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.
@slashman @brdu I guess the problem is that because of that, players don't even really bother with defensive ships. I'll be honest, I only ever made defensive ships late-game after I got tier 2/3 fleet speed boosters, and their job wasn't to soak up any damage, but to boost fleet speed. Even late game, where defences are more viable, the combat ships have enough defences to keep them alive while they dish their damage. The best defence is a good offense and all that. 7 ships with decent defences and strong offences were preferable to 6 of the same and 1 with amazing defences.
as for plutar, are we even talking about the same game? short range weapons were never considered the only way to go by anyone but the AI, which is what made them an utter joke in warfare, as the AI only ever put the largest beam weapons they could get their hands on onto their ships. which resulted in what brdu said: combat is so deadly that few ships survive to the point where short range weapons even get the chance to fire. it doesn't matter that they completely shred when they get the chance to reach close range, because they'll never get that chance unless the enemy was dumb enough to put their ships in close range as well. it also doesn't help that short range weapons can't assist in neighboring floatillas, whereas all other weapon types can. there was no "strategy" to them, because putting close range weapons on your ships was always the worst strategy you could use. it's like charging down a football field with a knife that instantly kills people while your opponent is shooting at you with a minigun that fires nukes. it doesn't matter how good your knife is if you can't use it.
this actually pairs into the defences argument by brdu, as ships rarely survive into the late phase, and if they do, it's either because neither side was packing enough heat, or because every ship but one or two died, in which case those one or two close-range ships will not be able to do jack against the 7 ships that, unless they're using missiles, are still firing at them.
if you used beams before the G2G patch, you had every reason to be mocked. now you get mocked for using kinetics, as their only use is dealing with missiles and fighters/bombers. In a time where the best weapons are lasers and beams.
it's not strategy when 2/3 of the cards you can use are unviable. most battles see the same 3-4 cards being used. most other are either too niche to be used or are based on close range which, as was already made clear, is already extremely niche in its own right due to how easy it is to counter. if the enemy uses close range weapons at all, all you have to do is use a card that utilizes long range. now, no matter which floatilla they put their close-range ships in, they won't hurt anything.
Why arent there any extra points for industrial zone specialization on hot planets? At the very least it should generate enough inustry points to be of some significance! please make it something like five in industrial pointes per population and ten industrial points per population on hot planets. Or better yet it could be somthing like five percent increase in industry per population and ten percent increase per population on hot planets. Same for all planet specializations.
Right now I think the primary thing that needs tweaking is the battle cards. From the get-go they were pretty boring in their effects. Very much so compared to the cards in ES1 which had greater/lesser efffects or a malus depending on if they were countered or successfully countered the opposing card.
Another part of the battle system that needs revisiting is the battle terrain aspect. Currently, I have had maybe one battle total in any of the special map nodes with battle effects (and that was 2 scouts). There is just no reason to fight in those areas because nothing is built or based there. That entire aspect of combat goes to waste and that is kind of sad because it was touted as a big part of the battle system. If we had situations where, for instance, short ranged fights were inevitable because of sensor interferance, that would be a reason to use short ranged fleets. But those effects would have to be centered on systems and not on asteroid fields or black holes etc. whose only use is to be captured by an influence ring for a bonus.
This is a bit far out of scope of the balance mod but, I think that those features like asteroid fields, dust nodes, black holes etc. which give large bonuses via influence capture, should be capturable by a fleet and provide their bonus to the nearest system of whichever faction has control of them. They would then be capturable by any other empire with the military strength to take them and fights would then start taking place where terrain is a factor as empires battled over ownership. Just a random thought.
Opal laser is 7/14/7 equivelently dps at long medium and short ranges.
the beam, is 7/7/7 100% accross all ranges and its more expensive.
Which one would you chose? They are like that accross the board
That essentially makes beams inferior to there laser counterparts in every aspect along the way.
The proper function for this is pretty simple, if you have a weapon thats 50% short 100 medium 50% long, the 7/14/7 is fine. However, the base damage weapon needs to represent the median of that combination, so in this case 9/9/9 would be a happy median. The actual number is close, its average, and I rounded down. Always round down in dps math, otherwise you'll find a overpowered weapon again.
The resource based weapons should be reasonable, not overpowered. I would like to see a nerf to most of the resource based weapons, because it gives players who get lucky starts a tremendous advantage that is, in ever single multiplayer game I've played, not overcomable by white weapons. This is the closest it is to being overcomable, because you can rush fighters and bombers to try to counter resource based weapons and use hte proper tactics to keep damage off your medium carriars.
Kinetics, are currently, exactly where vanilla beams used to be. Utterly useless. There only purpose is fighter bomber missle defense, and in every case I've seen, lasers will kill you before they do. They need to function accross all ranges. the premise could be kinetics can't calculate movement of a enemy ship on the fly, and therefore can't predic evasion tactics of enemy ships, therefore they miss a lot at long, better at medium and solid at short. A good place to start is 20/40/100 short to long. Try it out, I bet that would make them much more effective. Also I feel a portion of kinetics needs to be focused on the enemy ships, not sure how difficult it would be to split the damage priorities. Like keep constant 30% on target and use the remaining dps to shoot down torpedos/fighters ect? That one the way the engine works may be difficult.
However, you've got a problem with kinetics now having multiple uses as shooting down both missles and fighters. They prioritize, and in doing so, if the enemy is using any of the above, the kinetics are not doing damage to ships. I like the idea of them being a high risk weapon, but in order to see them useful they need to be shooting at the longer ranges, not much, but a bit.
Missles, they, with the kinetic buff, drop like flies. They never hit targets, because of such the strong buff to kinetics at short range, there insane damage at incoming missles destroyes them without hesitation. ie one small kinetic per attack vessel is enough to keep all missles from impacting said ship throughout any battle. An idea to fix this would be inherent missle evasion, a % will evade and get through a given number of times. I know there is in the tooltip, but the buff to kinetics is having unwanted consequences on missles I believe.
Also, any time you limit a weapon to a single range, you've essentially nerfed it into uselessness do to how your battle cards function. You can aviod long range, aviod short range, ect. No weapon should be useful only at one, because its too easy to aviod. Right now missles and kinetics are essentialy where beams were on release, realively useless. The only purpose for a kinetic now is to offer defense incase your enemy is using bombers, incase. which is also counterable by fighters, which IMO is a better choice, therefor negating the need for them almost completely. My point to this is, with the use of ranges AND flotillas, you only need access to ONE tool to aviod a scenario that puts your ships at a disadvantage, instead your given two, flotilla selection and battle card range selection.
If I had my way, I would have missles function at 100/50/20 Long to Short. I would also buff there HP by the same % you buffed the flak damage by to offset that change and there damage. Kinetics, include missles, and they are now the high risk high reward.
I would also increase the base damage of the beam that does 100/100/100 and consider that your benchmark weapon. You want every other weapon in the game to fall to the comparable beam as being much better one way, and worse in equality another. Like tier 4 beam does (i know it doesn't just using this as a example)180DPS on 100/100/100. The median, of all other weapons, needs to match this 180 consistant dps, so in this case missles at 100/50/20 would be 350DPS long / 160 medium / 40 short. Therefore still keeping the median DPS of the weapon withing 1% of your base beam. That way you can play the card that suites your setup, and your opponent will do the same. As long as the median damage is close to the base damage, battle cards and tactics will be the supreme decider of a battle. As long as the weapons are within that 1% mark and are fireing accross all ranges of your benchmark weapon IE the beams currently in the game, you'll have balanced weapons.
I do now feel that small ships serve a new function mid to late game, cannon fodder, so your big ships can survive to do two things, nuke from afar, or allow travel time for the bombers to get in and do the work. Also the defensive battle cards are now much more useful than they were before, extremely important when using fighters and bombers, becasue there damage is directly related to how long you can keep that ship alive. Also increasing the need for ships with antimatter targeters and adamandtium jammers! Which adding usefulness to the tools your given is a good thing.
However, medium ship ships struggle just due to the amount of guns a advanced small ship can bring to the table. I get my choice of 5 or more for certain races, where the base medium ship doesn't offer that kind of versatility. Even if the weapon itself is doing more damage than its small counterpart, its the veratility of all the slots available on the small ships that make them so strong. You can have 1 kinetic, 1 missle, 3 resource beams, a intensifier, and your essentially completely defended against fighters and bombers and able to nuke with the best of them in numbers. In a medium ship, you can't do this, only until you get to the tier 2 advance medium ships can you build them in this fashion. To encourage multiple designs, the options need to be lowered on the small ships or greatly increased on the larger ships. Just food for thought.
So now the medium ships carry the bigger sticks to the battles than there small counter parts, which is good, major change since before. But now veratility is the issue with medium ships. The HP boost is giving them the survivability neccecary to do damage but the small ships are easier to design with protection in mind at a more affordable price due to versatility. Ideas to fix this would be to open up more weapons slots on medium ships, except don't have them do double damage, give players the option to how they are built. Or nerft how the small ships are build. I shouldn't be able to chose a more creative weapons loadout on a small ship than a big ship right?
Sheilds are in a much better place. I find a balance is nececarry until you discover which way your opponent is constructing his ships, then you balance your defenses accordingly. Sheilds feel much more inline with armor now, which is a good indication that a balance is being reached. Considering TRIPLING there effect and increasing the reload amount and phase was neccecary to achieve this should show as to how bad of a spot they were in. So heres some more feedback :)
I do have a slight, vodyani ark rush. The vodyani arks are HOLY to them, but they are being used to rush there opponents and no race can survive a ark rush. On the first turn on fast you can put four endines on your ark, a laser weapon, and fly it around, by turn 10, you can be on top of your enemy. In smaller galaxies and tighter play areas its even more pronounced. I don't mind the funciton of being able to move arks, also they and the unfallen are the only race to be able to raze systems. If a invasion occurs, you win, the system is destroyed, granted theres a number of turns to be passed before its completely destroyed, but this is a very large advantage because you don't pick up planets you don't want/can't use. The culture of the vodyani just makes me feel like arks should not be able to be used as offensive weapons, maybe disabling the ability to put engines on them might be a quick fix? That one im reaching for, but it is a problem im multiplayer.
Thanks for the changes, more feedback as more games are had!
Ok, short range weapons were the only way to go, I have yet to play this mod, doing so tonight. In real life, which games aren't, your correct. However, in ES2 the current combat system (pre this g2g mod) beams were the uncounterable choice in MP combat, if you want'ed a fleet to win against a human, it was whoever brough the biggest beams to the table. There was no strategy to it, fighters and bombers had zero functionality ect. Missles and Kinetics did as well. So these changes are for the better.
plutar wrote:
Kinetics, are currently, exactly where vanilla beams used to be. Utterly useless. There only purpose is fighter bomber missle defense, and in every case I've seen, lasers will kill you before they do. They need to function accross all ranges.
congratulations, you've successfully completely and utterly confused me.
the laser vs beams thing was already noticed and reported, with the devs responding in kind. this should be fixed in the next patch of the g2g mod. the short range problem is definitely a problem, and is what slashman and I were posting about (for the most part)
I think you have your kinetic numbers backwards, but yea, I suggested something like that too. rather than missing, I suggested that it takes longer for the ships to calculate a proper trajectory due to, like you mentioned, evasive maneuvers. currently there's no real "evasion", if the ships shoot, they hit. so basically, the ships take longer to fire, like beam weapons did when they gave them 50% effectiveness at mid-range: full power, but half the firing rate. my suggested numbers were more linear, though, at 100/60/20. I also suggested that this be increased at higher techs but I don't know if that's actually supported in the current game (as in T1 weapons are 100/60/20 and T3 weapons are 100/80/60) to imply a higher muzzle velocity and, therefor, easier aiming.
as far as missiles go, as missiles are explosive weapons, they technically should always do 100% damage. all the time. however, even considering missiles are supposed to be scary, having them be 100/100/100 and do high damage would be OP, even considering they get countered by fighters and kine... actually, would that be?
... anyway, I suggested something like 100/100/25, as at close range the missiles aren't even armed yet (missiles and other airborne explosives arm themselves mid-air so as to avoid exploding on the person firing it in case they're firing it too close). technically "close" range in space is still longer than a football field (both kinds), but for the sake of balance I put that in anyway. the 25 is caused by the raw missile impact, basically a kinetic shelling, but worse. so it'll do damage, but poorly.
@hera35 : what speed were you playing on where you achieved conquest by turn 149? I'd guess normal; if you were playing on fast, you'd have been just 1 turn away for the intended "score" victory - in terms of pace it's what we were aiming for :).
In normal however it's definitely too early, especially if you weren't specifically aiming for a conquest.
Do other people share the sentiment of thresholds being too low? At least for expert players?
@hera35 : what speed were you playing on where you achieved conquest by turn 149? I'd guess normal; if you were playing on fast, you'd have been just 1 turn away for the intended "score" victory - in terms of pace it's what we were aiming for :).
In normal however it's definitely too early, especially if you weren't specifically aiming for a conquest.
Do other people share the sentiment of thresholds being too low? At least for expert players?
I had no idea that you wanted the pacing to be slower than this. I haven't played a game where I haven't won before turn 160 in a long time. Last Cravers game, I won on turn 90 (Supremacy - but it was a really nice start). These are all on Endless difficulty, large galaxy, normal speed, 8 players. I usually win on either science or supremacy, the latter being the easiest to win, with conquest coming next - usually from making alliances with the next strongest player (unless they are Cravers). I gather the mod makes science victory harder (which is great, as the other final tier techs feel a little pointless when you could just get the victory techs) so maybe that's not an issue. I haven't won an economic victory for a few patches now, and only once won a wonder victory (again, around turn 160).
If you wanted to slow the pace down, then I think you might want to consider 1) Dramatically increasing the increased conquest caps for alliances (90% of the galaxy for a 4 way alliance wouldn't be unreasonable) and 2) Make capitals much harder to take. Not sure how to achieve the latter, but with most of the troop tech, upgrades, and the right minor faction assimilation, makes taking systems in a few turns really simple. I see Ghasnast got a nerf in that regard, but Tikanan swarming infantry is one of the most OP assimilations you can get. Maybe make it such that you have to hold the capital until you have full ownership in order for it to count?
I had no idea that you wanted the pacing to be slower than this.
It's at least a little faster than what we would've liked, but from what we gathered it seems players like the fast pace (we also have a significant chunk of players playing the game on slower speeds).
1) Dramatically increasing the increased conquest caps for alliances (90% of the galaxy for a 4 way alliance wouldn't be unreasonable)
I think we're going to try a slight increase in the cap for individual players and alliances.
but Tikanan swarming infantry is one of the most OP assimilations you can get
Their trait has actually been nerfed for quite some time :). I'm not sure it's in the public version but it should be in the mod (went from -50% infantry manpower cost to -15% cost)
Maybe make it such that you have to hold the capital until you have full ownership in order for it to count?
That is a nice idea and would avoid sniping HS at the last moment. We'll look if we can do this in the mod or if it requires code.
Actually, only kinetics intercept missiles. Also, the X/X/X value isn't how much damage they do on impact (even if it directly impacts DPS), but is their accuracy. We can imagine that a close range a missile has problem locking down for X or Y reason, increasing the possibility of missing. (Not realistic yeah, but gameplay > realism :D )
@plutar
Thanks a lot about the additional feedback. The Small T2 & Medium T1 problem we'll have to mull over more to see what we can do to fix that. Maybe a reduction in cost... We'll have to investigate. Very good to hear about shields though!
Overall, from your feedback, I feel that not being able to shoot is extremely frustrating. Even poor accuracy would still keep the player on the edge ("Am I going to be hit? Am I going to hit?") instead of just praying that they get to close range fast enough for example. I'll try to take this into account for the second iteration of the G2G Balance Mod!
Actually, we should be thanking you Kynrael. You guys really go above and beyond when addressing player concerns. Oh and Jhell as well. Thanks for taking the time to listen and make changes!
Overall, from your feedback, I feel that not being able to shoot is extremely frustrating. Even poor accuracy would still keep the player on the edge ("Am I going to be hit? Am I going to hit?") instead of just praying that they get to close range fast enough for example.
If you want accuracy to keep someone 'on the edge', you need the number of shots to be very few. Otherwise, the damage done in the phase will just be rougly the average dps*duration of phase.
You need a high variance, which means a low sample size.
@hera35 : what speed were you playing on where you achieved conquest by turn 149? I'd guess normal; if you were playing on fast, you'd have been just 1 turn away for the intended "score" victory - in terms of pace it's what we were aiming for :).
In normal however it's definitely too early, especially if you weren't specifically aiming for a conquest.
Yeah, sorry I forgot to mention it in my earlier post. It was default game speed on Endless difficulty.
I also agree with WeLoveYou in regard to alliances and victory conditions. Even before the current version of the mod that lowers Conquest victory threshold even further it was and still is way too easy to ally yourself with other blobbing factions. It's really cheesy since instead of there being some form of competition vs. long-term co-operation you can just hook up with any number of other well doing factions and win instantly together.
My personal suggestion is that alliances and allied victories in general should get a major retool, maybe limit the number of players you can ally with and / or make allied victories so that you have to first "announce" allied victory intent, followed by locking the alliance in place, turn countdown before allied victory can be achieved and maybe making the rest of the galaxy very hostile to said alliance. That way you're also giving factions outside the alliance a chance to prevent the newly founded alliance from winning. Right now you can just ally with any number of players and win instantly the next turn, and it affects not only Conquest but other victory types as well. You're not working together towards a same goal, you're basically just pressing "I and the other player wins instantly" button even if you had no previous co-operation whatsoever.
Dragar is correct, if you want a high risk weapon low sample size along with range %'s would really shake things up. Like a nuke that goes off 1/2 the time fires twice during each battle phase. That is my idea of a torpedo :)
Thanks for listening to all this. BTW There are some serious bugs introduced in this G2G mod i hate to say.
Horatio can't colonize its own planets inside a system. Hard to explain, but if you que a planet it just recycles in the cue. Horatio also is still having issues even after the correction in the log I saw for ash and lava worlds.
And yes Kynrael, in order to give medium ships more functionality and better use, it seems now its a issue of design.
Lets run this scenario, I can build a attack ship with 4 resource lasers, any type, then add a white kinetic for fighter defense. Now I've got a ship with a very powerful short range weapon, that can defend itself against missles/fighters, and has HIGH dps against large ships, not as high as a fully loaded medium ship, but very close.
That medium ship, I can have x3 lasers, x1 kinetic. The problem is the kinetic is bigger, and the lasers are bigger, per the "double slot". Now I've got a extra gun that isn't going to use, and this ship costs more to construct witha higher resource cost and I lose versatility, as it is vunerable taking 100% damage from fighters and bombers. If I want the DPS to be max, I would replace the kinetic opening up a vunerability. On the small ship, its less DPS loss to me to defend against that vunerability. So essentially, its like this
Medium ship Sophon empire as example
x3 double lasers, x1 double kinetic x 3 command points,::::: 3 DPS weapons on all ranges, 1 DPS for defense. But in the land of Medium ships, its actually x6 DPS weapons, x2 defense weapons, because of the double slots.
x3 attack ships:
4x lasers, x1 kinetic. x3, plus a intensifier.
so to equal the command points, and counting double slots, the table runs like this
3 small ships have 12 lasers, 3 defense kinetic, and room for intensifier to increase damage
1 medium ship, has 6 lasers, 4 kinetics, and room for a intensifier.
I would use the medium ship IF I could have a layout different than the described situation, but I cannot. Its easier to build a all in one ship, for max dps and some defense as a small ship. Even though the medium ship, if fully loaded with yellow laser, offers higher dps, my vunerabilities increase, especially against somebody using bombers now.
The coordinator ship, now has use, Fighters and Bombers, troop, ect. Its only the medium attack tier 1 ship that is in a weird space. And its for any empire, and it is worse among the empires where there coordinator has almost as many weapons as its medium attack equivelent (Voyd and UE).
Carriars, or large ships, suffer the same lack of functionality due to choices, however they carry a even bigger stick witht he x4 slots. Also they have much more HP, they are in a good place. Carriars in the state of the balance mod are a "Oh no, That is expensive and highly dangerous" which is good. The have enough slot choices to allow for defense and attack functionality build in. Becuase you can equip fighters and bombers, as defensive tools.
So you see where my arguement/problem are, versatility. The small ship I get more choices on, and it in command point numbers carrys a bigger stick to the battle. Granted the crit numbers on medium ships because the weapons are bigger are larger does help, but I think this illistrates my point a bit, I hope :) that make sense?
Talking tier two attack vessal vs teir one medium ships.
and this number does vary empire to empire. five would be lumens, and a few others. Ill put together a couple screenshots to illustrate. I think in my example i used four.
And to the one who said are we even playing the same game. I was refering to the situation with beams being at 0/50/100. They are OP to the extreme. This g2g mod directly addresses this. I believe you are refering to a time before the beams got medium range.
Thanks for finally changing propaganda to what I suggested 2 months ago.
So why no extra law slots for dictatorship or autocracy like I suggested? What is the justification behind them not gaining any more law slots?
Republic continues to stay untouched and the best political system. No one is going to ever switch to dictatorship even with this change. Republic is basically choose your favourite party and pay some dust every 20 turns for overpowered law effects that completely break the game.
Sorry gzar your correct. I was thinking of the lumens tier 2 attack. But the anylisis still stands based on my fuzzy air math. Ill put together a SS of each design to illustrate the flexibility point this evening. With non air math. Gotta love air math, probably the gambler inside me.
Sorry gzar your correct. I was thinking of the lumens tier 2 attack. But the anylisis still stands based on my fuzzy air math. Ill put together a SS of each design to illustrate the flexibility point this evening. With non air math. Gotta love air math, probably the gambler inside me.
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