The best character

Post » Tue Aug 11, 2009 8:54 pm

Not going to lie, this seems like the typical MW2 noob class. Youve successfully compiled all of the selfish, self boosting skills, save a few calls into a single character. Ontop of which, you've smeared your skills across all classes, making them all equally terrible. Hate to say it, but i agree with Fisticuffs. This character is good for nothing other then shooting and killing. A build like this will likely be trying to rack up kills, then actually helping the team.

Why? Well, since you've thoughtfully outlined your post, i'll do the same for mine. First lets look at the skills you've avoided...

Silent Running: This prevents you from appearing on radar while moving. VS AI, this is an almost required skill to pick up, because they tend to only shoot things on their radars. VS players, you might be able to ignore it if they dont use the radar much. In general, you plan on using speed to "flank"... but its pointless because they always know where you are while your moving around.

Laz Grenade: Your right, players dont group up much... This skill DOES see a profound use however under circumstances where they are... An entire team standing back up, right on the spot, is going to be a devastating event for the other team. Theyre already weakened, and your guys are back in full. Even if it only happens once or twice, it could be enough to push forward the objective and win a match. This skill will likely only see common use around objectives, and when used properly can win a match, or the failure of loose a match. Its a huge skill... I was in the missile defense mission on security, i got the hack box to ~70% in the last 10 seconds and we got over whelmed by the other team. A guy threw down a Lazarus Grenade rezzing 4 of us at once, we were able to take it back and won the match in over time... With out the mass rez we would have lost.

Turrets are awesome. It bothers me that no one can realize that they arnt the solo ground pounding player slayers every one expects them to be. Its like "durp, if i put turret here, it should kill every one and everything that walks by". Turrets ARE NOT SUPPOSED TO BE ALONE. Theyre your back up, the little buddy by your side taking pot shots at players and maybe just that extra bit of damage that kills them. I've actually had a player kill me before i got him, and my turret finished him off... Theyre also a mobile cover that fires back and is easily repaired. The the turret is a decent bullet sponge, and will prevent a few shots in your back while your repairing something, or force a player to go around or shoot through it. They are a DISTRACTION, not a threat unless ignored. They CAN hurt you pretty bad if you ignore them. When you see it, you've usually only got about 3 seconds before they shoot you, and if your not close enough to circle around it, it CAN gun you down. Or its engineer will.

Extended life buff: This is a good skill. A player that doesnt get downed at all is far more useful then the one that just stood up. This is just another one of those skills that makes your class better at their basic function... Life buff and Kevlar are extremely effective together...

Extra Kevlar: This keeps players up and shooting. Its stupid useful specially since soldiers are the only ones with counters for it. A heavy with a dbl life boost, and the HP command post will be a HUGE problem (har har). Seriously though, they can be tough to take down and can deal alot of damage and chaos. Not just heavies either, lights last more then a few shots, and mediums can do their thing. It can also save the objective.

Upgrade Command Post: Probably one of the most devastating skills to have in a team effort. Double life pips? Yes please. 2 More supply pips? Heck yeah! Thats a serious advantage for just 1 command post, and a good reason to keep ahold of them. You have about 20 or so % more hp then the other team, can throw more grenades, turrets, mines, heals, rezzes, ammo, flash bangs, the works.

Kevlar Vest: See extra Kevlar. Also, now you just get it, and it doesnt waste your engineers pip...

Flash bang: This can net some serious XP, and can disable an entire assault if thrown properly. Remember that silent running? I was doing a lowbie match with my new guy, and i saw 3-4 guys ontop of each other, moving in our objective. I flash banged the hallway and my buddy on skype ran in and cleaned them out. Just like that. If you remove just 1 or 2 people with a single flash, you've done extremely well for your team, and it can give you an upper hand. Of course, its gata be used properly, but what doesnt?

Extra Mag: Great skill, and you over looked it. It keeps your team in the fight longer with their primary weapons, so they dont need to switch to backup just to keep fighting. Also, people with an extra clip can keep shooting, when others may have ran out. Just that extra little push can be all the help they need to down that last guy attacking your engineer... And its usefulness is passive, making your class better as a hole.

Satchel Charge... I havnt used this myself, but i'm going to soon. But from what it sounds, being able to basically set remote detonated traps sounds pretty beast...

Homing Beacon: I have it, never seen it used. No one has ever survived long enough in my sights to be marked...

Control turret: I've used this at least 2 dozen times, not once have i felt its been worth it.

Firewall command post: It keeps the enemy team off your command post long enough to actually defend it. If you have 1-2 guys trying to keep a command post, this is all they need to insure taking it back costs far more then it's worth to take. Too long to capture, too much time under fire. Too much time for reinforcements to come protect it again...

EMP: Awesome skill... That hack box slows to a crawl, which can kill it for the enemy team. I've stopped a hack box at 90%, while me and the team moved in and cleared it out just as the box reached 98% and the engineer was able to disarm it. Super close call and wouldnt have happened if the EMP didnt land. Also, it jams player radar, and can allow a team to penetrate a turret nest. 3-4 turrets ontop of an objective is damn hard to get near, but the EMP can take them out long enough for a couple operatives to hack them all and turn it against them...

Hack Turret: This causes a huge mess of chaos when you manage to hack a turret behind enemy lines. This is where a turret can really put some hurt down and get some kills. Most players wont realize where the shots are coming from until its too late or theyre dead. I've hacked two on the container city mission as security, and watched as every one on the resistance just got mauled from turret fire and the rest of my team.



Those are the skills you ignored. Some of which arnt terribly usefull, others have far better use, most of which are team oriented, and will better the team as a hole...

Now for the skills you picked...

General skills... Not gana talk about those. Theyre all self buffing self oriented skills many of which are required to be competitive, and you got all the necessary ones.

Soldier skills: Grenade enhancements, scavenge, and ammo self buff. Quite surprised you didnt grab the Kevlar buff too, based on your setup. All skills are self buffing and only help YOU gun down other players. Thats what soldiers do any way so i'm not gana complain. My soldier rocks peoples socks off...

Medic: Save the adrenaline boost, which i've yet to ever try, all of the other skills improve your pips, probably saving them all for self heals, and your self rez.

Engineer: Extra land mine, gear head to put them down faster, and self weapon buff... A player with these skills and using the Barnett says that they self buff, find a place to hide, and use land mines to camp.

Operative: Caltrops, sticky grenade and cortex bomb... More self preserving skills then anything else. Good for racking up kills, not much else as they cant perform core functions such as firewall, and hacking enemy turrets, and confusing players (EMP).

Now that wall of text is out of the way...

If your going for a character that can run and gun as any class available, then this character hits it on the bell. This class does almost nothing for the rest of the team, and any one can claim that they can do things that are already on the class, but i doubt thats how this character is to be used. This class wouldnt help a team win a match, other then by helping down more people. Its almost a strictly self conscious, doing nothing to help the team as a hole.

I'm going to make an omni class myself soon. The difference is that mine will be focused on helping to team in any situation available, not helping my self. Soldier kills people i hold no ill will to people who treat them as such. Other classes, operative medic and engineer, can multiply their effectiveness by buffing command posts, using things like HP, speed boost, and metabolism, and hacking turrets.

For the reasons i've stated above, i judge your "perfect" character to be flawed. They help them selves more then any one else, and cant do anything else required of them effectively.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Tue Aug 11, 2009 7:13 am

I totally disagree about Silent Running being useless. Obviously you play with a lot of bots instead of real people. The Bots do somehow have an uncanny sense of where you are, but for flanking real teams and not just the craptastic AI Silent running is the best. As you mention it's worthless if they can see you , but the point of it is to sneak up and be unseen, to take the circuitous route through a map while your buddies assault the front line and then you slip around back with a sticky bomb a grenade and fully automatic death. That's how you wipe out an entrenched team.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Tue Aug 11, 2009 10:34 am

Sure its been said plenty of times before, but I should say it again, just for effect. Silent running is an extremely important skill. It definitely helps you if the enemy doesn't know your coming around that corner but you do.

Health buffs are extremely important, and yes, they do heal alot if the guy is almost dead, and while you may not get as much xp for reviving the guy, it is more helpful to the whole team since that guys isnt spending as much time laying on the ground.

I'd say more, but I'm sure you've already heard it plenty before now. I think its interesting that you would make this thread though. This may be the class that works for you, but for my playstyle (and I'm sure many people's others) its not, so basically you may think this is your best class, but far from the perfect one. Sorry to be blunt, but you aren't some big name in the gaming industry who would hold enough people's respect for people to care, unless your ego is that big. All you've really done is invite people to come discuss what you are doing wrong and suggest improvements, but based on your stubbornness to people's remarks that isn't likely to have much of an effect.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Tue Aug 11, 2009 11:40 am

Bro your char build is so OP... just kidding it blows. thats offense. look the perfect charicter (i can feel the trolls now --there is no perfect character--) is when you get this glitch when you are switching body types and you get a light machine gun on a medium body type, it makes all the downfalls dissapear. ill just sprint right up to you and drill you with my maximus, when at close range you cant go wrong.

oh and maximus is all right with a muzzle break and red dot, machine guns are beast if u can use them right, i wiped out a team of six human players with that [censored] over and over again.

high rate of damage, really fast hell yizzle son and i look plain dumb holding that huge gun
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Tue Aug 11, 2009 4:15 pm

Not going to lie, this seems like the typical MW2 noob class. Youve successfully compiled all of the selfish, self boosting skills, save a few calls into a single character. Ontop of which, you've smeared your skills across all classes, making them all equally terrible. Hate to say it, but i agree with Fisticuffs. This character is good for nothing other then shooting and killing. A build like this will likely be trying to rack up kills, then actually helping the team.

Why? Well, since you've thoughtfully outlined your post, i'll do the same for mine. First lets look at the skills you've avoided...

Silent Running: This prevents you from appearing on radar while moving. VS AI, this is an almost required skill to pick up, because they tend to only shoot things on their radars. VS players, you might be able to ignore it if they dont use the radar much. In general, you plan on using speed to "flank"... but its pointless because they always know where you are while your moving around.

Laz Grenade: Your right, players dont group up much... This skill DOES see a profound use however under circumstances where they are... An entire team standing back up, right on the spot, is going to be a devastating event for the other team. Theyre already weakened, and your guys are back in full. Even if it only happens once or twice, it could be enough to push forward the objective and win a match. This skill will likely only see common use around objectives, and when used properly can win a match, or the failure of loose a match. Its a huge skill... I was in the missile defense mission on security, i got the hack box to ~70% in the last 10 seconds and we got over whelmed by the other team. A guy threw down a Lazarus Grenade rezzing 4 of us at once, we were able to take it back and won the match in over time... With out the mass rez we would have lost.

Turrets are awesome. It bothers me that no one can realize that they arnt the solo ground pounding player slayers every one expects them to be. Its like "durp, if i put turret here, it should kill every one and everything that walks by". Turrets ARE NOT SUPPOSED TO BE ALONE. Theyre your back up, the little buddy by your side taking pot shots at players and maybe just that extra bit of damage that kills them. I've actually had a player kill me before i got him, and my turret finished him off... Theyre also a mobile cover that fires back and is easily repaired. The the turret is a decent bullet sponge, and will prevent a few shots in your back while your repairing something, or force a player to go around or shoot through it. They are a DISTRACTION, not a threat unless ignored. They CAN hurt you pretty bad if you ignore them. When you see it, you've usually only got about 3 seconds before they shoot you, and if your not close enough to circle around it, it CAN gun you down. Or its engineer will.

Extended life buff: This is a good skill. A player that doesnt get downed at all is far more useful then the one that just stood up. This is just another one of those skills that makes your class better at their basic function... Life buff and Kevlar are extremely effective together...

Extra Kevlar: This keeps players up and shooting. Its stupid useful specially since soldiers are the only ones with counters for it. A heavy with a dbl life boost, and the HP command post will be a HUGE problem (har har). Seriously though, they can be tough to take down and can deal alot of damage and chaos. Not just heavies either, lights last more then a few shots, and mediums can do their thing. It can also save the objective.

Upgrade Command Post: Probably one of the most devastating skills to have in a team effort. Double life pips? Yes please. 2 More supply pips? Heck yeah! Thats a serious advantage for just 1 command post, and a good reason to keep ahold of them. You have about 20 or so % more hp then the other team, can throw more grenades, turrets, mines, heals, rezzes, ammo, flash bangs, the works.

Kevlar Vest: See extra Kevlar. Also, now you just get it, and it doesnt waste your engineers pip...

Flash bang: This can net some serious XP, and can disable an entire assault if thrown properly. Remember that silent running? I was doing a lowbie match with my new guy, and i saw 3-4 guys ontop of each other, moving in our objective. I flash banged the hallway and my buddy on skype ran in and cleaned them out. Just like that. If you remove just 1 or 2 people with a single flash, you've done extremely well for your team, and it can give you an upper hand. Of course, its gata be used properly, but what doesnt?

Extra Mag: Great skill, and you over looked it. It keeps your team in the fight longer with their primary weapons, so they dont need to switch to backup just to keep fighting. Also, people with an extra clip can keep shooting, when others may have ran out. Just that extra little push can be all the help they need to down that last guy attacking your engineer... And its usefulness is passive, making your class better as a hole.

Satchel Charge... I havnt used this myself, but i'm going to soon. But from what it sounds, being able to basically set remote detonated traps sounds pretty beast...

Homing Beacon: I have it, never seen it used. No one has ever survived long enough in my sights to be marked...

Control turret: I've used this at least 2 dozen times, not once have i felt its been worth it.

Firewall command post: It keeps the enemy team off your command post long enough to actually defend it. If you have 1-2 guys trying to keep a command post, this is all they need to insure taking it back costs far more then it's worth to take. Too long to capture, too much time under fire. Too much time for reinforcements to come protect it again...

EMP: Awesome skill... That hack box slows to a crawl, which can kill it for the enemy team. I've stopped a hack box at 90%, while me and the team moved in and cleared it out just as the box reached 98% and the engineer was able to disarm it. Super close call and wouldnt have happened if the EMP didnt land. Also, it jams player radar, and can allow a team to penetrate a turret nest. 3-4 turrets ontop of an objective is damn hard to get near, but the EMP can take them out long enough for a couple operatives to hack them all and turn it against them...

Hack Turret: This causes a huge mess of chaos when you manage to hack a turret behind enemy lines. This is where a turret can really put some hurt down and get some kills. Most players wont realize where the shots are coming from until its too late or theyre dead. I've hacked two on the container city mission as security, and watched as every one on the resistance just got mauled from turret fire and the rest of my team.



Those are the skills you ignored. Some of which arnt terribly usefull, others have far better use, most of which are team oriented, and will better the team as a hole...

Now for the skills you picked...

General skills... Not gana talk about those. Theyre all self buffing self oriented skills many of which are required to be competitive, and you got all the necessary ones.

Soldier skills: Grenade enhancements, scavenge, and ammo self buff. Quite surprised you didnt grab the Kevlar buff too, based on your setup. All skills are self buffing and only help YOU gun down other players. Thats what soldiers do any way so i'm not gana complain. My soldier rocks peoples socks off...

Medic: Save the adrenaline boost, which i've yet to ever try, all of the other skills improve your pips, probably saving them all for self heals, and your self rez.

Engineer: Extra land mine, gear head to put them down faster, and self weapon buff... A player with these skills and using the Barnett says that they self buff, find a place to hide, and use land mines to camp.

Operative: Caltrops, sticky grenade and cortex bomb... More self preserving skills then anything else. Good for racking up kills, not much else as they cant perform core functions such as firewall, and hacking enemy turrets, and confusing players (EMP).

Now that wall of text is out of the way...

If your going for a character that can run and gun as any class available, then this character hits it on the bell. This class does almost nothing for the rest of the team, and any one can claim that they can do things that are already on the class, but i doubt thats how this character is to be used. This class wouldnt help a team win a match, other then by helping down more people. Its almost a strictly self conscious, doing nothing to help the team as a hole.

I'm going to make an omni class myself soon. The difference is that mine will be focused on helping to team in any situation available, not helping my self. Soldier kills people i hold no ill will to people who treat them as such. Other classes, operative medic and engineer, can multiply their effectiveness by buffing command posts, using things like HP, speed boost, and metabolism, and hacking turrets.

For the reasons i've stated above, i judge your "perfect" character to be flawed. They help them selves more then any one else, and cant do anything else required of them effectively.

You have the best post so far with well-put explanations, and the initial focus on the skills I avoided is brilliant.

Buffing others is the actual purposed focus of my "omni" class here. Self-buffs exist of course, but using all of your supply on buffing OTHERS is far more effective and meant to be the focus of this class. That is, buffs specifically, other avoided team-helping skills you noticed of course.


First, what you pointed out that's great.
-Turrets are backup not killers
-EMP grenade slows hackboxes and bombs, and turrets may be grouped up. (I forgot about the hackboxes and bombs slowing, the one and only thing I forgot about any of the skills)
-Lazarus Grenade. You didn't say this, but I realized that being a grenade means it can be thrown allowing the medic to stay in cover. Your example of group-revive is very good too.
-You're going to make an omni class practically the opposite of mine. That's perfect to see how the skills do.

Now, I'll point out why my skills are good for teamwork.
-caltrops slow the enemy, universally preventing rushes, and can be thrown instantly with a fairly short cooldown. (random thought right when I typed this... wall jump past them?)
-sticky grenade is mostly a time-waster that's instant-use (instant = no time wasted for you)
-cortex bomb is the #1 suicide rush weapon
-Operatives are meant to be suicide-rushers here that slow the enemy constantly.
-buffs are the best help to your team. Everyone doing extra damage with the unfairly-powerful seagle, ammo restoration gives enough ammo when used well. Both of these combined with the seagle's unfairly high damage means you don't need extra magazines.
-soldiers cover 90% of breakthroughing with their very powerful grenades. Close-knit turrets can be disabled by either two extra-power soldier grenades or one and approx. 2 shots from the seagle in a rush.
-scavenging supply for grenades and buffing others' ammo is necessary for an unstoppable wave of constant breakthroughing.
-Adrenaline Buff I have not seen used correctly once in any game I played. However, having temporary invicibility makes a pinpoint strike unbeatable. use it RIGHT BEFORE the target defenses, not at spawn like everyone else does.
-Adrenaline buff and soldier power-grenades combine into a completely unstoppable breakthrough force.
-Medics reviving and adrenaline-boosting constantly need the extra supply
-Battle Hardened gives you enough extra health to survive most powerful hits without dying. Skillful players don't need much else
-Engineers focusing almost exclusively on damage-buffing their team with some mines to knock down rushers. buff teammate vs plant mine means always buff teammate first.
-Time is essential. Extra defenses and running all the way around are a waste of time when you can simply power-nade, damage-buff, and adrenaline boost through every defense in the game in far less time than it took to build them. I need someone to find a counter to this strategy.


This is meant to be the best SINGLE class that can be created. Creating the best team of a specific number of players would be interesting indeed. Especially 3 players (reminder: there are 4 classes)


Now onto non-politically-correct personal statements which no one should take seriously--
I LOVE the feeling of controlling a turret manually. I've killed quite a few people with it, but it's definitely difficult to do so. You can control them from anywhere in the map simply by pointing at where they are and holding action. Hiding in a corner of the enemy base, controlling their own turret to shoot them in the face. feels good man.
The dramatic group-effect of lazarus grenade and EMP grenade are so awesome, I love those skills.
I love firewalling and upgrading command posts; behind-the-scenes work that indirectly supports the team. I never build enough defenses around them though. Maybe one mine. Also, players don't guard them much, they just capture and run away.
Homing Beacon is AMAZING for disguised operatives; just stay behind the enemy at all times, pretend to be "taking cover" and point them all out for your team. It's like universal wall hack for your team.
I love all the skills in this game and how well-balanced it is. Seriously, every skill is useful.

Credit for having something to say instead of just an insulting attitude.
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Tue Aug 11, 2009 9:42 pm

This is meant to be the best SINGLE class that can be created.

Except you can only play one class at a time, and you made a build that is lacking in all roles.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Aug 11, 2009 5:06 pm

Except you can only play one class at a time, and you made a build that is lacking in all roles.

It's not lacking. The other skills don't add enough to be truly worth it.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Tue Aug 11, 2009 4:30 pm

This is meant to be the best SINGLE class that can be created.

And how do you define "best" in that sentence?

Best at...?
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue Aug 11, 2009 8:59 am

And how do you define "best" in that sentence?

Best at...?

Best at being spread too thin to be of any use
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Tue Aug 11, 2009 8:35 am

Best at being spread too thin to be of any use

I was TRYING to ask a legitimate question of the person who created this "best" build.

I'm not saying you're wrong, but I suspect you might be, because in Brink, a player who can take any role on the fly can actually be pretty useful in the right circumstances - I DON'T see this build as the best way to make yourself that guy, personally, but it's not the worst attempt I can imagine, either.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Tue Aug 11, 2009 9:02 pm

Too much going on to discuss but I Felecia like I must add that caltrops aren't impossible to get by. I love it when Ops drop them and expect to see the caltrop dmg symbol in order to get a heads up on enemies using that route. Cause if you crouch walk over them they dont hurt you :)
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Tue Aug 11, 2009 10:25 am

Too much going on to discuss but I Felecia like I must add that caltrops aren't impossible to get by. I love it when Ops drop them and expect to see the caltrop dmg symbol in order to get a heads up on enemies using that route. Cause if you crouch walk over them they dont hurt you :)

It's based on your movement speed, if you're on console, you can walk normally without pushing the stick all the way and get past them as well.

But they are a good warning against a lot of players, and the ones they don't tell you about are sitting ducks while they crawl/walk across them.
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Tue Aug 11, 2009 3:46 pm

He's just trying to have a discussion, why is everyone such an [censored]?
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue Aug 11, 2009 5:50 pm

I was TRYING to ask a legitimate question of the person who created this "best" build.

I'm not saying you're wrong, but I suspect you might be, because in Brink, a player who can take any role on the fly can actually be pretty useful in the right circumstances - I DON'T see this build as the best way to make yourself that guy, personally, but it's not the worst attempt I can imagine, either.

Oh I see the problem, I said 'class' instead of 'character'.


Cal-

-trops

forcing the enemy to move slower is the definition of slowdown. Also, those who just sprint or SLIDE through them will be easy to kill with their reduced health. Caltrops are the fastest-deployed and widest-covering slowdown defense in the game. They also have a little shorter cooldown time than most special skills with cooldown times.

He's just trying to have a discussion, why is everyone such an [censored]?

I love you, so much.


EDIT: I changed the primary weapon to the Carb-9... It's just too much more useful, and the Sea Eagle's low ammo and magazine size are just horrible. The Barnett's minimal exposure still seems the best though.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Tue Aug 11, 2009 5:42 am

forcing the enemy to move slower is the definition of slowdown. Also, those who just sprint or SLIDE through them will be easy to kill with their reduced health. Caltrops are the fastest-deployed and widest-covering slowdown defense in the game. They also have a little shorter cooldown time than most special skills with cooldown times.

Thank you for supporting my argument there.

Caltrops are one of my favourite abilities. There is the option of bypassing badly placed ones when you're Light though... Another reason why I love being a Light...
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Previous

Return to Othor Games