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allowing players to use two alterations at once


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back when alterations were first introduced, i think players were able to use two alts at a time which is cool, wondering if the devs would consider adding that feature back, but only for the alts purchasable with crystals. itll be pretty cool ))

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Declined

We do not accept ideas regarding the addition of removed features.

It was removed for a reason. Now imagine if a Railgun equips Large Calibre Rounds and Death Herald Compulsator or a Hammer user equips Slugger and High capacity ammo augments. It would be really over powered. It would really be over powered.

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Spoiler

 

Imagine if a Firebird equips Incendiary Mix and Compact Fuel Tanks

  • Increases ammo and damage as well as insta-burns enemies

 

Imagine if a Freeze equips Shock Freeze and Corrosive Mix

  • Increases ammo and damage and insta-freezes enemies

 

Imagine if an Isida equips Nanomass Reactor and Support Nanobots

  • Reloads instantly whenever it kills enemies and can easily heal teammates

 

Imagine if a Hammer equips Duplet and High Capacity Ammo Clip 

  • This basically means it rapid-fires five shots and insta-kills whoever is in its way. OVERPOWERED

 

Imagine if a Twins equips Plasma Accelerators and Heavy Plasmagun

  • Increased range, projectile speed, and damage

 

Imagine if a Ricochet equips Plasma-Torch and Berserk

  • It can rapid fire and easily kill an enemy, but normally, instead of running out of ammo with Plasma-Torch's fast energy consumption, the Berserk will insta-reload the turret and you've basically got a Ricochet with permanent Viking's overdrive.

 

Imagine if a Smoky equips Autocannon with Incendiary Rounds

  • Basically, you got a long-ranged Firebird

 

Imagine if a Striker equips Missile Launchers Cyclone and Hunter

  • Oh my gosh, each salvo fires 8 missiles and you lock on in less than a second! Oh, and the missiles fly 100% faster too!

 

Imagine if a Vulcan equips Reinforced Aiming Transmission with Incendiary Band

  • Now all the haters of the recent update will no longer complain that "Incendiary Band is useless without Heat Immunity" because the turret slowdown when firing is removed and thus gives Incendiary Band far better flexibility in battles

 

Imagine if a Thunder equips....

Well actually, all of Thunder's F2P crystal alterations kinda all do similar things, so this isn't really a big deal. Because Small Caliber Charging Machine reduces reload by 20% but Sledgehammer Rounds reduces reload by 25%, Sledgehammer will just cancel SCCM out... and your damage will be decreased by 20%. So........this is probably the only turret whose alterations won't be broken if they are combined. Also, the other alt removes splash damage but idk if anyone will want to pair it with the others.

 

Anyways, back to what I was saying....

 

Imagine if a Railgun equips Large Caliber Rounds with Electromagnetic Accelerator "Scout"

  • 20% (or 40% in the past) increased damage and 35% increased reload. OP

 

Imagine if a Magnum equips Mortar with Harpoon

  • Basically how Mortar works now.....but MUCH more versatile in battles. It just loses the elevation range that a vertical magnum normally gets.

 

Imagine if Gauss equips....wait....oh nevermind, Gauss has no F2P crystal alts.

 

Imagine if Shaft equips Short-Band Emitter with Rapid Firing Mode

  • Increased arcade shot damage AND fast arcade shot firing rate

 

I just listed the free-to-play garage alterations that can be obtained by crystals because that was what the original idea suggested, to combine alts purchased with crystals.

 

 

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  • Head Administrator
7 minutes ago, Ironmantonystark said:

giphy.gif

Well, he said 'only those which can be bought with crystals'

I know, but just imagine Gauss EMP + Gauss AP together  :laugh:

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13 minutes ago, Spy said:

I know, but just imagine Gauss EMP + Gauss AP together  :laugh:

 

8 minutes ago, CageTheElephant said:

Imagine Blunderbuss with Slugger ?

77b02e762465b336f42587101c6a4184.png

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53 minutes ago, Tanker-Arthur said:

 

  Reveal hidden contents

 

Imagine if a Firebird equips Incendiary Mix and Compact Fuel Tanks

  • Increases ammo and damage as well as insta-burns enemies

 

Imagine if a Freeze equips Shock Freeze and Corrosive Mix

  • Increases ammo and damage and insta-freezes enemies

 

Imagine if an Isida equips Nanomass Reactor and Support Nanobots

  • Reloads instantly whenever it kills enemies and can easily heal teammates

 

Imagine if a Hammer equips Duplet and High Capacity Ammo Clip 

  • This basically means it rapid-fires five shots and insta-kills whoever is in its way. OVERPOWERED

 

Imagine if a Twins equips Plasma Accelerators and Heavy Plasmagun

  • Increased range, projectile speed, and damage

 

Imagine if a Ricochet equips Plasma-Torch and Berserk

  • It can rapid fire and easily kill an enemy, but normally, instead of running out of ammo with Plasma-Torch's fast energy consumption, the Berserk will insta-reload the turret and you've basically got a Ricochet with permanent Viking's overdrive.

 

Imagine if a Smoky equips Autocannon with Incendiary Rounds

  • Basically, you got a long-ranged Firebird

 

Imagine if a Striker equips Missile Launchers Cyclone and Hunter

  • Oh my gosh, each salvo fires 8 missiles and you lock on in less than a second! Oh, and the missiles fly 100% faster too!

 

Imagine if a Vulcan equips Reinforced Aiming Transmission with Incendiary Band

  • Now all the haters of the recent update will no longer complain that "Incendiary Band is useless without Heat Immunity" because the turret slowdown when firing is removed and thus gives Incendiary Band far better flexibility in battles

 

Imagine if a Thunder equips....

Well actually, all of Thunder's F2P crystal alterations kinda all do similar things, so this isn't really a big deal. Because Small Caliber Charging Machine reduces reload by 20% but Sledgehammer Rounds reduces reload by 25%, Sledgehammer will just cancel SCCM out... and your damage will be decreased by 20%. So........this is probably the only turret whose alterations won't be broken if they are combined. Also, the other alt removes splash damage but idk if anyone will want to pair it with the others.

 

Anyways, back to what I was saying....

 

Imagine if a Railgun equips Large Caliber Rounds with Electromagnetic Accelerator "Scout"

  • 20% (or 40% in the past) increased damage and 35% increased reload. OP

 

Imagine if a Magnum equips Mortar with Harpoon

  • Basically how Mortar works now.....but MUCH more versatile in battles. It just loses the elevation range that a vertical magnum normally gets.

 

Imagine if Gauss equips....wait....oh nevermind, Gauss has no F2P crystal alts.

 

Imagine if Shaft equips Short-Band Emitter with Rapid Firing Mode

  • Increased arcade shot damage AND fast arcade shot firing rate

 

I just listed the free-to-play garage alterations that can be obtained by crystals because that was what the original idea suggested, to combine alts purchased with crystals.

 

 

That would be good, but in some cases it would make them OP, maybe only let pair Epic (245k) with Rare (149k, 96k) augments. For example:
Hammer's Duplet with Slugger would keep Duplet's shooting mechanism, and slugger's slower turning speed and bullets spread,
Twins' Stable Plasma with Heavy Plasma Gun would be Heavy Plasma Gun but without splash damage,
Thunder's Small caliber charging machine with "Sledgehammer" rounds would keep Small caliber charging machine damage, but a bit faster reload, for example 35% instead 20%.
etc. etc.

But knowing developers they would make 2nd alterations slot cost for example 5 000tc and let pair any augments regardless how it would affect balance.

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Just now, BloodPressure said:

Step 1: equip Smoky
Step 2: equip augment Incendiary Rounds
Step 3: equip augment Cryo Rounds

Step 4: ?

Step 5: ???????????

Normal Targets: No effect, 25% reduced critical damage

Targets with Cold Immunity: They will burn on critical 
Targets with Heat Immunity: They will freeze on critical

Targets with Heat Resistance: They will freeze for 2 seconds

Targets with Cold Resistance: They will burn for 2.5 seconds, but they will only take 300 damage twice, so 600 damage in total.

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Now Augments have changed their mechanics, so it's not an easy to combine two Augments.

1 hour ago, Arjun24 said:

If this idea was actually implemented, I wouldn't be able to walk 10 steps without dying.

But tanks don't have legs to walk on steps

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Well, here's my feedback:

There are reasons why only equipping one alteration at a time was one of the BEST ideas the developers ever put into the game:

  • It allowed more creativity on alterations, without worrying if one alteration was going to cancel out the effect of the other alteration. This is the reason why stuff like Railgun and Smoky have like 12 - 15 alterations today and not just limited to 3 or 4. (Although, why they decided to give Railgun so much love and why Firebird is still stuck at 3 alterations is still a question that needs to be answered)
  • It prevented two alterations from combining their effects and potentially ruining/completely breaking game balance.
    • The greatest example of this, in my opinion, is what if we combined Hammers Duplet with High Capacity Ammo Clip. Duplet's specialty is not that it has two shots, but rather it was meant for a rapid burst of shots to hammer down your opponents. Meanwhile, High Capacity Ammo Clip was meant to have extra ammunition in your clip (5) in order to easily take out stronger opponents such as Heavy Hulls or those using Hammer Modules that you normally couldn't kill with 3 shots. However, combining these two alterations will give us a disgustingly overpowered Hammer that has five shots in its clip AND has a shot reload of only 0.25 seconds! Meaning, combining the two alts basically allows you to literally insta-kill most enemies in the game within a span of only 1.25 seconds, you'll go "boom-boom-boom-boom-boom" and your enemy is dead. The only players who would survive would be those with a Defender Drone and Hammer Module equipped. 

So no, I completely disagree. We should not be able to use two turret alterations at the same time. It was fine back in 2016 cause the developers were careful while making the alts, making sure their combined effects didn't ruin gameplay much or didn't cancel/contradict each other. However, the large diversity of alterations we have today means it's impossible to combine two alts without having someone exploit some mechanics of certain alts and just breaking the game. And so, it's better to just leave it as it is now - one alteration equipped at a time. 

 

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17 minutes ago, MysticBlood said:

Imagine scout and Large caliber rounds.....hmmmm Disaster!! 

the reolad +10% and damag+ -20% and crit hit -40% ?

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15 hours ago, Pineapple said:

back when alterations were first introduced, i think players were able to use two alts at a time which is cool, wondering if the devs would consider adding that feature back, but only for the alts purchasable with crystals. itll be pretty cool ))

LOOOOOOOOOOOL that will knock out game balance even further.

Let's see how OP would THAT be even with crystal-bought auggies:

Side note: IDK how damage boosting/reducing auggies (especially Adrenaline) would stacks each other additively, multiplicatively or whatsoever. 

Spoiler

 

Firebird:

  • Incendiary Mix + Adrenaline -> Literally a massive 89% damage boost if combined together (assume they stack additively). If stacks multiplicatively, we are talking about a whopping 108.5% damage boost, that's more than 2 times Firebird's raw DPS (exclude Burning effect)! And let's not forget, Incendiary Mix allows you to spray those napalm continuously up to 10 seconds!
  • Hi Pressure Pump + Incendiary Mix/Compact Tank/Adrenaline -> DPS AND boosted range combined. There is no way you can outrun something like that.

Freeze:

  • Adrenaline (assume fully boosted) + Corrosive Mix -> 49% damage boost if stacks additively. 52.9% increase if multiplicative (1,376.1 DPS for a melee turret?!) Hello? Where is that precious game balance??? While Freezing itself became nonexistent, that DPS boost is pretty huge still!
  • Hi Pressure Pump + Adrenaline/Corrosive Mix/Shock Freeze -> No way you can outrun from getting Freezed + eating away your HP in matter of 2 seconds.

Isida: 

  • Broadband Emitter/Nanomass Reactor + Adrenaline -> DPS boost and you aim easier or even instantly regain your energy after killing a tank? Nope.

 

Hammer:

  • Duplet + Slugger -> Let's just say.... you can deal that 2k burst damage (in 0.25 seconds) even more effectively in longer distance. Hard pass.
  • Slugger + Dragon Breath -> Burning pellets AND more effective range especially for Hornet-Hammer? Nope.
  • Duplet + Dragon's Breath -> Burst damage + addition DPS when burning (again Hornet-Hammer)? Double nope.
  • Duplet + Hi Capacity Ammo Clip -> Tanker-Arthur already explained that OP-ness. If all shots are fired, we are talking about a total MASSIVE 4,320 damage just in 0.75 second if all 36 pellets direct hits (4 shells instead of 5 because of -1 from Duplet). If all 5 shells, 5,400 damage just in 1 second?! Mega nope! 
  • Adaptive Reload + Hi Capacity Ammo Clip -> More shots and instantly regain your ammo after killing a target? Bad move.
  • Hi Capacity + Slugger -> No need to explain that.
  • Hi Capacity + Dragon's Breath -> Continuous Burning with more shots. Nah.
  • Duplet + Adaptive Reload -> Burst damage + instantly refill your shots? Oh dear...

 

Twin: 

  • Stable Plasma + Heavy Plasmagun/Adrenaline -> Eliminates self-damage and yet damage boost at the same time? OP.
  • Heavy Plasmagun + Adrenaline (again fully boosted) -> Hello, 68% to 79.55% damage boost (additively to multiplicatively)? Twin already have good firerate + impact force. Hard pass.
  • Plasma Accelerator + Stable Plasma -> No self damage on close combat + doubled range on long distance? You sure that's balanced?
  • Plasma Accelerator + Heavy Plasmagun/Adrenaline -> Damage AND range boost? Zero way you can outrun that too.

Ricochet:

  • Plasma Torch + MFS -> More distance + faster reload? No way you can outrun that even with reduced damage from Plasma-torch. 
  • Plasma Torch + Berserk -> OP for killing streak. Instantly refill energy tank + impact forced not reduced? I don't think that's right...
  • Adrenaline + Berserk -> Also OP for killing streak.

Smoky:

  • Incendiary+ Autocannon -> No way you can survive that unless you have Heat Resistance/Immunity. You'll be burning the whole time especially with Hornet's OD.
  • Cryo Round + Autocannon -> You are pretty much a sitting duck unless you have Cold Resistance/Immunity. Getting chain-Freezed even with reduced damage from regular shot won't help ya survive either.
  • Autocannon + Supercumulative Round -> Especially if you pair this with Hornet's Supercharge, you'll be dealing 1,200 damage per Crit hit every 0.5 seconds when OD is active. Not even full 50% Armadillo + AP Immunity can withstand that. #RIPGameBalance
  • Supercumulative Round + Incendiary/Cryo Round -> Assume the reduced Crit damage went bye-bye, 800 damage and those 2 status effect means eating away your HP faster.
  • Hi Precision Aiming System + Supercumulative -> 60%-65% Critical Damage boost. You sure about that buddy?
  • Adrenaline + Supercumulative -> Crit shot damage goes brrrrrrrr.

Striker:

  • Cyclone + Uranium -> Assume zero drawback other than slower rockets, 10,560 damage per salvo?! Now pair that with Boosted Power + 2x Crit damage -> 42,240 damage in total (84,480 if using Booster) especially with Hornet's OD. Not even 50% Orka + Armadillo Mk8 Juggernaut can withstand that salvo (unless they are hiding in a friendly Titan Dome). But even with 7 rockets per salvo, it can still takes away a massive chunk of HP. If the increased locking time, reduced rockets per salvo and its speed are gone, here comes that 42k damage Salvo chasing you from a Supercharged Hornet - Cyclone + Uranium.
  • Uranium + Adrenaline -> 83% - 99.5% damage increase. This can benefit Arcade shot really well. No cap. Almost double the damage per arcade? Nah.
  • Hunter + Cyclone -> 7 rocket salvo just in 0.7 second of locking time? That's Cyclone with steriod even with 1 less rocket per salvo. Let alone 8 rockets.
  • Hunter + Uranium -> Don't know how would the rocket speed stack up. Either way, a massive 80% reload time reduction (or 64% if multiplicative) after 2 rocket salvo? Expect a laser sticking to your tank the whole time until you get clapped.
  • Cyclone + Adrenaline -> Over 9,300 damage per salvo. And since Adrenaline benefits Arcade rockets as well, you have zero drawback (other than losing your HP 1st) even if you can't salvo a fleeing target.
  • Adrenaline + Hunter -> You are giving yourself an aimbot boosted Adrenaline Thunder. 

Vulcan:

  • Incendiary Band + Adrenaline -> Incendiary shots when Burning AND boosted raw damage? You will get shredded real quickly.
  • Reinforced Aiming + IB/Adrenaline -> Easier aiming and spraying (heating) bullet also means no way you can outrun Vulcan's bullets.
  • Shooting speed regulator + IB/Adrenaline -> Very OP for dynamic fight.

Thunder:

  • Subcaliber Round + Adrenaline -> No self-damage, increased projectile speed and impact force AND damage boost? GG man. And also, you can't boost your Adrenaline by self-damage. 
  • Adrenaline + Sledgehammer -> Able to boost Adrenaline much faster AND more DPS. Nope.
  • Small Caliber Charging Machine + Subcaliber Round/Sledgehammer -> Again, IDK how will the reload reduction would stack. 1/5 less damage but no self-damage (only if using Subcaliber), AND stacked reload boost? That's equal to Scout auggy but for Thunder.
  • Adrenaline + SCCM -> Possibly be able to completely negate the damage penality from SCCM with fully boosted Adrenaline. AND free boosted reload speed if that is the case. No downside other than losing a massive chunk of HP 1st.
  • Sledgehammer + Subcaliber -> Able to retain original damage yet reload boost despite of range effectiveness loss? Nah.

Railgun:

  • Scout + LCR -> Could be OP... or not.
  • HSR + Round Stabilization -> Increases damage over 73%. That's at least 1,500 damage per shot. AND if the shot goes through a friendly, that's equal to over 3k damage.
  • Round Destabilization + LCR -> Crit damage boost can go at least 50%, meaning it can deal very at least 2,400 damage per Crit shot. Pair this with Hornet OD, watch crit shots goes brrrrrr.
  • Scout + Destabilized Round -> Scout already can knock one's aim more often but pair this with DR, you can pratically knock off opponent's aim repetitively.
  • Scout + Adrenaline -> phat damage + reload boost. OP.
  • LCR + Round Stabilization -> Over 50% damage boost and no Crit shot. Don't know if this is balanced or not because no crit shot if combined. If it does, OP.

Magnum:

  • Adrenaline + Harpoon -> Real OP for dynamic gameplay.
  • AGLM + Mortar -> Mines, mines everywhere.
  • Adrenaline + Reinforced Gun Carriage/Mortar/AGLM -> Just damage yourself and camp 24/7 for free kills.

Gauss:

  • No other crystal-bought auggy other than Adrenaline. But if paired with EMP/AP Gauss... you are basically giving yourself free reload boost with little drawback.

Shaft:

  • RFM + Adrenaline -> Over 2,700 burst damage with fully boosted Adrenaline (or 4.8k with Boosted Power). And it can boost sniper shot's damage.
  • RFM + Short Band Emitter -> Over 2.5k burst damage (can benefit with Boosted Power more than Adrenaline). 
  • Heavy Capacitor + Adrenaline-> At least 50% damage boost on sniper shot (hello over 5k damage? ) AND benefits arcade shot as well. OP.
  • LC + Adrenaline -> Possibly be able to negate the -25% sniping damage. Basically, giving you an EZ 3k damage just in 2 seconds of aiming time. OP as well.
  • LC + RFM -> By golly, use this on dynamic battle, you'll be unstoppable!
  • HC + RFM/SBE -> A combination of dynamic gameplay + camping (sort of), weird one but it can handle two things at a time.
  • Short Band Emitter + Adrenaline -> Over 1k damage on an arcade shot. That's 4 shots to clap a heavy hull, 2 for light and 3 for medium. Very powerful for dynamic close range combat.
  • SBE + LC -> Literally dynamic setup for Shaft.
  • LC + HC -> Don't know how would THAT be possible, but I do imagine it would be the same stock Shaft.

 

 

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2 hours ago, SporkZilla said:

Hunter + Cyclone for Striker would be fun

"Provides an almost instant target acquisition while aiming, and has five rockets per launch"

fixed it for ya ?

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17 hours ago, Pineapple said:

back when alterations were first introduced, i think players were able to use two alts at a time which is cool, wondering if the devs would consider adding that feature back, but only for the alts purchasable with crystals. itll be pretty cool ))

You don't think smoky autocannon + Incendiary would be OP?

No idea how it would actually work... but Incendiary gets applied with "critical hits" and autocannon does critical hits about every 2 seconds...

Or smoky autocannon + cryo rounds.  Enemy would never move.

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12 hours ago, Tanker-Arthur said:

 

  Hide contents

 

Imagine if a Firebird equips Incendiary Mix and Compact Fuel Tanks

  • Increases ammo and damage as well as insta-burns enemies

 

Imagine if a Freeze equips Shock Freeze and Corrosive Mix

  • Increases ammo and damage and insta-freezes enemies

 

Imagine if an Isida equips Nanomass Reactor and Support Nanobots

  • Reloads instantly whenever it kills enemies and can easily heal teammates

 

Imagine if a Hammer equips Duplet and High Capacity Ammo Clip 

  • This basically means it rapid-fires five shots and insta-kills whoever is in its way. OVERPOWERED

 

Imagine if a Twins equips Plasma Accelerators and Heavy Plasmagun

  • Increased range, projectile speed, and damage

 

Imagine if a Ricochet equips Plasma-Torch and Berserk

  • It can rapid fire and easily kill an enemy, but normally, instead of running out of ammo with Plasma-Torch's fast energy consumption, the Berserk will insta-reload the turret and you've basically got a Ricochet with permanent Viking's overdrive.

 

Imagine if a Smoky equips Autocannon with Incendiary Rounds

  • Basically, you got a long-ranged Firebird

 

Imagine if a Striker equips Missile Launchers Cyclone and Hunter

  • Oh my gosh, each salvo fires 8 missiles and you lock on in less than a second! Oh, and the missiles fly 100% faster too!

 

Imagine if a Vulcan equips Reinforced Aiming Transmission with Incendiary Band

  • Now all the haters of the recent update will no longer complain that "Incendiary Band is useless without Heat Immunity" because the turret slowdown when firing is removed and thus gives Incendiary Band far better flexibility in battles

 

Imagine if a Thunder equips....

Well actually, all of Thunder's F2P crystal alterations kinda all do similar things, so this isn't really a big deal. Because Small Caliber Charging Machine reduces reload by 20% but Sledgehammer Rounds reduces reload by 25%, Sledgehammer will just cancel SCCM out... and your damage will be decreased by 20%. So........this is probably the only turret whose alterations won't be broken if they are combined. Also, the other alt removes splash damage but idk if anyone will want to pair it with the others.

 

Anyways, back to what I was saying....

 

Imagine if a Railgun equips Large Caliber Rounds with Electromagnetic Accelerator "Scout"

  • 20% (or 40% in the past) increased damage and 35% increased reload. OP

 

Imagine if a Magnum equips Mortar with Harpoon

  • Basically how Mortar works now.....but MUCH more versatile in battles. It just loses the elevation range that a vertical magnum normally gets.

 

Imagine if Gauss equips....wait....oh nevermind, Gauss has no F2P crystal alts.

 

Imagine if Shaft equips Short-Band Emitter with Rapid Firing Mode

  • Increased arcade shot damage AND fast arcade shot firing rate

 

I just listed the free-to-play garage alterations that can be obtained by crystals because that was what the original idea suggested, to combine alts purchased with crystals.

 

 

Good post, nice compilation, enjoyed the read.  

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Imagine MM combined with these.

Balance.

No XP boost EVER for any player lower than legend.

Lower ranks not battling maxed out legends, are ranks more than 3 above them.

Always earning more cry than XP regardless of rank.

Being able to upgrade at your own speed, instead of being FORCED to buy the next upgrade at full price for the next rank.

Ultras being reasonably priced and not yielding any paints at all.

Shop bundles were you don't have to re-mortgage your house to buy them.

Flying monkeys can only go in battles against other FM saddos.

Having to earn x3 more XP at the lower ranks, to give you time to amass cry and experience in the game. x3 XP ends when you reach marshal.

Not having to BUY protection modules at all for tankoins.

Coinboxes (scamboxes) giving you 10 tankoins as the lowest amount instead of 1.

Reverting the coinboxes back to their original status back when they were first introduced.

Being able to open 1 weekly container if you want, just like a regular container.

Just a few things that if combined correctly, will no doubt enhance the experience of the game, for many, many players.

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