ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
Just asking, because i am not super aware of combat refinements. (I am a true galactic rebel, i love to make peace and smoke some some eden incense with my boys sophons and lumeriis)
Arent the shields intentionnaly weaker than armor, because they counter laser weapons, and laser weapons are "hard to land" ? I mean, one of them is at short range, so ask for time to be on line during a battle against long range, and the other laser weapon have kinda little damages.
Meanwhile, kinetics can shoot almost everywhere in the battle, so demands a more "heavy counter" efficient all along the fight ?
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It seems a major issue is that Fighters and Bombers don't scale well within the tech system, so why not disconnect their upgrades from it?
We have a perfectly functional UI foundation from the Manpower upgrade and organization screen we can use to make sure people upgrade their fighters and bombers in a slow, granular, fair way that doesn't just skip from Normal Fighters to Super Fighters in one step, and doesn't chew up even more Research screen real estate.
As for issues with Shields, they could just stop being Defensive modules. Make them into Support modules, forcing players to choose between Utility and Tankiness on their Coordinator and Defender ships, and Durability vs Offense on Attacker and Hunter ship. Currently there is no real tradeoff between Shields and Hull because they do the same thing, but Shields do it worse; I fear that even if they're fixed they won't make for an interesting choice, because they're Rock-Paper-Scissors but with only two elements at play, Energy and Kinetic. If the other guy takes the Red defense you need the Blue attack, and vice versa, so it becomes like tic-tac-toe, where the winner either went first or brought in an unrelated third advantage, like sheer DPS from better tech or more ships.
My suggestion would flip a lot of Tactics and Skills and necessitate an overhaul, but I might as well make the suggestion if nobody else is.
That's a lot of feedback. Thanks! After the release rush for the fighter / bombers, I'll go through and parse everything. You gave us a lot of food for thought though, so thanks :)
Its comforting to see a Dev on my thread. Thank you for taking the time to read this thread.
That's a lot of feedback. Thanks! After the release rush for the fighter / bombers, I'll go through and parse everything. You gave us a lot of food for thought though, so thanks :)
What Gzar said, pretty much sums it up. Although we disagree about the placement of fighers and bombers on the tech tree, in order for everything to function smoothly, we are both on the same page. The shields/hull plating need a really good look, and need to be toned down, while base HP increased. Fighters and bombers don't ahve to be bound to the military tree either. I could see opening fighters when you access the medium gaurdian class vessal. Or accessing bombers on that note, then getting fighters when you hit 16cc fleet in the military tree.
I do believe that the advanced versions should be only a single tree above, because at tech 5, the games are almost always over. However, the advanced versions CAN"T be attainable by skipping, there has to be mechanic in place that says you cannot get X until you get Y. (I could see skipping as a periodic sophon player ect, and I don't think I'd like to be able to do that) In the research tree, you could give fighters there own tech, and bombers there own tech, and then maybe allow a "upgrade this research" situtation at the cost somewhere between 4 and 5, that would also make a lot of sense to me.
I want to insist though, i absolutely love these because they make multiple ship fleets a complete neccecity. There is no longer the tier 2 attack ship with a single escort in your fleet.
Bombers and Fighters are equivalent to tier 2 weapons. Advanced versions are tier 3 weapons. The problem is not with adv. bombers being on 5th ring but adv. fighters being on 4th. Why are you putting tier 3 weapon on ring 4 when all other tier 3s are in ring 5? Why are you putting two modules of the same type in adjacent rings when all other module lines have 1 ring of separation between upgrades of the same module? Putting advanced versions of them in ring 4 just after normal ones will just make everybody skip the normal ones because advanced ones are right behind.
Regarding fighters dealing high damage to ships a flat damage reduction vs ships would be in order yes. 10% is overkill though. You mentioned that you wanted to avoid making a dedicated aniti-bomber flak weapon because players don't like wasting slots on countermeasures that might or might not be useful. But by reducing the fighter damage to such low numbers vs ships they are essentially turned into a glorified flak turret whose only purpose is to kill bombers. On the other hand if you don't nerf their damge they are basically superior to slug weapons because they deal much more damage to bombers AND ships.
Overall the biggest problem with combat right now is extremely weak shields
For now I would just make fighters not attack ships at all and actually increase their damage vs bombers to make them that flak turret. Quick and dirty bandaid solution but good enough for now. Trying to balance weapons and strikecraft (and all other weapons) will be futile until the defense unbalance is fixed since everything depends on it. It doesn't really matter what you do to fighters and bombers now since they're gonna be much worse than energy weapons in almost every situation anyway just because of how the defenses work right now.
Yes I know but they are still harder to land than missiles, that can also shoot from a flottilla to another flotilla. Same as FBs that are able to change their target without considering flotillas but tactical card choice.
Updated 7 years ago.
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Arent the shields intentionnaly weaker than armor, because they counter laser weapons, and laser weapons are "hard to land" ? I mean, one of them is at short range, so ask for time to be on line during a battle against long range, and the other laser weapon have kinda little damages.
Beams are changed in this patch to have 50% efficiency at medium range.
So, another update, another month of progress towards a better ES2. Now that we have received a highly anticipated update, specifically due to strike craft, we are getting to a point where the game is getting entertaining for longer than the first initial days. I understand that overtime this game will grow, it will be like a Civ5 or another disharmony, where the initial releases are plagued with annoyances, only to evolve into a rather worthy game. This update supports that understanding. Understand that nothing I say here, even if it seems passive aggressive, or outright aggressive, is intended in that way. I am here to provide critical feedback and help shape the game in my little way, as I have with the modding scene concerning other games.
Its brutal honesty time.
Let’s start with some positives.
There are a number of really nice UI updates, and quality of life enhancements. For instance you can distinguish destroyed planets from whole planets, or of course the changes to the market UI. I also love the new menu ships. There is not only new races being represented, but also more ships on one screen. Very nice.
The Vodyani have a way to stay competitive with passive essence generation. Admittedly the essence gen is through a change in religious law, making a completely non-religious Vodyani an obvious handicap, but still a good change in the right direction.
For some reason, although I can’t put my finger on why, the Unfallen feel like they are different. It’s different in a positive way, I can’t really explain it.
Free move is obviously a key addition that couldn’t have come soon enough.
Pirate fleets now form large groups from smaller groups, indicating the merge mechanic is working. Again, couldn't have come soon enough.
Riftborn population changes are exceptional.
Beams are useful now, the addition of medium range makes them essential on fleets for that extra punch.
The AI is noticeably smoother and upgrades its fleets at better intervals.
There were some great quest line updates, such as the human + celestial vines interaction when being gifted Tratiors Reach.
No save data corruption when using older saves.
Strike craft, couldn't have come soon enough.
But now, let’s get to the negatives.
I am several games in, past 100 turns, I have yet to see any AI use strike craft, yet several are at carriers.
Small hulls, even for specific races, can never, by design, equip strike craft.
For some reason, Lumeris have visible, animated models, of strike craft exiting their small attack corvette hull, and they have visiable hanger bays. One could effectively argue that the Lumeris corvette is actually a mini-carrier by design. But yet is has been made clear that no strike craft will exist on small hulls in the official release. Question, why imply that Lumeris ships can get strike craft on their small hulls from beta 0, and then not go through with it, but also leave the animations in? Come on, Devs Plz!
No dedicated module locations for strike craft exist, as one would expect given hanger bays clearly exist on ships, visibly. One should not have to sacrifice guns for strike craft on carriers, at the very least.
Strike craft operate just like guns do, where they seem to be limited by angle of attack. My craft only seem to attack with half their potential wings when placed in locations that side mounted guns exist. Possible bug, or possible bad code because it could be adopting the gun logic.
No resource upgraded versions of strike craft exist. There are however supporting modules that take up valuable space. YAY!
Strike craft seem to be horrendously balanced. Presumably, they can only be effectively countered by other strike craft. Bombers annihilate unprotected fleets without any fucks given.
The nerf to kinetics in response to its new anti-strike craft function, has reduced the overall effectiveness of the weapon where it is now shit tier in comparison to beams.
No dedicated modules exist to defend against strike craft, beyond other strike craft. It was criticized to high hell that making kinetics triple in its usage would be a bad move. Well, here we are.
Strike craft are limited to kinetic damage type.
Strike craft visuals are static and unnatural to great displeasure. Not only do they fly as a box like groups, but they do not undock from the parent ship as one would expect. They jump in as one unit. Its just uncomfortable and implies the parent ship is unnecessary.
When a Vodyani ark is destroyed, the victor gains the system as if the system were not Vodyani controlled. This is illogical. The Vodyani live or die on the ark. You don’t conquer them into your empire.
Hero experience gain between system and fleet is still massively off. The decision to nerf the system gain was good, but the relative lack of attention to fleet heroes seems bizarre. There are plenty of ways to balance this.
That should summarize my experience with the patch thus far. Now, please devs, I would really like you to take what I say here on advisement. Think of the future. I would like to just set out a list of “MUST HAVES”, that if given the chance to implement, I would. I have been strongly considering learning how to mod this game, for the express purpose of implementing these ideas, likely calling it “graysmod”. Anyway, please, I would LOVE to see any of this implemented in the official game
Empire, factions and gameplay related changes.
In ES2, beyond Harrow and The Academy, unique planets are just a minor bonus to a randomly generated system. The fact is, ES2 is currently void of “wonder” planets. Like seriously, don’t argue, this is not in the game and you know it. ALL unique planets need a purpose. They need a unique empire wide bonus to accompany them. Currently, unique planets are smoldering dumpster fires wrapped in sadness in comparison to what they were in Disharmony. Be creative, if you give players something worthwhile to fight over that only one person, and through them an alliance (hint hint) can have, you give this game a much needed element of strategy. It would mean that certain areas are worth having, and certain players might be worth allying with beyond who is a better friend in real life. Planets could give advantages that scale. Such as, per troops on system, empire wide bonus increases. Or per system level a bonus increases. Consider something new, something that was not in ES1, such as allowing the user to access ‘hidden’ wormhole networks that only they can see and use once the planet is theirs.
All resources, luxury or strategic, become discoverable through probing at turn one. However, their yields are static and unknown to the player, but their exploitability is based on probe strength. As such, something that has been discovered at probe strength 1, will yield a base load of 1 regardless. But let’s say that planet has a deposit of 4 on it, and the player now has a strength of 2. In this case the player can exploit 2 of that resource. As the probe strength increases, a player much reprobe until they have accessed the full deposit. Due to this, a player has many more cards of the table when it comes to their opening moves. A player will understand their RNGesus hand with greater clarity, and be able to make informed decisions on what to dedicate towards.
Given that all resources would be discoverable at turn one, modules of any sort that have resource alternatives, would only scale in tier strength based on their non-resource defaults. As such, if you have a lvl 1 beam weapon, but you have Quadrinx, you can only achieve lvl 1 Quadrinix empowered guns. Once lvl 2 defaults are unlocked, the previous become obsolete. Notice I said all modules, think about it.
A player can choose to research any specific resource on either guns, defensive modules, support modules, or strikecraft, three times per game and category. These would be provided separately at various intervals of technological advancement on one of the four trees. As such. All resource based modules would be given a separate unlock section. It would be as if we gained a “research this to unlock hyperion support modules” option, and would operate much like the hyperion beams or pulse unlock.
The only modules discoverable through probing would be modules that are entirely unique. They would either be hybrid resource modules, or modules that are simply, new. The modules would have lvl 1/2/3 variants, which would be probable at various strengths. The most advanced module would be the primary module, of course. Hybrids would not be a boring “best of both worlds” design. They would be an entirely new effect. Example, Hyperion/antimatter engines = if ship is killed, a portion of its health is dealt in damage to the adjacent enemy fleet. Or Adamantium/quadrinix repair module = repairs 2% HP per enemy CP killed, repairs each turn out of combat.
Hybrid modules would only require the knowledge of one resource to be equipped, but would still require the respective resources In full.
Hybrid modules should be expanded further in future updates to obtain three or more combinations.
Modules gained through quest lines, such as sophon/vodyani engines, or craver/empire guns, would replace their default gun, becoming the base for resource modifications.
The Era, or tier system of research is scraped specifically with the science inflation mechanic. A complete overhaul back to the original system for ES1 would take place.
Faction specific, alternate modules and system improvements would make a return. Once again, these would be highlighted as yellow-orange in colour, and would give greater bonuses than the default versions.
UI updates would bring back the colour coding system from ES1. Colour tabs would appear over the UI if the research focuses science = blue, combat = red, dust = yellow, food = green, happiness = pink, and influence = purple
Combat related changes
We need better control over our fleets during combat planning. The current system is designed entirely around auto-resolve, which brings a massive amount of very restrictive problems to the table. I can imagine why the decision was made, mostly for simplicity I presume. I would plan to scrap the entire system and rebuild something new. Something which allows me greater control over my fleet in planning phase. The on rails mechanic is just boring unless I can have better control over the rails. Our current card system and the accompany card mechanic is not at all informative as to how it manipulates the movement of your fleet. Realistically, given the work required for a scrap and rebuild, I would plan it for an entire expansion, much like Civ5 did.
We need at least 4 damage types, with their accompanying long, med, short range variants. We also require respective defensive modules, and more module slots on ships to accommodate the new possibilities.
A new Dreadnaught hull, designed to carry guns, not strike craft. Like, lots of guns. This hull would have the advantage of being able to forgo large guns, carry a planet killer, while also maintain its small turrets.
For the Vodyani, their dreadnaught becomes their Ark. The Ark would gain a completely seperate research tree.
Carrier hulls would be redesigned for the purposes of carrying strike craft. Dedicated module slots for strike craft would be implemented. When the hull upgrades, it would gain at most, a new large turret. The rest would be support modules and additional strike craft hangers.
Large gun variants should have additional effects rather than be 2x small guns. The current mechanic, while attractive on the eyes, is just boring. For instance, large missiles will apply a splash effect, no matter what. Large kinetics will fire solid slugs like a battleship should, which would do bonus damage to unshielded targets. Large pulse lasers would not suffer a range penalty. And large beam lasers would ignore shields and be able to hit 25% long range.
Ideally, when large guns are given a resource modification their additional effect would not be boring, as an enhanced small gun effect, it would be different an empowered version of the large gun effect plus a new effect on top of that.
Thats about it. I know its ranty, but everytime i play ES2, i just wish i knew how to implement my own changes.
I would put them as a package deal. Advanced fighters and bombers either BOTH in tech 5 or both in tech 4. You just picked one of the most important research targets in the entire military tree to slap advanced fighters onto.
Bombers are simply not useful for a different reason. Your not going to like it, but its the truth.
1) armor is too strong and shields are too weak.
To increase there usefulness would require a defensive rework on the ships, or add penetration power to bombers. Also I would highly recommend putting advanced fighters and bombers in the tech 4 military tree, just don't have EITHER accompanied by 16CC fleet's.
I would focus on fixing the defenses of the ships then the fighters and bombers will come around naturally.
Because I imagine generally we want the same thing. Bombers to be a "OGM THAT FLEET HAS BOMBERS DFDSFJSHDKFHDS WE CAN"T ATTACK UNLESS WE HAVE FIGHTERs" kinda thing. I don't think a nerf is in order for the fighters for the ship damage they do (its in a good position in-line with other things at the stage of the game) I would look strongly into a defensive rework to help balance the weapons. Balance the weapons from the other side of the equation, beams too strong now, were too weak, ect. Maybe looking at it from the armor/shield side might help a bit?
So to make bombers more useful, I would make them more scary to a fleet without fighters. How you do that, is your job, my suggestion invovled balancing the equation from the otherside. The easy way out is to give bombers penetration of some type. (not sure if its possible)
Also suggestion number 2, put advanced fighters and bombers in different techs in tier 4. Neither tied to a CC boost. That way a player can chose there focus.
Second suggestion, give us fighters and bombers (THe first set) on one tech, you have them split on the same tree in the beginning. Now I would give them both on the Improved fleet management as a intro to fighters and bombers. This tech was relatively unimportant. Now it is. Great news. (for MP) And yes OP-Ex gear is important. Or keep them split. one on the bomber on the CC fighter on the opex gear. But it makes more sense to give them both on a tech without CC (ie Improved fleet management) then you can chose your focus as you play.
BTW The second suggestion, is NOT AS IMPORTANT as the first, btw. And a bombers usefullness is equated to "Can I ignore it? just blow the ship up" or my kinetics/armor will eventually take care of it I don't need to worry.
Bombers should be scary for those big cap ships, your very much on the right track by increasing damage with bombers on the different ship sizes (IE small 50% damage, 100% med, 200% large) The problem is not in the way they are set up now, the problem is in a ships armor. T
he most importan issues I guess I have, get advanced bombers on the same tier as advanced fighters, and get them both OFF of a tech that is tied to CC. Pick any tech, just not that one.
Thanks for listening, btw who peaked in my steam profile to see how many hours I've logged... embarassed :-D
About the go-to fighter issue: would extremely reducing its efficiency against Ships (non strike craft) help? Currently it has very low Shield / Armor penetration, but that does mean shields get picked apart by Fighter fire, and a no defense ship will still suffer from high Fighter damage (which is necessary to bring down Bombers quickly). We could add a modifier stating that Fighters do 10% of Damage against Ships, for example.
Plutar, how would you go about increasing bomber usefulness? Do you feel having Bombers 2 in Era 5 is really a big problem, that it puts the emphasis on Fighters too much?
You could probably amend the fighter/bomber issue by bringing the advanced bombers tech down a tier and then preventing fighters from being able to target non-strike craft. Then they actually serve their primary purpose of tackling other strike craft and both types become necessary.
For some reason, Lumeris have visible, animated models, of strike craft exiting their small attack corvette hull, and they have visiable hanger bays. One could effectively argue that the Lumeris corvette is actually a mini-carrier by design. But yet is has been made clear that no strike craft will exist on small hulls in the official release. Question, why imply that Lumeris ships can get strike craft on their small hulls from beta 0, and then not go through with it, but also leave the animations in? Come on, Devs Plz!
Thanks people, much love. Gray.
This. Maybe make Lumeris the only race which can employ strike craft on smaller ships?
I think those are more likely to be small support craft along the lines of tender vessels which fits the lore of the Lumeris as primarlily traders and businessmen/businesswomen even though they are of the shady, mafia-like variety. I do not think they are fighters or bombers.
For some reason, Lumeris have visible, animated models, of strike craft exiting their small attack corvette hull, and they have visiable hanger bays. One could effectively argue that the Lumeris corvette is actually a mini-carrier by design. But yet is has been made clear that no strike craft will exist on small hulls in the official release. Question, why imply that Lumeris ships can get strike craft on their small hulls from beta 0, and then not go through with it, but also leave the animations in? Come on, Devs Plz!
Thanks people, much love. Gray.
This. Maybe make Lumeris the only race which can employ strike craft on smaller ships?
One possible addition to bombers is to give bombers an anti-fighter turret. Much like bombers in Wing Commander and Freespace, this would allow them to do some damage to incoming fighters and leave them as less of a one-trick pony.
So you would hopefully end up with a situation where going all in on fighters will still net you fighter losses against a fleet with nothing but bombers and no defenses and definitely will net you bigger losses against a fleet with both bombers and kinetics. Hopefully making mixed fleets of varying composition the sweet spot to aim for.
Love the fighters and bombers, can't wait till they go live and I can sophon fighter rush somebody, just don't let them go on ARKS and I will remain happy :-D
Well, I disagree with most of your suggestions, however, I do agree with the complaints. On a few playthroughs with strikecraft (which are great BTW) As those craft give us white alternatives to resource based weapons that actually stand a chance. I however do not think bombers in the slightest are overpowered.
The problem comes from ship defenses. Currently, shields vs armor, armor wins every time, you can get up to 80% damage reduction on kinetics relatively early in the game, and sheilds offer absorption, but not at near the consistency. Even with a reshielder, in my tests, doesn't function as intended. The strike craft being bound to kinetic damage puts them in a damaging place, A thought that crossed my mind would be to have the different races use different weapons on there strike craft (You could not change them as a player, it would be racial) Something like Bombers for Cravers use torpedos, Fighters for cravers use kinetics. Fighters for sophons use SR beams, bombers use LR beams.
Currently, the defenses you can put on a ship are far too strong. And the modules that help a flotilla *(ie flotilla shielding) can only add up toa mere 2k shield in mid game, where at this point you can have armor reduction damage beyond 80%. My point being is that ship armor with heros gets insane reduction to projectile damage, where you can never reach that kind of protection with shield reduction in damage.
Balancing defenses that are this high will always make it next to impossible to balance weapons because the damage curve will be exponential, again based on the defense function of the items on the ships. It will take drastic changes in weapon firepower to balance them with the ship defenses the way they are, so again the idea would be to increase the HP of all ships, and decrease the defense capability of the defensive slots. Doing this would potentially level the playing feel between kinetics and beams and LR beams torpedos ect, and also make them quite a bit easier to balance down the run.
I would be happy to see a base HP increase accross the board, on all ships, and then nerf all the defense modules. In this case you could still design based on what your enemy is using to try to counter, but balancing the weapons would become much simpler.
In the games I've played thusfar, fighters, since they defend against bombers and do ship damage, are the more logical choice. A bomber's usefulness increases against the AI because again, they aren't humans and aren't experts at ship design yet, however against a player, bombers usefulness drops dramatically.
If you have fighters loaded in all your bays possible, your doing damage to your opponents ships and fighters, which is great! Why would you ever use bombers? And the other issue is is that tier 2 fighters, which are much stronger of course than the basic fighter, are locked in with a key technology that most folks race to get in MP, and even in single player. Tier 2 bombers, are e tied to a tech 5 tech, that will almost never see action because the games never last that long, and its tied to a tech that not many use or are interested in. Granted I'm sure that interest has increased since it now contains bombers, but a great solution would be to put tier 2 bombers maybe in the same tech range as tier 2 fighters to increase there usefulness. I would love to see advanced bombers tied to something in the same area as the tier 2 fighters, just on a different choice.
Also, since the different races have different ships with different capabilties, there are ramifications as to how many fighters/bombers each race gets access too and when, which also again is a balance change. Currently, ship defenses are way out of line, IE a ship equiped with white armor, and white beams, can destroy a ship equiped with yellow shields, and blue kinetics, at the appropraite tech level. Something doesn't feel right about that, and again it has to do with balancing defenses on ships. In my mind if ship defense isn't toned down, weapons will never be balanced.
Also fighters and bombers add complexity to the balancing act because again, different races get different options (weapons loadouts) on there ships that can carry strike craft.
I am thrilled to see them on gaurdian (coordinator) the bigger protector ship. It increase's there usefulness ten fold, now I need a fleet with hunters/coordinators and the works, even still using them with carriars now, which to me is a great plus. Its something I wanted to see long ago, usefulness for all ships at all points in the game. Tier 2 attack ships (the small attackers) take 50% damage from fighters and bombers, so if you want a low hp nuke fleet, they are the way to go, if you want a tank, throw a gaurdian in the mix.
In my mind, the game is truly getting there, I just want to see tech 2 bombers fall in line with tech 2 fighters, and find a way to increase the bomber usefulness.
All in all it is a beautiful addition that is making more strategical decision making in fleet design that much more important. Because now you need a escort, a beamer, a carriar of sorts, a tank, a troop ship, and some heavy weapons ships. which all in all is great great great.
Balance is currently pretty broken, hopefully kinetic defences will be nerfed, and shields nerfed less, with some added HP, to help ease the balancing issues faced accross the plethora of weapons at our disposal. Again, just food for thought.
Love the fighters and bombers, can't wait till they go live and I can sophon fighter rush somebody, just don't let them go on ARKS and I will remain happy :-D
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Why do you report Slashman?
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Heretic VIP
Smooth and deliberate
VIPAitarus
Heretic VIP
34 900g2g ptsReport comment
Why do you report Aitarus?
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Senior VIP
vorsprung der technik
VIPplutar
Senior VIP
23 400g2g ptsReport comment
Why do you report plutar?
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