View Full Version : Was the FS Psychic Storm buffed?
komninosm
21st May 05, 8:05 PM
I think it used to do about 100 points of damage and it killed cults with 95 hitpoints but not if they had bionics which made them abtou 115.
Now they have 125 but they still die to 1.
BTW I think I killed a Slugga squad (actually 3 squads all bunched up) with a storm and almost no other fire.
What gives?
a1ph4riu5
21st May 05, 8:17 PM
Hmm if that's true then it downright sucks. I figured the rise in hitpoints for the Cultists was something to do with the Psychic Storm killing whole squads in one go... so does this mean for some weird reason it's intended?
Chris
21st May 05, 8:18 PM
BTW I think I killed a Slugga squad (actually 3 squads all bunched up) with a storm and almost no other fire.
What gives?
Sluggas are pissweak and have a MASSIVE ( :rolleyes: ) 175hp, so 1 storm will cripple them if they take the full duration of the spell.
komninosm
21st May 05, 8:29 PM
I know how many hitpoints sluggas have Chris, that's why it surprised me that I killed all of them with just the storm. Perhaps they were wounded before, in another battle, but all 3 squads?
I'm still waiting for confirmation that the cults still die to 1 storm. It's kinda weird. I haven't had time to download the new modding tools myself and I'm just lazy.
Maybe the Storm wasn't buffed but got bugged, kind of like the Librarian's Smite doing 400 damage to buildings. Which reminds me. Was that one fixed? LOL
Phate
21st May 05, 9:46 PM
Killing a squad of cultys in one go is touch and go, if they dont move it probably will, but if they get pulled out of radius fast enough they'll be crippled but alive.
EDIT: above is my opinion from own in game experiences
.42.
21st May 05, 10:03 PM
Cast storm on the unit not the ground and they will all take full damage and die. There is nothing that can be done in the early game to stop the FS from killing one of your cultist squads.
Phate
22nd May 05, 3:40 AM
if the other player is quick enough he can move them out of radius before they die
Stepsongrapes
22nd May 05, 4:05 AM
Phate, I believe that .42 is correct, a squad targetted (rather than ground) storm will do full damage to the squad regardless of their movement. It is common to see running cultists die a fair distance from where the initial storm hits, as they take damage over time.
The tradeoff is you do not get a chance to damage overlapping squads (which can happen if u target ground).
santiago4ever
22nd May 05, 4:16 AM
erm... It does still damage surrounding squads even if you cast in on a specific unit. It's an AoE spell.
Stepsongrapes
22nd May 05, 5:03 AM
santiago, are u sure? I seem to notice that only the one squad gets hit, but it gets hit for full regardless if it runs or not, as if the storm was "focused" on the squad rather than the area of the visual effect.
Vertigo
22nd May 05, 8:47 AM
I've seen this with Grots. The Grot squad is moving, so the PS only hits half of it squarely, but they ALL die. The last Grot to keel over was WAY outside the PS visual blast radius, he was almost off the screen.
So something flakey is going on there.
Phate
22nd May 05, 10:18 AM
as i mentioned above its very hit and miss which makes quantifying the actual damage done very difficult
.42.
22nd May 05, 10:40 AM
yeah if you hit the cultists with the cursor when you cast the spell they will all die, if you miss the culitst and hit the ground next to it there is a small chance of the cultist squad surviving with a few models left depending on the squad size.
Phate
22nd May 05, 12:24 PM
So chances are i probably just clicked beside cultists with storm by mistake and thats why they survived? Would also explain why sometime i got it and others i didnt.
.42.
22nd May 05, 12:37 PM
Yup, you are better off always clicking on a man of 1 unit even when 2+ are mixed together because the members of the unit you clicked on will all get full damage and the area of effect will injure the men from the other units.
Phate
23rd May 05, 1:41 AM
as a side note has anyone ever noticed that the psyhcic storm animation sometimes doesnt play but the units take the damage anyway?
n0z3k1ll3r
23rd May 05, 2:09 AM
Just so's you know:
Psychic storms base total damage is 130-170. It has 90% penetration against Infantry_Low and Infantry_Med, and 100% vs all other infantry. So It can't quite kill sluggas in one go (at best it'll leave them all on 5 hp and that is already highly unlikely) but it is more than capable of killing cultists unless you get unlucky with it.
Chris
23rd May 05, 3:01 AM
as a side note has anyone ever noticed that the psyhcic storm animation sometimes doesnt play but the units take the damage anyway?
Yes and it frustrates me to no end.
Phate
23rd May 05, 10:53 AM
n0z3k1ll3r:
so does that mean storm is aoe?
everyone:
If so how come it kills the cultists even after they move out of the radius?
santiago4ever
23rd May 05, 11:02 AM
Apparently the Psychic Storm is both AoE and DoT (Damage over Time... like CL poison damage)
What happens is that units running out of the storm keeps getting hurt for x seconds after they get out. Units who stay in the storm until it runs out will be dealt full damage.
Minimum damage dealt seems to be 130 since even if cults runs out of storm they will die.
Inst
23rd May 05, 11:11 AM
? I thought psychic storm homed on units?
Phate
23rd May 05, 3:07 PM
Minimum damage dealt seems to be 130 since even if cults runs out of storm they will die.
ive seen cultys survive a storm if theyre ran out of it fast enough
Chris
23rd May 05, 3:15 PM
? I thought psychic storm homed on units?
Oh my god. READ THE THREAD FOR CHRIST SAKES.
santiago4ever
23rd May 05, 3:22 PM
Phate what you saw was probably:
1. Someone casting psy storm on the ground instead of on the actual unit (a targeted unit does get full damage no matter what. I forgot to mention that. However if the spell is cast on the ground or another unit the cultists can run out of it and survive with hardly any life at all left)
2. A cultists squad which reinforced when the psy storm was cast thereby the reinforced cultist did not recieve full damage while the rest of the squad dies. With 4 seconds reinforce on the cultists this is a very good way to keep a squad alive while for instance capping. Especially if you have FC/CL around to scare the FS away.
komninosm
23rd May 05, 6:00 PM
Noze:
So the storm was buffed, right? It used to do like 100 I think.
Another weird thing I noted was that when I cast it on a unit and that unit moves away and goes close to another unti/squad, that squad starts to take damage, even if outside the original AoE. Perhaps the Storm is targeted on the particular unit (not squad, model) you target and follows that around like the apothecary's aura (kind of).
Hmm, my theory could be brought down with a test. Try and get a squad dispersed. Get a couple of its members far away, stuck in stupid pathfinding. Then cast the storm on that squad. See if the far away members are damaged. If they are then my theory is wrong and it is a squad based thing.
PS: I wonder why they buffed the Storm. Any clues?
Phate
23rd May 05, 6:16 PM
santiago4ever: thanks
santiago4ever
23rd May 05, 7:54 PM
Because if they didn't buff the storm then cultists might survive it... and that would be horrifying right? ^.^
n0z3k1ll3r
23rd May 05, 10:16 PM
Noze:
So the storm was buffed, right? It used to do like 100 I think.Possibly. I don't have the old stats so I have to take your word for it.
Cultists CAN survive btw, it only has 90% penetration vs their armour type, so it's minimum isn't 130, it's 117, enough for them to JUST survive.
santiago4ever
24th May 05, 4:05 AM
I have never seen any of my cultists survive it... but then again I havent played chaos much the last week. Too busy getting my orksies to the top.
Phate
24th May 05, 8:06 AM
Just as i was starting to think i'd figured this whole storm/cultist mess out, now im all confused again.
komninosm
24th May 05, 5:49 PM
Phate, what noze said means that the Storm damage is 130 to 170 (100%) to most armour types, but against infantry_med (cultists, scouts, guardians, but not builders or orks or aspect warriors) it does 90% that, 117 to 153.
BTW I think I was lucky against the orks since I must have done high storm damage and then did the FS big area attack that does 10 damage but affects a huge area so I killed them off.
Sandiago, you see now that I'm not an Eldar fanboy, since I am bring this stuff to the forum's attention?
Hey even if the cults survive they are just 1 FS special attack from death anyway :-p
BTW, did they also buff the Chaos Sorcerer Doombolt? Or was it always so overpowered? I have a replay where a beaten Chaos enemy uses 1 Doombolt to kill like 20 guardians and demoralise 3 squads. Does it work like artillery a bit? 2 bolts hit pretty close but on went very much further to the back of my army (I was climbing a ramp at the time so maybe that's why it missed so wildly). How does its area of effect work? Does each doombolt projectile have its own AoE?
n0z3k1ll3r
24th May 05, 7:43 PM
Builders too, it's 90% against infantry_low too. 100% vs all else except vehicles, buildings, and monster_high.
komninosm
25th May 05, 1:53 PM
Note to self: Must install new mod tools.
So any changes made on doombolt in 1.3?
n0z3k1ll3r
25th May 05, 11:56 PM
No idea. I have no idea what the 1.2 stats for more than a handful of abilities are. Regardless its damage is less than 100, but it's morale damage is significant. I rate it overall as equal with Psystorm.
TheDeadlyShoe
26th May 05, 12:48 AM
Comparing the files, Doombolt hasn't changed at all. I don't like the AE much though, so I could be wrong.
komninosm
26th May 05, 7:47 PM
Does doombolt do 100 for each bolt or all together? It seemed to kill a lot of guardians at some point so it seemed to do way more than 100. And the area of effect seems to be varied with where the bolts hit.
If it hasn't then it should do 6 bolts with a spread pattern like Orb Bomb. Each does 25-30 damage (75% to light inf) so that's 150 to 180 (112.5 to 135). Each has radius 10. It seems as powerful as the storm. The morale damage is outrageous, about 100 damage total. It should break any squad with more than 6 members. Tremendous spell for such a cheap hero. Make the FS feel much less special.
frenchjesus
28th May 05, 1:27 PM
It seems than Psi Storm do AoE damage then damage over time.
BTW I think I killed a Slugga squad (actually 3 squads all bunched up) with a storm and almost no other fire.
What gives?
Labbed it.
conclusion - not possible.
komninosm
28th May 05, 4:31 PM
frenchjesus, Storm only does damage over time, no initial strike (like doombolt).
Sps, yes, I was simply lucky with the damage roll and he left all his squads in the storm (attacking my portal). Then I had a few BS meleeing them and the FS with her area attacks, plus 1 WS squad (with 2 members left) that went unnoticed. So the storm did a lot of damage but didn't finish them off. It's the missing FX from WS firing on the move that confused me.
Still the Storm WAS indeed buffed. At least it does as much as doombolt now.
psychodil
28th May 05, 4:45 PM
" Still the Storm WAS indeed buffed. At least it does as much as doombolt now"
So an eldar tier 1 ability is equal to a chaos tier 2 ability. Why am I not surprised.
Dragar
28th May 05, 4:47 PM
Is there any confirmation it was buffed? Has someone checked the files?
" Still the Storm WAS indeed buffed. At least it does as much as doombolt now"
So an eldar tier 1 ability is equal to a chaos tier 2 ability. Why am I not surprised.
So people keep inventing false bs to support their nerf eldar quest - why am I not suprised.
I am so very tired of all this crap from the reapers are uber - uber enough to die to vanilla sm, to ws which were outshot by a cc race even back in 1.2 - yes that shoota thing - is old news for me.
From the "eldararecheeze" eldar accounts which get owned horribly by my newb sm and then they quit, to idiots who claim eldar stands a chance vs mass.
But anyways atleast this one i can rub in.
1.3
GameData["activation"] = Reference([[type_abilityactivation\tp_ability_activation_targeted.lua]])
GameData["area_effect"]["area_effect_information"]["area_type"] = Reference([[type_areaeffect\tp_area_effect_circle.lua]])
GameData["area_effect"]["area_effect_information"]["filter_type"] = Reference([[type_areafilter\tp_area_filter_enemy.lua]])
GameData["area_effect"]["area_effect_information"]["radius"] = 10.00000
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference([[type_armour\tp_infantry_low.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference([[type_armour\tp_infantry_med.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference([[type_armour\tp_infantry_high.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference([[type_armour\tp_infantry_heavy_med.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference([[type_armour\tp_infantry_heavy_high.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference([[type_armour\tp_commander.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_07"] = Reference([[type_armour\tp_monster_med.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_08"] = Reference([[type_armour\tp_monster_high.lua]])
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_09"] = Reference([[type_armour\tp_builder.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 90.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference([[type_armour\tp_infantry_low.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 90.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference([[type_armour\tp_infantry_med.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference([[type_armour\tp_infantry_high.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_med.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_high.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference([[type_armour\tp_monster_med.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference([[type_armour\tp_monster_high.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference([[type_armour\tp_commander.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 17.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 13.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 5.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 5.00000
GameData["child_ability_name"] = "eldar_psychic_storm_fx"
GameData["duration_time"] = 10.00000
GameData["entity_busy_time"] = 2.05000
GameData["initial_delay_time"] = 1.40000
GameData["range"] = 35.00000
GameData["recharge_time"] = 155.00000
1.2 storm
GameData["ability_motion_name"] = "special_ability_6"
GameData["activation"] = "targeted"
GameData["area_effect"]["area_effect_information"]["area_type_name"] = "area_circle"
GameData["area_effect"]["area_effect_information"]["radius"] = 10.000
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference("tp_infantry_low")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference("tp_infantry_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference("tp_infantry_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference("tp_commander")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_07"] = Reference("tp_monster_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_08"] = Reference("tp_monster_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_09"] = Reference("tp_builder")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 90.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 90.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_monster_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference("tp_monster_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_commander")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 17.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 13.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 5.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 5.000
GameData["child_ability_name"] = "eldar_psychic_storm_fx"
GameData["duration_time"] = 10.000
GameData["entity_busy_time"] = 2.050
GameData["initial_delay_time"] = 1.400
GameData["range"] = 35.000
GameData["recharge_time"] = 155.000
1.3 doombolt
GameData["activation"] = Reference([[type_abilityactivation\tp_ability_activation_targeted.lua]])
GameData["anticipation_lead_time"] = 3.50000
GameData["area_effect"]["area_effect_information"]["area_type"] = Reference([[type_areaeffect\tp_area_effect_circle.lua]])
GameData["area_effect"]["area_effect_information"]["filter_type"] = Reference([[type_areafilter\tp_area_filter_enemy.lua]])
GameData["area_effect"]["area_effect_information"]["radius"] = 10.00000
GameData["area_effect"]["sweeping_information"]["sweep_duration"] = 0.50000
GameData["area_effect"]["sweeping_information"]["sweep_type"] = Reference([[type_areasweep\tp_areasweep_in_to_out.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 100.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 75.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference([[type_armour\tp_infantry_med.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 75.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference([[type_armour\tp_infantry_high.lua]])
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 30.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 25.00000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 25.00000
GameData["area_effect"]["weapon_damage"]["hit_events"]["entry01"]["event"] = "unit_ability_fx/doombolt_impact_unit"
GameData["area_effect"]["weapon_damage"]["hit_events"]["entry02"]["event"] = "unit_ability_fx/doombolt_impact_unit"
GameData["area_effect"]["weapon_damage"]["hit_events"]["entry03"]["event"] = "unit_ability_fx/doombolt_impact_unit"
GameData["area_effect"]["weapon_damage"]["hit_events"]["entry04"]["event"] = "unit_ability_fx/doombolt_impact_unit"
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["max_lifetime"] = 1.00000
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference([[modifiers\chaos_flamer_hit_event.lua]])
GameData["child_ability_name"] = "chaos_doombolt2"
GameData["duration_time"] = 3.00000
GameData["entity_busy_time"] = 3.03000
GameData["initial_delay_time"] = 1.80000
GameData["projectile_name"] = "chaos_doombolt_projectile"
GameData["projectile_spawn_pos"]["y"] = 1.50000
GameData["projectile_spawn_pos"]["z"] = 1.50000
GameData["range"] = 35.00000
GameData["recharge_time"] = 120.00000
GameData["refresh_time"] = 3.00000
in short, psy storm is unchanged, and in short doombolt owns psy storm, and in short when it comes to morale damage - owns the living piss out of it and for a 150 req unit it sure recharges a full half minute faster.
Ok?
Disproven. Please don't go off fueling eldar bashing further with plain lie of a data.
Still the Storm WAS indeed buffed.
data says its identical.
Dragar
28th May 05, 5:15 PM
Thanks, Sps. I didn't think it had been buffed.
np dragar - no1 listens to me tho so forget everything i said....lets nerf Psychic Storm.
komninosm
28th May 05, 6:19 PM
Sorry Sps, I simply saw the new storm at 130-170 damage and forgot to check the old storm. I was sure it did 100-110 damage but my memory was incorrect. Just shows that you must double check everything before you post. Memories can't be trusted.
Psycho, Tier comparison is bad in this case for a million reasons. Here's a few.
FS is the only hero Eldar have.
FS is comparable in cost with other Tier 1 heroes and her abilities compensate for her low hitpoints and weak melee.
You can't balance CS off of her.
CS belongs in the same league as Librarians.
I could go on and on, but why bother...
Did I mention the CS costs 150/50/20seconds?
Come on, be serious psycho...
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