small token of reinforcement of an idea that should be embraced everywhere in life.

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If it is about "unfair advantage" i have one thing to answer...

What the bleep!!!!

definition of advantage:

a condition or circumstance that puts one in a favorable or superior position.

"companies with a computerized database are at an advantage"

synonyms: upper hand, edge, lead, whip hand, trump card; More

verb

1.

put in a favorable or more favorable position.

 

Now unfair advantage is:

Un·fair

ˌənˈfer/

adjective

not based on or behaving according to the principles of equality and justice.

"at times like these the legal system appears inhumane and unfair"

synonyms: unjust, inequitable, prejudiced, biased, discriminatory; More

unkind, inconsiderate, or unreasonable.

"you're unfair to criticize like that when she's never done you any harm"

synonyms: inconsiderate, thoughtless, insensitive, selfish, spiteful, mean, unkind, unreasonable; More

not following the rules of a game or sport.

synonyms: unsportsmanlike, unsporting, dirty, below the belt, underhanded, dishonorable

Considering everyone can get supplies its not unfair..... considering its an ingame aspect its not unfair....

 

If you tell me to drug is to abuse the supplies then stop using a computer or internet and play tanki from thin air because i accuse you of abusing computer equipment by even looking at it

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#############

SURE, "it's just a game", and yeah "we're all here to have fun," BUT . . .

 

1. It's a game of combat, killing, destroying your opponent, there are mechanics to tactics that are intrinsically important in planning and executing those tactics, and that has a lot to do with the opposition you're facing, the equipment and the degree of sophistication of that equipment (class, M*, in this case).########### said by fog of war

 

My answer; this sentence drugging doesnt affect

 

#############

 

The ability to effectively change the operating parameters of your unit willy nilly to game states that are often well beyond the abilities of what a single opponent can inflict upon another throws ALL knowledge, thinking, learning, experience, out the window, effectively making this a mad dash for best equipment, lots of drugs and "lets just start shooting everything" mentality. There is no pleasure in game play where it's a free for all, and for those who enjoy that, there is the always ever present and lamentable DM, knock yourself out in that ridiculous venue if the need be and you have the urge, but keep objective mission based combat just that, a functional paradigm that players have to excel at to execute in the face of opposition.########## said by fog of war

 

My answer;

This is not true about most druggers and can be looked at as if derived from jelousy

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Skill. Pride. Growing a . . . well, you get the idea. The point is, for us here, the point is bragging rights, boils right down to "Hell yeah, I'm better than you, go kick rocks." Press a little button and now all my skills are for naught. Hell, as far as I'm concerned, with my K/D, I'm a damn God, considering I don't drug and I shaft exclusively (except that damn Thunder I bought for stupid death match missions, can't skip the crystals, I buy equipment, not drugs, and Lord knows my type needs them against druggers). Point is, have some damn pride, square off toe to toe, see where that card falls, and take you licks or walk away laughing at the competition, the point is WINNING OR LOSING, something lost on the last two generations of wimps raised on this planet. We don't want to win easy, if we win, we won because we kicked butt, plain and simple.

 

The above was written by fog of war.

My answer;

I give you plenty of respect for being a shaftsman.... but you are a shafts man!! Ofc your dl is good!!!!! Your one of the best tankers... shaftsman are special. Moving on....... what you said regards both druggers and none druggers.

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3. If the first two aren't reason enough, then I can't offer you more, other than this. People need to catch a clue in life, and when games are even subject to the paltry musings of people who cannot stomach the idea of a fair fight where they could lose, and have to lose in a situation where anyone could win or lose because things are so outrageously set up, thus absolving them of responsibility for said win or loss, the world is simply in very poor shape. Do your bit, throw in your two cents, and maybe a DUMB flash game, that holds NO VALUE outside it's given purpose, to emulate armored combat on the web, could actually be turned into a oh so small token of reinforcement of an idea that should be embraced everywhere in life.

im not the type to mind losing a battle. I enjoy beinged "kicked by skill" because i myself have lots of skill and a skillfull battle is a dream...... but whats better is a skillfull drug war. It makes for a thrilling match..... its so enjoyable

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but being a big drugger you might want to try and convert me to none drugging and therefore explain to me why i shouldnt...

What motivates you to play this game?

  • Do you like to shred tanks and palyers to bits? Enjoy the power drugs give you? Or do you simply want to win every game you are in?
  • Do you seek a good challenge in order to become better, faster, more tactical, and awesome?

 

If it is the first reason.. then

 

 

then stop drugging. Even stop playing your account! Honesty, logically! Think about it:

Create a new account once per week, get a turret and slaughter all those beginners, that don't know how to fight propperly. You will win DMs with 50 kills on your side, while you lost only 4..8 tanks yourself.. even without drugs. Those guys don't know the value of pickup boxes, man you can literally drive though them like a living tank shredder. You will feel like the most overpowered creature on (tanki)earth.

It is way cheaper, way easier, way more efficien, then playing hours after hourse to get M4s - that others have as well.

So start over and crash those starters with the snip if you small finger !

 

 

 

But if it is the second reason, if you are a challange seeker..

 

 

..so why do you drug against players that don't drug back?

If you go with using your drugs against players that obviously do not drug.. where is the challenge that you seek? Why would a challenge seeker heal himself if his opponent outskill him?

Challenge seekers take their hat off and give good cradits if they were killed in a smart way. A true challenge seeker would feel like a coward, if he would use a drug kit.

 

 

 

I am the kind of guy who seeks the challenge.. that want's to become become better, with each game I play.

 

As I do not drug, I keep shaking my head over each drugger,

- that can see's that I do not drug..

- and still keeps drugging against me.

 

 

ps: please note, that the above text does explicitly exclude drugs-wars, where druggers math other druggers, and play skillfull together. Noone complains about that.

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If it is about "unfair advantage" i have one thing to answer...

What the bleep!!!!

definition of advantage:

a condition or circumstance that puts one in a favorable or superior position.

"companies with a computerized database are at an advantage"

synonyms: upper hand, edge, lead, whip hand, trump card; More

verb

1.

put in a favorable or more favorable position.

 

Now unfair advantage is:

Un·fair

ˌənˈfer/

adjective

not based on or behaving according to the principles of equality and justice.

"at times like these the legal system appears inhumane and unfair"

synonyms: unjust, inequitable, prejudiced, biased, discriminatory; More

unkind, inconsiderate, or unreasonable.

"you're unfair to criticize like that when she's never done you any harm"

synonyms: inconsiderate, thoughtless, insensitive, selfish, spiteful, mean, unkind, unreasonable; More

not following the rules of a game or sport.

synonyms: unsportsmanlike, unsporting, dirty, below the belt, underhanded, dishonorable

Considering everyone can get supplies its not unfair..... considering its an ingame aspect its not unfair....

 

If you tell me to drug is to abuse the supplies then stop using a computer or internet and play tanki from thin air because i accuse you of abusing computer equipment by even looking at it

Well, I'm of half a mind to NOT have to go into explaining this, but I'm already in the poker game, . . . thus with a heavy heart and a heavier sigh, here I go . . .

 

First of all, Tanki only exists on the web, and on the servers provided, in a community environment that is the only venue from which to select battles, hence it was created to be played that way, so your argument about playing it from thin air is simply ridiculous, but I will suspend this angle of thought of yours and try to address the fair vs unfair.

 

You have opened Pandora's Box with this because you have pointed to my final argument.  LIFE is not fair, we work hard in our lives to create some parity.  Life sucks, life is about survival and then thriving.  Less of us thrive, more of us survive.  That's life.  GAMES are intrinsically created to create a space in which certain paradigms and realities are fixed, hence accentuating other aspects which are variables.  Are you better than the person on the tennis court at life, quite possibly, but on the court, you're their "little female breeding dog pet".  Here is where a certain type of activity can be highlighted.   Football players are great examples, as they tend to show up on the news in two ways, displaying greatness on the field, and absolutely failing at life in all other regards mostly.  Now, this is not to say this is what sport should be, and sadly, the discipline for sports was originally meant to display a character that bespoke of one's own control over owns self in life and how one approached life, success on the field meaning success in life, but that is a dialog for another day, ad not overly germane to this conversation.  The point is a game is hyper reality of a given set of rules and objectives, and the outcome is limited by the available resources outlined in the rules of the game.  You hull dictates how much damage you can take and how fast you go and turn, your turret dictates how much damage you deal, at what range, and what rate.  Then there is the map, or game board, this is where you jockey for position against other turret/hull combinations.  Fair is what the player playing has done to give themselves advantages based upon resources available to all players.  MU'ing your junk or buying a better class of junk is based upon crystals earned, and yet predicated on rank (THANK GOD), thus some outside monies could be spent for those, but usually the limited levels and "availabilities" limit the frequency and the overall effect those have upon the basic abilities of a player to change the base fundamental abilities of their unit.

 

So what's left, SKILL, period.  And this is something that appears to be constantly swept under the rug by your type.  Skill, say it with me . . .

 

S

K

I

L

L

 

SKILL

 

Players ability to move, aim, discern target strengths and weaknesses, those basic principals coupled with the game play style of the player using that unit, know the terrain they are on, the locations of objectives, the best route to take, be able to calculate what the best strategy is given the mix of equipment on their team.  ALL OF THIS is what should matter.  Think tactically and strategically to earn an outcome.

 

"What?"  Like hammering a nail, we can all do it, trying explain it in step by step instructions is another matter entirely, but it's not rocket science, well . . .

 

 

 

 

Physics of hammering Hammer as a force amplifier

A hammer is basically a force amplifier that works by converting mechanical work into kinetic energy and back.

In the swing that precedes each blow, the hammer head stores a certain amount of kinetic energy—equal to the length D of the swing times the force f produced by the muscles of the arm and by gravity. When the hammer strikes, the head is stopped by an opposite force coming from the target, equal and opposite to the force applied by the head to the target. If the target is a hard and heavy object, or if it is resting on some sort of anvil, the head can travel only a very short distance d before stopping. Since the stopping force F times that distance must be equal to the head's kinetic energy, it follows that F is much greater than the original driving force f—roughly, by a factor D/d. In this way, great strength is not needed to produce a force strong enough to bend steel, or crack the hardest stone.

Effect of the head's mass

The amount of energy delivered to the target by the hammer-blow is equivalent to one half the mass of the head times the square of the head's speed at the time of impact (8ac4afe868ab54cec61fddfa35a87bdb.png). While the energy delivered to the target increases linearly with mass, it increases quadratically with the speed (see the effect of the handle, below). High tech titanium heads are lighter and allow for longer handles, thus increasing velocity and delivering the same energy with less arm fatigue than that of a heavier steel head hammer.[8]

As hammers must be used in many circumstances, where the position of the person using them cannot be taken for granted, trade-offs are made for the sake of practicality. In areas where one has plenty of room, a long handle with a heavy head (like a sledge hammer) can deliver the maximum amount of energy to the target. It is not practical to use such a large hammer for all tasks, however, and thus the overall design has been modified repeatedly to achieve the optimum utility in a wide variety of situations.

Effect of the handle

The handle of the hammer helps in several ways. It keeps the user's hands away from the point of impact. It provides a broad area that is better-suited for gripping by the hand. Most importantly, it allows the user to maximize the speed of the head on each blow. The primary constraint on additional handle length is the lack of space to swing the hammer. This is why sledge hammers, largely used in open spaces, can have handles that are much longer than a standard carpenter's hammer. The second most important constraint is more subtle. Even without considering the effects of fatigue, the longer the handle, the harder it is to guide the head of the hammer to its target at full speed.

Most designs are a compromise between practicality and energy efficiency. With too long a handle, the hammer is inefficient because it delivers force to the wrong place, off-target. With too short a handle, the hammer is inefficient because it doesn't deliver enough force, requiring more blows to complete a given task.

Modifications have also been made with respect to the effect of the hammer on the user. A titanium head has about 3% recoil and can result in greater efficiency and less fatigue when compared to a steel head with up to 30% recoil. Handles made of shock-absorbing materials or varying angles attempt to make it easier for the user to continue to wield this age-old device, even as nail guns and other powered drivers encroach on its traditional field of use.

Effect of gravity

Gravity exerts a force on the hammer head. If hammering downwards, gravity increases the acceleration during the hammer stroke and increases the energy delivered with each blow. If hammering upwards, gravity reduces the acceleration during the hammer stroke and therefore reduces the energy delivered with each blow. Some hammering methods, such as pile drivers,[specify] rely entirely on gravity for acceleration on the down stroke.

 

Mind you, the mere fact I felt I had to add this speaks volumes, but I digress

 

 

 

 

SO, if you you don't inherently see how to hammer a nail, then we have bigger problems.  If we have a nail hammering competition, bring your best hammer, we'll provide the nails and wood, and you and the others get to it, and see who hammers best and quickest.  NO, you cannot be STRUNG OUT ON METHAMPHETAMINE, even if the rules say you can buy them there, because then you aren't you, but some chemically induced version of you that has no bearing on your real ability to perform.  No one wants to compete against you in these circumstances, it's a joke, no "winning" occurs.

 

Just try playing with out for a week, maybe you're "hands on" kind of person.

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What motivates you to play this game?

 

  • Do you like to shred tanks and palyers to bits? Enjoy the power drugs give you? Or do you simply want to win every game you are in?
  • Do you seek a good challenge in order to become better, faster, more tactical, and awesome?
 

If it is the first reason.. then

 

 

then stop drugging. Even stop playing your account! Honesty, logically! Think about it:

Create a new account once per week, get a turret and slaughter all those beginners, that don't know how to fight propperly. You will win DMs with 50 kills on your side, while you lost only 4..8 tanks yourself.. even without drugs. Those guys don't know the value of pickup boxes, man you can literally drive though them like a living tank shredder. You will feel like the most overpowered creature on (tanki)earth.

It is way cheaper, way easier, way more efficien, then playing hours after hourse to get M4s - that others have as well.

So start over and crash those starters with the snip if you small finger !

 

 

 

But if it is the second reason, if you are a challange seeker..

 

 

..so why do you drug against players that don't drug back?

If you go with using your drugs against players that obviously do not drug.. where is the challenge that you seek? Why would a challenge seeker heal himself if his opponent outskill him?

Challenge seekers take their hat off and give good cradits if they were killed in a smart way. A true challenge seeker would feel like a coward, if he would use a drug kit.

 

 

 

I am the kind of guy who seeks the challenge.. that want's to become become better, with each game I play.

 

As I do not drug, I keep shaking my head over each drugger,

- that can see's that I do not drug..

- and still keeps drugging against me.

 

 

ps: please note, that the above text does explicitly exclude drugs-wars, where druggers math other druggers, and play skillfull together. Noone complains about that.

Option 2. Then why do i drug? Because usually there is another drugger to give me a bigger challenge.

if there is no drugger i am very very likely to prove my none drugging worth to the opponents

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Option 2. Then why do i drug? Because usually there is another drugger to give me a bigger challenge.

if there is no drugger i am very very likely to prove my none drugging worth to the opponents

Perfect.

 If you drug only to challenge other druggers, then be very welcome on the battlefield.

 

You see, if you would read more here (obvioulsy a lot to read, although there are summaries), you would see that the main issue here is if druggers overuse their powerers in order to overpower non druggers.

 

If you don't do this..you are maybe a very challange oriented and fair player.

nothing to complain about from my side ;)

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Option 2. Then why do i drug? Because usually there is another drugger to give me a bigger challenge.

if there is no drugger i am very very likely to prove my none drugging worth to the opponents

This. Because "they" started it.  :)

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Drugs against drugs just devolves into a pissing contest. .-.

I mean, I'm sure for the competitors it's skill-based, but for everyone else it's just "Who can press buttons more effectively?".

Aye, there's the rub. Because soon THAT becomes a skill in itself with the timing of the smart cool downs.

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Well, I'm of half a mind to NOT have to go into explaining this, but I'm already in the poker game, . . . thus with a heavy heart and a heavier sigh, here I go . . .

 

First of all, Tanki only exists on the web, and on the servers provided, in a community environment that is the only venue from which to select battles, hence it was created to be played that way, so your argument about playing it from thin air is simply ridiculous, but I will suspend this angle of thought of yours and try to address the fair vs unfair.

 

You have opened Pandora's Box with this because you have pointed to my final argument. LIFE is not fair, we work hard in our lives to create some parity. Life sucks, life is about survival and then thriving. Less of us thrive, more of us survive. That's life. GAMES are intrinsically created to create a space in which certain paradigms and realities are fixed, hence accentuating other aspects which are variables. Are you better than the person on the tennis court at life, quite possibly, but on the court, you're their "little female breeding dog pet". Here is where a certain type of activity can be highlighted. Football players are great examples, as they tend to show up on the news in two ways, displaying greatness on the field, and absolutely failing at life in all other regards mostly. Now, this is not to say this is what sport should be, and sadly, the discipline for sports was originally meant to display a character that bespoke of one's own control over owns self in life and how one approached life, success on the field meaning success in life, but that is a dialog for another day, ad not overly germane to this conversation. The point is a game is hyper reality of a given set of rules and objectives, and the outcome is limited by the available resources outlined in the rules of the game. You hull dictates how much damage you can take and how fast you go and turn, your turret dictates how much damage you deal, at what range, and what rate. Then there is the map, or game board, this is where you jockey for position against other turret/hull combinations. Fair is what the player playing has done to give themselves advantages based upon resources available to all players. MU'ing your junk or buying a better class of junk is based upon crystals earned, and yet predicated on rank (THANK GOD), thus some outside monies could be spent for those, but usually the limited levels and "availabilities" limit the frequency and the overall effect those have upon the basic abilities of a player to change the base fundamental abilities of their unit.

 

So what's left, SKILL, period. And this is something that appears to be constantly swept under the rug by your type. Skill, say it with me . . .

 

 

 

S

K

I

L

L

SKILL

Players ability to move, aim, discern target strengths and weaknesses, those basic principals coupled with the game play style of the player using that unit, know the terrain they are on, the locations of objectives, the best route to take, be able to calculate what the best strategy is given the mix of equipment on their team. ALL OF THIS is what should matter. Think tactically and strategically to earn an outcome.

 

"What?" Like hammering a nail, we can all do it, trying explain it in step by step instructions is another matter entirely, but it's not rocket science, well . . .

 

 

 

 

 

Physics of hammering

 

Hammer as a force amplifier

A hammer is basically a force amplifier that works by converting mechanical work into kinetic energy and back.

In the swing that precedes each blow, the hammer head stores a certain amount of kinetic energy—equal to the length D of the swing times the force f produced by the muscles of the arm and by gravity. When the hammer strikes, the head is stopped by an opposite force coming from the target, equal and opposite to the force applied by the head to the target. If the target is a hard and heavy object, or if it is resting on some sort of anvil, the head can travel only a very short distance d before stopping. Since the stopping force F times that distance must be equal to the head's kinetic energy, it follows that F is much greater than the original driving force f—roughly, by a factor D/d. In this way, great strength is not needed to produce a force strong enough to bend steel, or crack the hardest stone.

 

Effect of the head's mass

The amount of energy delivered to the target by the hammer-blow is equivalent to one half the mass of the head times the square of the head's speed at the time of impact (8ac4afe868ab54cec61fddfa35a87bdb.png). While the energy delivered to the target increases linearly with mass, it increases quadratically with the speed (see the effect of the handle, below). High tech titanium heads are lighter and allow for longer handles, thus increasing velocity and delivering the same energy with less arm fatigue than that of a heavier steel head hammer.[8]

As hammers must be used in many circumstances, where the position of the person using them cannot be taken for granted, trade-offs are made for the sake of practicality. In areas where one has plenty of room, a long handle with a heavy head (like a sledge hammer) can deliver the maximum amount of energy to the target. It is not practical to use such a large hammer for all tasks, however, and thus the overall design has been modified repeatedly to achieve the optimum utility in a wide variety of situations.

 

Effect of the handle

The handle of the hammer helps in several ways. It keeps the user's hands away from the point of impact. It provides a broad area that is better-suited for gripping by the hand. Most importantly, it allows the user to maximize the speed of the head on each blow. The primary constraint on additional handle length is the lack of space to swing the hammer. This is why sledge hammers, largely used in open spaces, can have handles that are much longer than a standard carpenter's hammer. The second most important constraint is more subtle. Even without considering the effects of fatigue, the longer the handle, the harder it is to guide the head of the hammer to its target at full speed.

Most designs are a compromise between practicality and energy efficiency. With too long a handle, the hammer is inefficient because it delivers force to the wrong place, off-target. With too short a handle, the hammer is inefficient because it doesn't deliver enough force, requiring more blows to complete a given task.

Modifications have also been made with respect to the effect of the hammer on the user. A titanium head has about 3% recoil and can result in greater efficiency and less fatigue when compared to a steel head with up to 30% recoil. Handles made of shock-absorbing materials or varying angles attempt to make it easier for the user to continue to wield this age-old device, even as nail guns and other powered drivers encroach on its traditional field of use.

 

Effect of gravity

Gravity exerts a force on the hammer head. If hammering downwards, gravity increases the acceleration during the hammer stroke and increases the energy delivered with each blow. If hammering upwards, gravity reduces the acceleration during the hammer stroke and therefore reduces the energy delivered with each blow. Some hammering methods, such as pile drivers,[specify] rely entirely on gravity for acceleration on the down stroke.

 

Mind you, the mere fact I felt I had to add this speaks volumes, but I digress

 

 

 

 

SO, if you you don't inherently see how to hammer a nail, then we have bigger problems. If we have a nail hammering competition, bring your best hammer, we'll provide the nails and wood, and you and the others get to it, and see who hammers best and quickest. NO, you cannot be STRUNG OUT ON METHAMPHETAMINE, even if the rules say you can buy them there, because then you aren't you, but some chemically induced version of you that has no bearing on your real ability to perform. No one wants to compete against you in these circumstances, it's a joke, no "winning" occurs.

 

Just try playing with out for a week, maybe you're "hands on" kind of person.

i know what its like to play drugless. I wasnt always a drugger. In my wo ranks i was a drugger then i stoped. I strted again because i found drug wars fun

 

Fog of war i enjoyed your argument and therefore i wont drug when enemy isnt

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O

Drugs against drugs just devolves into a pissing contest. .-.

I mean, I'm sure for the competitors it's skill-based, but for everyone else it's just "Who can press buttons more effectively?".

only none skilled druggers think that

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This. Because "they" started it.  :)

not exactly. I drug at relly important parts of the battle. If it means victory / loss i will. And i look for that guy who thinks he can drug better ( the guy who calls me drugger for using 1 supply and then starts drugging himself)

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My head starts to hurt when I start reading this topic nowadays so...I'mma make a proper exit.

Good luck to everyone; here and in the battles.

 

 

Just keep this is mind, some of you; Drugger and Non-drugger alike: “For it is easy to criticize and break down the spirit of others, but to know yourself takes a lifetime.”

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