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Patrat
Feb 14, 2012

So one of my more successful builds has been a brawler Orion.

An AC20++ that does 120 damage, four medium lasers and an SRM6. Then mostly maxed out armour and the rest heatsinks.

The role of this mech is to constantly run toward the enemy whilst the pilot burns through the lance moral delivering Precision Shots to enemy center torsos. Why? Because that fit packs sufficient punch to one shot a fully armoured Quickdraw right through its untouched armour and immediately kill an enemy heavy mech every turn.

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BurntCornMuffin
Jan 9, 2009


Xae posted:

Someone talk me out of creating a 6 Flamer Firestarter.

I like 6 machine guns, its such a satisfying finisher.

BULBASAUR
Apr 6, 2009




Soiled Meat
Why do peeps hate clans so much? I always thought the space mongol higher tech enemy invasion fluff was pretty cool and compelling. Or do people just not like the balance?

NeuralSpark posted:

Just deleted my first game and started again now that I know how to play the game more betterer. My pilots were specced all wrong, and my mechs were all poo poo. :downs:

How are you going to respec them?

Eej
Jun 17, 2007

HEAVYARMS

Randler posted:

There's an AMA on reddit right now.

So far a lot of things are standard fare (i.e. We're working on patches, etc) but they did confirm, that the reinforcements are supposed to be on the map from the start and that the mission texts are slightly misleading. No words on escort missions thus far, though.

I got a question in about light mech viability!


quote:

There are two value propositions I would like to make: 1) Lights and Mediums should remain useful in late game. 2) Lights and Mediums should not be as valuable as heavies and assaults, all factors being equal.

So yes, I do have plans for some encounter types I'm prototyping that will strongly encourage light and medium use in the late game. I don't know when you'll get to see them (note I did not say "if", cuz you're gonna) just cuz they're time-consuming to test, vet, and ensure fun with.

But yes, I am personally working on that problem.

Rest easy friends they're working on it for sure

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

You know how you have to actually make tradeoffs and make choices when designing your mechs in the game now?

The Clans basically remove that aspect of the game.

Like, their fluff is fine. They're dumb weirdos but they're dumb weirdos in an entertaining way and BT is all about dumb weirdos, anyway.

BULBASAUR
Apr 6, 2009




Soiled Meat
Ah ok. So they broke the balance entirely and didn't even make it interesting.

isk
Oct 3, 2007

You don't want me owing you

TheParadigm posted:

Most of the complains i see seem to be about the salvage/pay: Is there a way to edit jsons to get another slider-bar tick during negotiations?

There might be. Haven't found one yet (leaning towards difficult-to-impossible since modding UI is tricky). Among others, the following values in SimGameConstants affect salvage/pay -

ContractPricePerDifficulty
ContractTypeMod_<MISSIONTYPE>
ContractFloorSalaryMultiplier
ContractFloorSalvageBonus
Salvage (and the fields under it - be careful that DefaultSalvageRights doesn't go over, like, 6 since you can lock yourself out of finishing a mission)

BULBASAUR posted:

Ah ok. So they broke the balance entirely and didn't even make it interesting.

I still remember how the quartermaster calls it in MechCommander 2 - "This stuff's just better than ours."

Filthy Monkey
Jun 25, 2007

DailyDumSum posted:

I have yet to get my own Atlas. I got a battlemaster though. Seconding the LRM vs SRM. Right now, it seems that having 2 long range mech with 1 scout and 1 brawler/short range mech is my ideal Lance format.

I still got wrecked on escort missions though.
Honestly, I just run three brawlers (two king crabs and the story highlander) and one LRM mech (salvaged highlander). The brawlers are either double fisting AC20s, or boating SRMs and medium lasers. The LRM mech is all +stability damage.

I found the game to get kind of easy once you get to the point where you could reliably put the AC20 on mechs (hunchback and highlander). That weapon is basically a part deleter in that tonnage range. Double fisting AC20s is even more ridiculous, as a torso called shot will destroy a lot of mechs in one attack.

If you aren't using called shots all the time, you are doing it wrong. They give you the ability to destroy important sections of mech, or to finish a mech off. They are incredibly important, and you can use them far more often than you think. You get morale back pretty quickly. Even then, stability damage is still hugely good, as it lets you aim your shots the other half of the time.

I found I don't like large lasers, PPCs, or smaller AC weapons all that much. Too much heat/weight for the trouble. Big ACs, medium lasers, SRMs, and LRMs are all winners. The fights in game often involve you being outnumbered and quickly getting into knife fight range.

Filthy Monkey fucked around with this message at 21:55 on Apr 30, 2018

William Henry Hairytaint
Oct 29, 2011



BULBASAUR posted:

Why do peeps hate clans so much? I always thought the space mongol higher tech enemy invasion fluff was pretty cool and compelling. Or do people just not like the balance?

I'm kinda meh about the Clans because I really enjoyed the 5-way power struggle scavenger civilization thing that was going on between the original states. When the clans showed up it became clear (in general, they still tried to gently caress each other over on the reg) that the successor states had much bigger problems to worry about, and the clans brought a technological renaissance with them that made the scavenger stuff less important. Within a couple of decades it was pretty much irrelevant.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

BULBASAUR posted:

Ah ok. So they broke the balance entirely and didn't even make it interesting.

I'd be really excited to see a redo of the Clans if they took another stab at like, ways to make their tech scary and impressive besides 'It's faster than you, better armored, outranges you, has a better pilot, and generates no heat.'

Gwaihir
Dec 8, 2009
Hair Elf

BULBASAUR posted:

Why do peeps hate clans so much? I always thought the space mongol higher tech enemy invasion fluff was pretty cool and compelling. Or do people just not like the balance?


How are you going to respec them?

I don't think tooo many people really hate the clans, they hate the people that adoringly love the clans and refuse to play anything but "tonnage balanced" matches of clan mechs vs IS mechs.

Also all the gear was flat better because they were intended for big scarey invading forces to overcome through superior tactics or numbers or w/e but in practice since nerds are nerds it always ends up with that one guy that somehow salvages a full custom mech that has nothing but the most op weapons on it and he just wants to duel you but gets mad if you bring the 4 atlases that match his machine by actual value.

Arrath posted:

And of course that was confusing until I remembered it wasn't chance to hit but difficulty on the attack so - is good and + is bad. :downs:

Huh, guess I need to be more careful about this. I've mostly just been breaking LoS.

That's not how it works, the occluded red line means they can still shoot, just with a penalty to hit. You have to break los entirely.

Gwaihir fucked around with this message at 21:54 on Apr 30, 2018

Runa
Feb 13, 2011

Whatever your favorite era is, someone hates it.

Promethium
Dec 31, 2009
Dinosaur Gum
Coming up on what I assume is the final stretch of the campaign and I've only begun seeing enemy assault mechs outside of the story missions, which seems rather late compared to some other players' experiences. By now I've actually gotten used to the way "reinforcements" work and would have been disappointed if they nerfed it. My favorite random mission had a reinforcement spot right next to the original enemy location and fighting them there would have been suicide, but I managed to fall back and funnel two full heavy lances into a mountain pass with rough terrain, baiting the AI to waste shots on a max evasion Griffin while the rest of the squad perfected a knockdown-called shot routine.

TheParadigm
Dec 10, 2009

isk posted:

There might be. Haven't found one yet (leaning towards difficult-to-impossible since modding UI is tricky). Among others, the following values in SimGameConstants affect salvage/pay -
*snip*

Hmn. Thanks! It seems to be the slider bar works fine, it just needs another 'tick' to negoiate with. Something like that seems as if it would be in the core game files, not under contracts. Thank you for checking.

Randler posted:

There's an AMA on reddit right now.

So far a lot of things are standard fare (i.e. We're working on patches, etc) but they did confirm, that the reinforcements are supposed to be on the map from the start and that the mission texts are slightly misleading. No words on escort missions thus far, though.

My question is: did paradox force an early launch? This game feels rather unpolished, or rather, there's tons of little things which felt like they were glossed over.

The press f6 to hurt everyone thing, animation speed, etc. The biggest critique i've heard boils down to: basically could have used a bit more time in the oven.

When there's pressure like this to launch early, it usually comes from the publisher, hence my asking. Thakns in advance!

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

William Henry Hairytaint posted:

I'm kinda meh about the Clans because I really enjoyed the 5-way power struggle scavenger civilization thing that was going on between the original states. When the clans showed up it became clear (in general, they still tried to gently caress each other over on the reg) that the successor states had much bigger problems to worry about, and the clans brought a technological renaissance with them that made the scavenger stuff less important. Within a couple of decades it was pretty much irrelevant.

The Jihad and Dark Age is basically BT trying to bring that back into relevance but everything post 3067 is hot garbage.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

TheParadigm posted:

My question is: did paradox force an early launch? This game feels rather unpolished, or rather, there's tons of little things which felt like they were glossed over.

The press f6 to hurt everyone thing, animation speed, etc. The biggest critique i've heard boils down to: basically could have used a bit more time in the oven.

When there's pressure like this to launch early, it usually comes from the publisher, hence my asking. Thakns in advance!

BattleTech already had another year in the oven over their planned ship date and a beta on top of it so its a bit weird that some of these issues didn't get noticed.

shas
Jul 27, 2011

I want three things

1) smoke and fire rules
2) skidding rules
3) yellow jacket gunships





4) Zeus X

these are my demands

Also I used to play a game called Invasion3042 which was online empire building and battletech fighting and some guys donated a ton of money to have their own custom clan added to the game and they would just show up with the most bullshit tech and :smug: about how great they were at playing the game, gently caress those guys.

DrPop
Aug 22, 2004


The Clans are one of the truly unique things about Battletech and I find them fascinating. I think people have bought into this self-perpetuating image of everyone hating them and the idea that they ruined the storyline.

When playing in matched games (using BV), it's pretty easy to get owned as a Clanner when fighting IS factions. You have to play very smart to survive. When using equal tonnage, of course the Clanner will have an advantage over an opponent using IS tech.

I played for several years on a competitive MekWars server as a Clanner. On that server, games were matched via BV. It was pretty much accepted that the difficulty in playing as a Clanner truly balanced their innate tech advantage--you were always outnumbered, always outgunned, and, especially in 3050 onward, typically outmaneuvered.

b0lt
Apr 29, 2005

The Saddest Robot posted:

There are planes that turn into mechs!

There are tanks that turn into mechs!

SirFozzie
Mar 28, 2004
Goombatta!
If you think SRM Carriers are bullshit (they are), and LRM Carriers are double bullshit (they are)..

How about a Heavy LRM Carrier?

http://www.sarna.net/wiki/Heavy_LRM_Carrier

(Won't see it in a couple decades in game, but I think it's all 3025 tech. 4x LRM20).

Seriously up to "Macross Missile Massacre" level.

"I've been sensor locked"

That's your queue to go use the facilities because the next 90 seconds it's going to be raining missiles.

Actually, someone brought up the Clans and their munchkin mechs. They were the ones who started the "Spam one weapon type"

Like say, this:

http://www.sarna.net/wiki/Nova_(Black_Hawk)

"Hi. I have 12 ER Medium Lasers. enjoy the laser light show" PEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEWPEW

William Henry Hairytaint
Oct 29, 2011



b0lt posted:

There are tanks that turn into mechs!



This thing is pretty much guaranteed to lose feet if it gets shot in tank form and is absolutely guaranteed to throw treads if it gets shot in mech form :allears:

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
Whelp, now I know why you push through to the prison break mission.



First 2-star mission, I succeeded but this much loss nearly bankrupted me. Barely managed a comeback via heavy morale drops and selling every light mech I could slap together.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

BULBASAUR posted:

Ah ok. So they broke the balance entirely and didn't even make it interesting.

Worth noting that there were 2 different levels of brokenness:

1. You got double heat sinks for free in your engine, which so far does not happen HBS-Battletech, so that's one massive balance issue fixed already

2. Clan tech was literally just better than IS tech (like you have the exact same thing but the clan version is lighter or does more damage or whatever). This is going to be a trickier one to balance; the scarcity approach doesn't work forever because salvage.

Also from the AMA they're looking at energy weapon balance so hooray (I predict that LLs will still not be good but they might be less mech-destroyingly awful). I hope they do a pass on LRM stability damage too, they could make the clustering a bit tighter in exchange to make LRMs a bit better at hole punching but right now scoring knockdowns with LRMs is so drat easy it's not even fun.

TulliusCicero
Jul 29, 2017



Thinking about picking this game up. What is multiplayer like? Is it like X-COM with a lance, or is there more to it than that?

pangstrom
Jan 25, 2003

Wedge Regret
Other than the names of some mechs, the only lore I remember is that Clans sort of bid on military tasks, and lowest bid won / doing more with less was how you got honor. Like name that tune but with "I can win this battle using only XXX tons" or whatever. It's kind of an obvious ploy for balance but still I thought it was cool.

I agree that it would have been better tech-wise if the clans had more qualitative differences / added to the complexity of things instead of "better versions of the same stuff", my memory is similar to the thread's in that respect.

2 SPOOKY
Sep 9, 2010

Always Be Alert!

Filthy Monkey posted:

Honestly, I just run three brawlers (two king crabs and the story highlander) and one LRM mech (salvaged highlander). The brawlers are either double fisting AC20s, or boating SRMs and medium lasers. The LRM mech is all +stability damage.


This is also me! I’m using a Battlemaster and a King Crab double fisting AC20s with gun10/tactics10 pilots and it’s called shot CT funtimes all day. Against half-armor assaults it’s generally a kill per activation, and against fully armored mechs it’s still generally an assault dead per turn. My other two fluctuate a little between two LRM boats and a LRM boat + melee/scout.

I have no idea if it would be more optimal to run more, smaller weapons for the called shot spam, but god drat it’s satisfying to doubletap heavies into oblivion.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.
IIRC the funny thing about mercenaries and clan-tech is that its usually not used by all but the biggest or most well connected mercenary commands because clan mechs are *massive* hangar queens and often require components they're not going to have ready access to.


Usually its more profitable to just give sell the salvage to your employer.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
just cleared the ammo dump mission and the extra payout for getting my Grasshopper all beat up instead of letting the trucks escape totally was not worth it.

edit: repairs cost me almost as much as the bonus and that's without accounting for two upgraded MLs that'll take extra time to replace :mad:

Goatse James Bond fucked around with this message at 22:22 on Apr 30, 2018

Airspace
Nov 5, 2010

RabidWeasel posted:

2. Clan tech was literally just better than IS tech (like you have the exact same thing but the clan version is lighter or does more damage or whatever). This is going to be a trickier one to balance; the scarcity approach doesn't work forever because salvage.

I feel like the best way to make Clantech less broken would be just to make an item really good at one thing, not so great at another, and average across the board in all respects. For instance, LRMS maybe going a bit further, but give more heat, and weight and other elements unchanged in comparison to IS tech. For bonus grognard points: There's 20 clans, one clan could have their LRMs fire further, one can fire with reduced heat, and so on.

Also everyone says making Clan players stay true to zellbringen or however that is spelled will make grognards cry. Am I the only one looking forward to giving that poo poo a shot?

HBS made Shadowrun good, this game can be good, I trust them to make the Clans a lot better.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

BULBASAUR posted:

Ah ok. So they broke the balance entirely and didn't even make it interesting.

It's hit or miss in tabletop.

They cost A LOT of points in tabletop, to the point where a (good) clanner mech can cost three IS ones of the same tonnage, and they're usually on the delicate side. But they near universally go pretty fast and have high ranged weapons in a game meta that turned into "speed-poking is god."

In any given videogame it skews a bit more to balance, as a player can't naturally drive a mech hella fast and they can track and shoot something moving that fast much better then the people in universe can, besides. Also the various Mech Warrior games usually turn into sniper matches in any multiplayer environment and while they have high range weapons, they don't have the armor to actually win out against their IS-sniper counterparts.

in something like this tho that's all kind of moot, as once you'd get one in campaign it's there and OP for life

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

DrPop posted:

The Clans are one of the truly unique things about Battletech and I find them fascinating. I think people have bought into this self-perpetuating image of everyone hating them and the idea that they ruined the storyline.

When playing in matched games (using BV), it's pretty easy to get owned as a Clanner when fighting IS factions. You have to play very smart to survive. When using equal tonnage, of course the Clanner will have an advantage over an opponent using IS tech.

I played for several years on a competitive MekWars server as a Clanner. On that server, games were matched via BV. It was pretty much accepted that the difficulty in playing as a Clanner truly balanced their innate tech advantage--you were always outnumbered, always outgunned, and, especially in 3050 onward, typically outmaneuvered.

Yeah, as long as they implemented a BV system it's perfectly doable. Or hell release the clan mechs as an entirely separate game with a separate narrative where the clans invade AuriganSpaceLand or whatever.

TheParadigm
Dec 10, 2009

DrPop posted:

The Clans are one of the truly unique things about Battletech and I find them fascinating. I think people have bought into this self-perpetuating image of everyone hating them and the idea that they ruined the storyline.

I'm going to agree with you here, actually. I like PTN's take on them as wierd randian supermen; but if anything I come at it from the total lore beginner angle.

If there's anything I'd like to see as a second campaign, actually, its a pre-invasion clan campaign.

The kind where the exact quirkyness of clan society is unveiled to the player, the wierd reactions, how the life's all about fighting n winning within their rules and confines. the political shift when the clans realize there's a sphere to conquer and how to go about it - the bickering and infighting and trials that go up to it - and I think that it would work well for HBS-tech format.

I'd like to have the mindset of a clanner sold to me,the framework that makes it make sense and a somewhat cool storyline with it: and then the protagonist's one of the leading forces during the invasion, gets captured, and starts undergoing a journey to becoming more human through changing sides and getting exposed to new ideas and people and cultures.

Basically.. this game has reached an insanely huge audience through being a best seller, and the stage has to be set for the invasion for the new players to really get the reasons behind the actions, and that means a clanner prologue.

On the gameplay side: you have 5-mech stars, but also zellbrigen cuts down target selection, so it would be about the same. Similair format. Fights and trials to get/keep favorite personell or mechs, that sort of stuff, then shifting up to a prep-for-war footing.

Gwaihir
Dec 8, 2009
Hair Elf
The other thing to note is that, in this game, evasion tanking via speed is not remotely as good/viable as it is in TT.

In a TT game you get a 6/9 medium like the Stormcrow and reliably generate move mods that give enemies a 27% chance to hit, at best, until they're completely point blank range. And they probably can't get to point blank, because they're slower than you are. And even if they're faster, then that means they're a Jenner that falls over when you look at it too hard.

In this game, sensor lock exists, and after getting shot at a few times your previous massive evasion advantage is gone and now you're getting armor stripped left and right.

And a ton of the stock clan mechs skimp on armor. A good portion of the heavies only mount ~80% of the potential armor they could carry for their tonnage, and some (Loki/Hellbringer) dip down to 60%.

TLDR there's no reason at all that HBS can't easily make a clan invasion good and fun and avoid the pitfalls from the ghosts of tabletop past.


TheParadigm posted:

I'm going to agree with you here, actually. I like PTN's take on them as wierd randian supermen; but if anything I come at it from the total lore beginner angle.

If there's anything I'd like to see as a second campaign, actually, its a pre-invasion clan campaign.

The kind where the exact quirkyness of clan society is unveiled to the player, the wierd reactions, how the life's all about fighting n winning within their rules and confines. the political shift when the clans realize there's a sphere to conquer and how to go about it - the bickering and infighting and trials that go up to it - and I think that it would work well for HBS-tech format.

I'd like to have the mindset of a clanner sold to me,the framework that makes it make sense and a somewhat cool storyline with it: and then the protagonist's one of the leading forces during the invasion, gets captured, and starts undergoing a journey to becoming more human through changing sides and getting exposed to new ideas and people and cultures.

Basically.. this game has reached an insanely huge audience through being a best seller, and the stage has to be set for the invasion for the new players to really get the reasons behind the actions, and that means a clanner prologue.

On the gameplay side: you have 5-mech stars, but also zellbrigen cuts down target selection, so it would be about the same. Similair format. Fights and trials to get/keep favorite personell or mechs, that sort of stuff, then shifting up to a prep-for-war footing.


gently caress I'd super love to play that campaign, that sounds amazing.

Filthy Monkey
Jun 25, 2007

2 SPOOKY posted:

This is also me! I’m using a Battlemaster and a King Crab double fisting AC20s with gun10/tactics10 pilots and it’s called shot CT funtimes all day. Against half-armor assaults it’s generally a kill per activation, and against fully armored mechs it’s still generally an assault dead per turn. My other two fluctuate a little between two LRM boats and a LRM boat + melee/scout.

I have no idea if it would be more optimal to run more, smaller weapons for the called shot spam, but god drat it’s satisfying to doubletap heavies into oblivion.
Yeah, called shot CT with them is just ridiculous for insta-deleting enemies.

The one 'smaller weapon' I've found to be very effective is the SRM6. The +++ version is very good, with +4 damage and +2 stability damage. 12x6 means 72 damage each.

Here is one of the special project mechs I've been working on.


Four SRM6+++ totals 288 damage, plus a bunch of stability.
Four MLaser++ totals 140 damage.

That means 428 damage on anything within 270m.

Inside 90m and you can add another 80 damage from the small lasers, for a total of 508. Plus it has maxed out jump jets!

Filthy Monkey fucked around with this message at 22:31 on Apr 30, 2018

Flavahbeast
Jul 21, 2001


I haven't played MWO in a long time so I can't remember, how do they balance clan vs IS stuff? or do they

Gwaihir
Dec 8, 2009
Hair Elf

Flavahbeast posted:

I haven't played MWO in a long time so I can't remember, how do they balance clan vs IS stuff? or do they

it's MWO, so, the answer is "poorly to not at all"


Filthy Monkey posted:

Yeah, called shot CT with them is just ridiculous for insta-deleting enemies.

The one 'smaller weapon' I've found to be very effective is the SRM6. The +++ version is very good, with +4 damage and +2 stability damage. 12x6 means 72 damage each.

Here is one of the special project mechs I've been working on.


Four SRM6+++ totals 288 damage.
Four MLaser++ totals 140 damage.

That means 428 damage on anything within 270m.

Inside 90m and you can add another 80 damage from the small lasers, for a total of 508. Plus it has maxed out jump jets!


If one must take the AC20s off a King Crab, this is the Most Correct thing to do with it!!!

Kenshin
Jan 10, 2007
Sometimes you make very much the right decision



Dekker in the Jenner super-scout headshotting a Heavy mech (with an already damaged cockpit) helps

Kenshin
Jan 10, 2007

Gwaihir posted:

In this game, sensor lock exists, and after getting shot at a few times your previous massive evasion advantage is gone and now you're getting armor stripped left and right.
The further I get in this game the more I am convinced that Sensor Lock should require line of sight to work. It's unfun to play with (it encourages extremely silly kiting) and unfun to play against (it makes extremely silly kiting required)

midge
Mar 15, 2004

World's finest snatch.
I'm trying to back up save files (steam edition) and I can't for the life of me find them. I'm searching for 637090 (the games ID) and it's only bringing up the shaderfolder. Anyone got a clue?

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2 SPOOKY
Sep 9, 2010

Always Be Alert!
:prepop:

That King Crab!

E: also had the advantage of keeping the weapons primarily in the side torsos. drat that’s nice.

2 SPOOKY fucked around with this message at 22:40 on Apr 30, 2018

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