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Leal posted:One time I had a start in one of those small 4 house towns. Each one of their basements dropped you into straight lava. Coolguye posted:basements all around are extremely useful for a lot of things, not the least of which is just being completely safe as long as nothing saw you go down the stairs. a basement was always my preferred place to either sleep off sicknesses or get lots of reading done back when i was playing regularly just because i knew for a drat fact that nothing was going to bother me down there. goatsestretchgoals posted:Counterpoint: weed basements are worth it. Game win status is having >1000 joints in your storage. Also with the power of the debug menu now at my hand what is the most hosed up dwarf mutant I could make? Preferably without a neck and with a keen interest for garbage
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# ¿ May 5, 2021 17:25 |
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# ¿ Apr 26, 2024 03:58 |
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You can check the info page of the vehicle to figure out if it swims. Look for draft and sealed hull height or something like that. Draft needs to be lower or water will leak in/the boat will sink. The basic gist is that you need a frame and instal a piece of boat hull into it. Most likely made from wood but there are some other materials you can use. That's the main body of your boat and it needs to be crafted before you can instal it on the frame. In the past you needed to make at least three tiles with frame+boat hull (used to be called "boat boards") but I'm not sure if that's required anymore. After you have your frames+boat hull pieces done you also need to instal a seat and some hand paddles(craft a set of oars) to steer and move the boat. Oh you also need to build it on land and drag it into the water later. That's pretty much it I think. Make sure you have a source/stash of enough nails and planks!
Tin Tim fucked around with this message at 18:32 on May 6, 2021 |
# ¿ May 6, 2021 13:48 |
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Vib Rib posted:But otherwise yes, any place that's cleared of zombies will stay that way. You can always have others wandering in from the (uncleared) and following you but if you clear like an entire town and just hang out in the middle you won't see any new zombies. After getting sorta shafted with my island start I've grown to like the water-heavy map I've gotten. Never played one before and the restrictions on effecient travel are interesting to me. I'll get back to my crappy starter boat and check if my version of the game lets me boat past bridges. If yes then I'll look into building a proper gun-boat to roam with. Gonna take a while though because I have a lot of points of interest to explore. Never found a strange temple before but I assume it's janky content? Also there is a mi-go base on an island so I know where I can go if I want to rip&tear later on
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# ¿ May 7, 2021 21:35 |
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Telsa Cola posted:Clearing towns is easy and fast with automated laser turrets.
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# ¿ May 8, 2021 12:56 |
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I could swear there was something in regards to laser weaponry that got cut not too long ago. Maybe it was the lasers that you could build yourself and sorta infinitely power with solar panels? Don't quite remember but I'm pretty sure we bitched about it itt Anyway my current game keeps showing me cool things I never saw before. Found a proper bandit camp in the woods with walls, tents, vehicles and eleven bandits that I sniped through the forest
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# ¿ May 8, 2021 23:36 |
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Maybe my memory is bugged then? Could swear there was something but whatever I was just about to write off FEMA camps as a waste of time outside of nabbing a flamethrower but then I found a rivtech battle rifle in the armory and some autoclave pouches in the central structure. Chances for drops as those are hard to resist tbh
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# ¿ May 9, 2021 13:12 |
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Iirc you can also cut down the stock on some guns with the hacksaw so it might work there too? Wanna say a double barrel can fit into a large pistol holster with cut stock&barrel Never tried it myself so lol I will once I find a 50. rifle
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# ¿ May 12, 2021 13:14 |
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Do labs have turrets at the entrance when you bust in instead of using a science ID? I think I never had to do that but yeah my current game has given me zero science ID cards
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# ¿ May 13, 2021 13:36 |
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Manager Hoyden posted:Speaking of labs, I am tempted to learn how to make a mod just to replace the newer labs with old science labs. They are nearly useless except for getting hydrogen canisters. Also, TIL that you can use the vibrator to quickly recover mood&focus during long reading sessions. How did I not learn this sooner wth
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# ¿ May 13, 2021 21:21 |
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Telsa Cola posted:Mp3 players are generally better because they provide the mood boost and resultant focus boost throughout/while you are doing an activity so you don't have to stop. Never tried a harmonica myself so I'm gonna keep an eye out for one E:stepped down into the first lab of the run and found a slightly damaged mini nuke on the floor after a few steps....not feeling good about this one Tin Tim fucked around with this message at 22:15 on May 13, 2021 |
# ¿ May 13, 2021 22:08 |
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Lesson of the day: you can kill a shoggoth with an m249 but only if you stand right next to it and spam f because any time spent on aiming will make it regen too much Also hope that your links and casings don't land on its square Found a G80 Railgun und several mags on the first floor. No ammo or UPS which is a bummer but iirc the G80 is super rare to see in the first place
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# ¿ May 14, 2021 12:09 |
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I actually found 20 rounds for the G80 after clearing the third armory in the lab No UPS and no autoclave though Since mechs were brought up, you hack them with the control laptop, right? I've never done it but there is an active x-02 in the finale room of my lab
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# ¿ May 14, 2021 20:40 |
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Yeah mil card worked on the exo and I got out of the lab and into a livestock carrier on the 1% battery power it has. Might get lucky and find another battery in the next lab I've scoped out and get to try the laser rifle
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# ¿ May 15, 2021 01:39 |
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Not sure about that one since it uses H&K 12mm which can't be crafted as far as I can tell. There is a railgun CBM that you might be thinking about?Dandywalken posted:I found my first G80 a few days ago in BN. Its great versus armored targets but Im hesitant to use it vs most things due to ammo scarcity. But yeah it makes sense for the G80 tbh. Totally hoarding my rounds until I find a military instalation I want to raid Anyway my next lab turned out to be one of the new and cramped ones. Burned almost two belts of 5.56 just to pacify the entrance after coming down the elevator. And of course it already has kevlar hulks in early summer. Going ham with the m249 was fun but I'm not sure if I want to deal with everything else running around down there. Might just dissect all the scientists and then ignore the place.
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# ¿ May 15, 2021 14:01 |
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Funny you say that because I got a zombie scientist stuck in the elevator limbo forever. Every time I traveled between the lab and the surface I got the message that I was suddenly getting block by z scientist on the stairs but slipped past Anyway I couldn't resist the call of my inner loot-goblin and cleared the lab. What it got me was the contents of a mutagen storage and several interesting loot drops from scientists. Autoclave, some CBMs, some books I was missing and other little things. Nothing amazing but not a waste of time either I think. Two evolved mutants and the numerous security robots also did a lot of the fighting for me so it didn't take too long. The lab had a subway connection and I found a second one in there without surface access as it seems
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# ¿ May 16, 2021 00:08 |
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Dr. Arbitrary posted:I've fiddled around with debug mode and boats and it seems like there's actually some pretty realistic benefits for going big.
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# ¿ May 16, 2021 18:17 |
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Well are there "wheels " for boats outside of the oars then? If I could build a serious boat that I don't have to move myself then I would be much more inclined to do such a thing. And there are a lot of options for the engine tbh. Could even go with solar/steam if you don't want the usual Tin Tim fucked around with this message at 19:02 on May 16, 2021 |
# ¿ May 16, 2021 18:59 |
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Manager Hoyden posted:PSA: You can press | and choose to wait until you catch your breath. I've been holding tab until my stamina meter is full like a buffoon all this time. Dr. Arbitrary posted:Boat post! So I have a few more thoughts on the small lab type after clearing three of them and seeing a different "theme" each time. They all have the same enemies, the same chem loot, and mostly the same layout. Also only one turret(past the metal doors next to the elevator) as it seems. They only differ in some very minor changes to the sealed loot rooms you will find. So you really can't tell what type you're dealing with before you kill a ton of enemies and find one of the real loot rooms. There are also small side rooms that you need to bust open but those usually just have more chem loot. It's all about the bigger sealed rooms. 1. Mutagen lab Found one sealed loot chamber(fairly central) that had several mutagens and serums on shelves. Nice find if you're into that since serums are what you really want to lock your mutation path iirc 2. Utility lab This one sucks because it just has electrical supplies, parts, and tools. I mean yes they have value but you're usually past needing an arc welder at this stage of the game. And you can get your electrical parts/tools a lot easier than in this manner. Real bummer when you bust open the loot room tbh. The one I found had no surface access and was part of the subway network between some labs. So I guess it could be meant as a sort of support/utility facility? Obviously you don't want to spend your time with this type but there's no good way to identify it aside from the main loot room. A lot of electrical loot in the open is a hint but not a clear sign since you'll also find that in another type of lab 3. CBM lab This one is the best I found so far. Two sealed loot rooms with multiple experimental cyborgs and several stacks of mid to high-grade CBMs. Pretty solid haul to set you on your path to cyber-god. The barracks type rooms in this lab can also have a small stack of low to mid-grade CMBs on the floor and an experimental cyborg. Found two such rooms in my lab. There's also electrical loot around just like in the utility labs so that's why I said that it's not a good way to identify the type No idea if there are more types but yeah that's what I know so far. Are they worth the effort? If you just want to explore then heck no. But if you're looking for specific things and know that you can get them there, then yeah mostly. I mean type 2 is straight trash but the other types can set you up nicely for mutations or CBMs. It's just a question of if you're willing to deal with all the crap down there. There are tons of zombies, small blobs, security bots, and some mutants/cyborgs. And due to the cramped layout they will easily funnel towards you in clumps if they don't get caught by in-fighting. It's no joke that you have to fight through like 30 enemies before you can even move on from the elevator. It's messy and also it's real easy to get trapped because 15 zombies suddenly spill out into the corridor behind you. So yeah come prepared and don't take risks once you move into the lab proper. Getting cut-off from the elevator sucks real bad It's not all bad though because the fighting between bots and everything else will take down a lot of zombies. I mean the zombies will eventually win but if you spend a few hours on the surface after you've poked the nest then you'll be rewarded with a lot of easy pulping. The bots aren't that dangerous for you btw. An M4 can take them down with a couple shots if you have some skills. The manhack swarms do suck but at least they're just melee and not explosive. There's usually a small and sorta fixed number of security/military type zombies around. You'll always see security guards and usually two bio operators. I think those are a fixed spawn in one of the security closets. Then there are a small number of advanced military zombies that you can run into. Not sure how much evolution comes into play here but I've seen like 2-5 of them per lab. For me those could be kevlar zombies/hulks, black-ops, or grenadiers/elite-grenadiers. So the threat here is sorta predictable and not bad outside of hulks/elites. The experimental mutants/prototype cyborgs aren't that dangerous either but can take down a surprisingly large number of zombies. However an evolved mutant just dunks on zombies/bots and yeah you should full-auto him right away no questions asked. So the threat in these labs doesn't really come from quality but from the sheer quantity of enemies. The big reason for why I think that it can be worth all the trouble isn't really the loot room but the loot tables of bots and scientists. Scientists can drop a lot of nifty items. Pretty much all types of CBMs, autoclaves, high-grade drugs/meds, adrenalin shots, teleporters, lab journals, ID cards, and more stuff. If you're looking for these things then it's worth the risk. The loot quality of scientists isn't that obvious in the old lab types due to the smaller numbers but if you get 50+ rolls on their loot table then you're going to be seeing some nice drops. Me praising the bot loot table is something I also have to explain further. The brunt of drops is trash outside of maybe kevlar/ceramic plates if you want to make certain armors. But there is a rare chance for lab bots, skitters, and manhacks to drop a stack of five plutonium fuel cells! With the number of bots around it's almost sure that you'll walk out with at least five cells and maybe more. That's a pretty compelling reason to go there depending on your character. You can even disassemble some of the bots for another chance of one cell per wreck. So yeah as said you pretty much have to know what you're doing and what you want to pick up. Otherwise it's probably best to give these labs a pass Tin Tim fucked around with this message at 21:08 on May 17, 2021 |
# ¿ May 17, 2021 19:31 |
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Hot drat CBM lab didn't disapoint I mean some of them came from scientist loot but each of the sealed rooms had several CBMs in the open and a vault locked with a terminal. You also find an autodoc and a kit in each room so you could instal two of them right away. You can get more if you spend time dissecting cyborgs and scientists but I'm good. Yeah this lab is very much worth the hassle but good luck finding it
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# ¿ May 17, 2021 22:28 |
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Can you find anything besides scrap when you dig through wreckage on chopper crash sites?
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# ¿ May 20, 2021 20:52 |
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Not to my knowledge. The only time I ever found something under shed-rubble was when I killed a bandit and its corpse dropped on the rubble tile so I had to dig it away to get the loot
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# ¿ May 20, 2021 22:44 |
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Had my first encounter with the leech plant monsters in a small lab and yikes they spawn chaff creatures like crazy. Had to retreat and dug up 8 grenades from the loot piles in my car. Not sure if throwing nades at the plutonium based generators in the lab is a good idea but hey you never know until you try! This encounter also got me thinking that there might not be that many ways of aoe-killing? Like wielding an LMG is cool at first but then you realize that it's not much better against hordes than an m4 because you still pump your bursts into single targets instead of spraying rounds over an area to hit multiple targets. What weapons actually do aoe damage outside of explosives and flamers/launchers? Tin Tim fucked around with this message at 14:15 on May 22, 2021 |
# ¿ May 22, 2021 02:50 |
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So if you ever encounter the leech plant monsters just gtfo because the place is a total loss. I flipped on debug god and threw around 8 grenades until I had cleared the central infestation around the generators. The insane amount of spawned critters and the grenade blasts would have killed me ten times over before I cleared the core of this mess. And of course that accomplished basically nothing because as long as a single stalk is alive it will quickly transform into a new blossom and keep spawning new stuff. They also handily beat zombies and lab defenses so it's basically impossible to clear them out without massive cheating. Interesting enemy concept tbh but completely unbalanced and not worth your time or effortsVib Rib posted:It's a shame labs have the best loot because they're always so loving boring. Whether you're weak or strong, they're boring, just in slightly different ways, and in the speed you can move through them. E: Make that two. Central room with two winches for shutters that had crates and each one was empty... So aside from going for the scientist loot drops it seems that the best way to get something from the small labs is to bust through the metal door at the subway entrance security station because the three lockers there have high chances for advanced ammo/weapons. Found small amounts of special ammo (caseless, H&K12mm, etc) very reliably there and even a pristine minigun but that was probably an outlier. I mean you can try and hunt for a loot room but it's tedious and your chances are bad as it seems Tin Tim fucked around with this message at 18:24 on May 22, 2021 |
# ¿ May 22, 2021 17:26 |
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What was your location? Mine was a small lab where you can't really do that because most rooms have several entrances where the spawns can spill out of. And I'm not kidding when I say that the spawn rate easily produced between 10-20 in a couple of rounds. They just kept spawning faster than I could kill them without grenades. The real problem were the stalks and infested bodies in the nooks and crannies around the central infestation though. I walked around a little after dealing with the central clump and picked off stalks that turned into a new blossom and suddenly a fresh wave of critters came rolling towards me. Killed them, found the blossom and killed it and was greeted by a new wave from a different direction a few turns later. I guess fire helps more than plain grenades but I still think that it's a huge waste of time to try and deal with this E: I used debug to teleport back to the place and take some screens since I feel like my words don't really convey what's going on in that lab I approached the generators from the east. You can already see tons of critter corpses on the ground from my first contact and infested pod corpses in the side rooms Here's where the central infestation was. Most of the corpse piles are 10+ deep and I had to throw grenades at my feet to even be able to move a tile after a few rounds of relentless spawning happened Here's a zoomed out shot of the generator room showing that your blocking strat(which is clever btw) wouldn't really have worked. Two tile exits in all four directions. The north and east are clean but south and west have stalks, blossoms, and corpse pods scattered about which keep spawning Walked a bit towards the south and yep another blossom that spawns. These guys also tend to overwhelm you faster than you can shoot the blossom btw because for some reason they are fairly hard to hit at range even for an endgame char with a 5.56 SCAR rifle Moved back towards the generator room and yeah there's another wave coming from the west. Walked a bit towards the wave and sure enough there is another blossom and I got boxed-in pretty much right away Not gonna believe that you can deal with this without cheating, sorry. Eventually you get boxed-in by the critter spawns and run out of stam/ammo. The lab area just makes this more difficult than it should be I guess. The infighting happens from the moment you get the lab in your bubble so the plants have an easy time to make tons of corpse pods and spread stalks into the nooks around the generator room. And while you try to clear the remnants in one of the nooks the blossoms in other areas keep spawning. Like you fight through one of the critter waves, take a few steps, and bam they're replaced with a fresh batch Tin Tim fucked around with this message at 16:32 on May 23, 2021 |
# ¿ May 23, 2021 12:40 |
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Morbid Fiesta posted:I think I burned through 2-3k rounds of 5.56 with my m4a1 when it was all said and done.
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# ¿ May 24, 2021 02:57 |
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The Lone Badger posted:tl;dr don't use a rifle against someone in melee with you
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# ¿ May 24, 2021 12:52 |
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I've been thinking about playing a run with a big mobile base but I'm not really sure how to build it Let's say we take this sweet boat as a blueprint for a landship. Where do you have to put the wheels? How many would you need and which should be steerable? Do you maybe need rollers? I assume two V12 engines should be enough to move quite a lot of mass so that's not an issue. There's obviously terrain and road restrictions in the game for large vehicles but I think most can be overcome in one way or another except for bridges whoch puts a hard cap on your width I guess
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# ¿ Jun 14, 2021 20:26 |
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Coolguye posted:plan out your functions first, then plan out your structure surrounding it. taking a finished design is going about it the wrong way. a couple of questions for you: 1) Mostly frontal cone vision should suffice. Like a windshield in front and a hatch/door with a vision slit on the left and right to the control seat. Not opposed to cameras for the back but it's probably not required 2) All the life support for a single person. Several watertanks, a freezer+fridge and a metric gently caress ton of storage for canned goods/MREs that I'll probably never get through before I die/get bored. We're going full hog on the storage space btw. Aside from food there will be piles of guns, ammo, clothes, and all kinds of items that should be neatly organized. I'm a huge pack-rat what can I say 3) Smithing, cooking, welding, and general crafting. I don't know if you can instal a workbench in a vehicle but it would be good. Tools will not be an issue since I know what I need to find and keep. I usually don't get into chems but I assume I'll find a solution if I want to make some explosives 4) Gas/diesel will do but I expect to need several large storage batteries supported by solar panels on the roof. You can usually get by quite easily if you charge the batteries before you instal them so uptime also isn't really a concern 5) Maybe? I mean there are several ways to fuel your bionics so I wouldn't say that it's vital to have your base be able to do that. More of like an emergency fallback when needed type of deal 6) My standard setup for cars is a reclining chair with an electric blanket(not powered)+pillow and a blindfold Dr. Arbitrary posted:I haven't actually messed with cars much, but if you don't plan to stay on the road, you'll need a lot of wheels Rynoto posted:You should make every single tile of your vehicles wheels because it also acts as a giant pulverizer when you run over zombies/wildlife so that they can't revive. Also cleans up all that junk on the ground. RabidWeasel posted:I've always found the way that melee combat damage works in this game to be fairly opaque and I never really know which weapon to choose so I've been doing a bunch of testing recently to try to get a better feel for how some things work. Tin Tim fucked around with this message at 21:44 on Jun 28, 2021 |
# ¿ Jun 28, 2021 21:39 |
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Killer-of-Lawyers posted:Is there a mod that let's you make flying vehicles? I tire of a luxury rv that is a boat, and I require more. tweet my meat posted:I'm actually thinking of doing a pretty heavy custom job on a limo near my base to basically set up the back area as an open air bike rack docking platform with little bays to tuck my 1 tile utility carts into and a long rack on the other side for my dirtbike if it can handle the weight. E: here's my usual setup when I start to seriously roam Custom humvee with full composite armor and lots of storage. Though I might add another row in the back since I'm addicted to loot. No cooking needed since MREs are plenty at some point and I got several jugs of pine tea stashed. I also got welding stuff and whatever else I need in storage on both sides of the seat under the turret mount. Also some folded 1 tile vehicles for looting/jacking. Pretty easy to sustain on long trips tbh. The cage in the back is the livestock carrier because I still have hope to find a fuel cell for my exo-suit Two tanks, a large battery, solar panels, and lots of room for supplies&gear make this baby go the distance. Ignore the m249 though it should be a 50.cal at my stage of the game Tin Tim fucked around with this message at 23:30 on Jul 2, 2021 |
# ¿ Jul 2, 2021 23:16 |
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Go for it, I was just offering a suggestion. There's lots of things I do in my games just because I think it's cooltweet my meat posted:hot swappable mounting
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# ¿ Jul 3, 2021 00:07 |
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Manager Hoyden posted:Did they put a new type of lab in the game? Newer than the useless single-level labs with nothing but chemicals in them I mean. tweet my meat posted:I'm temporarily set up in the Hub 01 parking lot and there's a lab nearby that seems to be the new design, how's the loot in those and are they as tough as I've heard? Tin Tim posted:So I have a few more thoughts on the small lab type after clearing three of them and seeing a different "theme" each time. They all have the same enemies, the same chem loot, and mostly the same layout. Also only one turret(past the metal doors next to the elevator) as it seems. They only differ in some very minor changes to the sealed loot rooms you will find. So you really can't tell what type you're dealing with before you kill a ton of enemies and find one of the real loot rooms. There are also small side rooms that you need to bust open but those usually just have more chem loot. It's all about the bigger sealed rooms. Tin Tim posted:Yeah both types of labs are in dire need of a major overhaul to be enjoyable gameplay. Also my stance on the small labs has worsened since I've found another type with absolutely zero loot outside of the chem stuff The TL;DR is that it's most likey not worth the effort and risk imo. There are a few reasons to chew through them but you gotta know what you're looking for Also if you happen to encounter small blue creatures or blue plants in a small lab then run the gently caress away and never ever come back RabidWeasel posted:The new labs as in the big overground ones? They have chem equipment and a warehouse full of random crap and are a surprisingly good source of shoes (for leather patches) but otherwise don't have much exciting. Tin Tim fucked around with this message at 01:54 on Jul 4, 2021 |
# ¿ Jul 4, 2021 01:43 |
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So today I went into a garage for looting and when I came out I found that a random zombie decided to smash my beloved folding shopping cart to bits which spilled all the loot in it across the street. Luckily I could rebuild it with the loot from the garage but still lol I don't think this has ever happened before. Guess it was in the way the zombie absolutely wanted to take towards me
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# ¿ Jul 10, 2021 01:35 |
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At least they had a good time before the cataclysm hit...
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# ¿ Jul 10, 2021 17:13 |
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goatsestretchgoals posted:All I see in that screenshot is two Milsurp stores and those sweet sweet MREs.
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# ¿ Jul 11, 2021 15:11 |
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Manager Hoyden posted:Pretty lol that the volume of shopping carts was lowered from 150L. Real shopping carts have a volume of 300+ but hey realism only matters when it makes the game more tedious on the main DDA branch
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# ¿ Jul 12, 2021 19:12 |
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e: never mind I was loving up some controls with the livestock carrier. Turns out the direction for capture counts from your position and not from the carrier's position Collected two out of the three exo-suits now. Just need to find batteries to have fun with them Tin Tim fucked around with this message at 20:02 on Jul 13, 2021 |
# ¿ Jul 13, 2021 20:00 |
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Caidin posted:I think the most detailed set of quests in the game at the moment is probably HUB, but thats still only 5 missions or something. Also I've gone down into an old lab and was wondering why the lower floors were so dang big and just kept going and going until I checked my map and read "central lab". Turns out the lab was right next to a central lab (which has a sneaky surface entrance in the woods) and the third floor just melted together between both. Do not think this is supposed to generate like that because wth I've been exploring and looting for several in-game days and I still have another floor to go. I mean look at this huge mess the game calls "floor 3" Kinda dread the moment when I'm going to find another stair down on floor 4. Upside to this is that my loot pile on the surface is massive by now due to multiple finale rooms, armories, and serum/CBM vaults.
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# ¿ Jul 14, 2021 10:58 |
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RabidWeasel posted:I saw a Youtube video from someone who figured out a way to use the zones system to autosort an entire hypermarket full of stuff and it was amazing I usually end up building a ton of dressers in my base where I carefully sort my loot into because my own personal system of order has several aspects that the zone system doesn't cover
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# ¿ Jul 14, 2021 15:59 |
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Inglonias posted:Labs are some of the oldest dungeons in the game. They're procedurally generated and many aspects of them are still hardcoded and not defined in JSON. Vib Rib posted:Honestly, a lot of the stuff you'd want to stockpile you don't actually need that much of. Galaga Galaxian posted:Limiting myself to whatever I can carry plus a single 150L shopping cart is making for a very different experience.
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# ¿ Jul 15, 2021 02:42 |
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# ¿ Apr 26, 2024 03:58 |
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The Lone Badger posted:The only escape method I will accept is a deathmobile fast enough and heavy enough to smash through in one hit.
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# ¿ Jul 21, 2021 10:59 |