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3v3 and 4v4 state of the game

13 Dec 2019, 16:02 PM
#1
avatar of kafrion

Posts: 371

As the title says id like to know what the opinion of the community is , are you satisfied with the game balance in very broad terms or do you think one side has an unfair advantage . If so would you want upcoming changes of the game to take into consideration these game modes since many people are playing in those ?
13 Dec 2019, 16:48 PM
#2
avatar of Grumpy

Posts: 1958

jump backJump back to quoted post13 Dec 2019, 16:02 PMkafrion
As the title says id like to know what the opinion of the community is , are you satisfied with the game balance in very broad terms or do you think one side has an unfair advantage . If so would you want upcoming changes of the game to take into consideration these game modes since many people are playing in those ?


I haven't been playing a lot of 3's or 4's recently but usually when I do, I normally feel like I got outplayed when I lose. If one side is stronger, I couldn't tell you which.

Also, 3v3 and 4v4 are the same game only to people that don't play them much (or possibly don't play them well). The dynamics of 3v3 are different. I have friends who have been part of teams that were top 20 in 4v4 that won't play 3v3 because it is that different.
13 Dec 2019, 16:50 PM
#3
avatar of pvtgooner

Posts: 359

4v4 is an artyfest which may be unbalanceable. The best modes of balance we have for 4v4 is map changes in my opinion.

3v3 is better, and a mode I enjoy, but I find myself losing a lot of games that go over 1hr as allies, especially USF. I think it's micro fatigue mostly but maybe related to balance in a way.
13 Dec 2019, 17:16 PM
#4
avatar of Doomlord52

Posts: 960

4v4, and to a lesser extent 3v3, is such a mess due to match-making that attempting to balance it is basically impossible. I've been in many games where the "skill range" between the highest and lowest player is over 2500 positions on the ladder. When the skill difference is that large, the M36/Panther/*OP Unit* over-performing, or some other unit underperforming doesn't matter at all.

If there was one change I could implement, it would be to the match-making: restricting the range of players that it could put into a game. Ideally, this would work off of a scalable formula, maybe something like "+/- 150% of the highest skill player, or +/- 1000 ladder positions, whichever comes first" (I'm sure someone can come up with a better one).

For example, say the highest skill player is at position #200 and queues for 4v4. With a +/- 150% range, that means +/- 300 ladder positions; so that means this OKW player would be in a game with players rank 0-500. For a player at 2,500, the +/- 1000 would come into effect, restricting them to 1,500-3,500.

This would fix a TON of problems, both in terms of "balance" as well as player satisfaction. No one enjoys being in a game with a skill difference of over 2,500: the high-skill players are bored/waste time, and the low-skill players are hopeless.
13 Dec 2019, 17:29 PM
#5
avatar of aerafield

Posts: 3046 | Subs: 3

jump backJump back to quoted post13 Dec 2019, 16:48 PMGrumpy


I haven't been playing a lot of 3's or 4's recently but usually when I do, I normally feel like I got outplayed when I lose. If one side is stronger, I couldn't tell you which.

Also, 3v3 and 4v4 are the same game only to people that don't play them much (or possibly don't play them well). The dynamics of 3v3 are different. I have friends who have been part of teams that were top 20 in 4v4 that won't play 3v3 because it is that different.


+1
13 Dec 2019, 19:12 PM
#6
avatar of Rosbone

Posts: 2159 | Subs: 2

The major factors are: Map Size, RT vs AT, Skill Range, and Faction Load Outs.

MAP SIZE
3v3 and 4v4 differ in one major way: Map size. 3v3 maps are huge in many cases, which leads to more mobile play similar to 1v1. 4v4 maps are generally smaller and lead to more campy style play, which on some maps could be more 2v2 based.

RT VS AT
Team game commander synergy is key. So four arranged rank 1k players can beat four rank random 400 players. Figuring out recon, artillery counters, late game tank counters, working together, etc wins games.

SKILL RANGE
Already mentioned ranks are all over the place in automatch.

FACTION LOADOUTS
The biggest issue for team game balance is OKW in 4v4. They have no tools to deal with basic things like MGs, Snipers, UCs, Scout cars, mortars, etc. If OKW does not win the first engagement its gonna be a short game. Because they will slowly get pushed off the map.

If you see a match with all OKW vs Soviets and Brits, that game is over before it started on most maps.

OKW really need the Kubel to be good. So they can counter MGs, Snipers, and scout cars. But if it gets any buffs it quickly becomes stupid OP and every game is Kubel spam.

So better AT weapons and grenades are needed. AT got removed to balance 1v1. So OKW can only go a couple commanders to get back some of the basic tools they need.

Most of the OKW issues can be helped by having an OST partner. But too many times do I see all OKW teams. Or you get a bad OST partner which does not help in any way.
13 Dec 2019, 19:43 PM
#7
avatar of WingZero

Posts: 1484

Balance wise I think its fair with minute nuances. The major problem plaguing the large game mode is matchmaking. Majority of the time if you play any game with your friends that have over 3k hours you still end up fighting noobs for 10 games straight. Its incredibly boring unless you play with same people for 10+ games.
16 Dec 2019, 21:38 PM
#8
avatar of kafrion

Posts: 371

jump backJump back to quoted post13 Dec 2019, 19:12 PMRosbone
The major factors are: Map Size, RT vs AT, Skill Range, and Faction Load Outs.

MAP SIZE
3v3 and 4v4 differ in one major way: Map size. 3v3 maps are huge in many cases, which leads to more mobile play similar to 1v1. 4v4 maps are generally smaller and lead to more campy style play, which on some maps could be more 2v2 based.

RT VS AT
Team game commander synergy is key. So four arranged rank 1k players can beat four rank random 400 players. Figuring out recon, artillery counters, late game tank counters, working together, etc wins games.

SKILL RANGE
Already mentioned ranks are all over the place in automatch.

FACTION LOADOUTS
The biggest issue for team game balance is OKW in 4v4. They have no tools to deal with basic things like MGs, Snipers, UCs, Scout cars, mortars, etc. If OKW does not win the first engagement its gonna be a short game. Because they will slowly get pushed off the map.

If you see a match with all OKW vs Soviets and Brits, that game is over before it started on most maps.

OKW really need the Kubel to be good. So they can counter MGs, Snipers, and scout cars. But if it gets any buffs it quickly becomes stupid OP and every game is Kubel spam.

So better AT weapons and grenades are needed. AT got removed to balance 1v1. So OKW can only go a couple commanders to get back some of the basic tools they need.

Most of the OKW issues can be helped by having an OST partner. But too many times do I see all OKW teams. Or you get a bad OST partner which does not help in any way.


You are really wrong about what you say for the OKW if you see how fast tommies die to sturmpios and ofcourse 4 okw can definitely win against soviets and brits they just need to flank with the sturmpios also being slowly pushed of the map is inconsequential when you can get panthers by minute 18-20
16 Dec 2019, 21:47 PM
#9
avatar of Jilet

Posts: 556

jump backJump back to quoted post16 Dec 2019, 21:38 PMkafrion


You are really wrong about what you say for the OKW if you see how fast tommies die to sturmpios and ofcourse 4 okw can definitely win against soviets and brits they just need to flank with the sturmpios also being slowly pushed of the map is inconsequential when you can get panthers by minute 18-20


There is something called Vickers and often on 4v4s there is someone to hold the flank of your Vickers'.
16 Dec 2019, 22:37 PM
#10
avatar of Rosbone

Posts: 2159 | Subs: 2

jump backJump back to quoted post16 Dec 2019, 21:47 PMJilet
There is something called Vickers and often on 4v4s there is someone to hold the flank of your Vickers'.


Exactly. That is why I said OKW in 4v4 mode. Maps like Red Ball where two MGs lock down a whole side. If the enemy is remotely competent, OKW will get pushed off the map.

The 3v3 mode and larger 4v4 maps like Steppes provide more flanking and less MGs. So OKW can do fine in these situations.

OKW is meant to be strong early. Losing that first engagement and retreating puts them behind for a long while. Because they cant get back to the front until they tech.

Go Medic truck and hope your ISGs out perform the enemy mortars. Or use ISG smoke to push MGs. Takes a long time but gives the advantage of having that close retreat point later which is key to OKW pressure.

Go Medic truck and Halftrack. Then you need a rak to support it. Still get that late game medic truck pressure. A little fragile and you lose an early game inf squad to the rak.

Go Mechanized and make either Luchs or Stuka. Stuka pays off all game long with little micro. Luchs has shock value but requires micro and is easily countered. You lose the medic truck late game inf pressure.

By the time you get your panthers and tigers, the whole area is covered by MGs, AT guns, and mines.

If I am way off base on any of these ideas, please explain. That is why we are here. To discuss and learn. Let us delve deeper into the MG Inception Principle :P
16 Dec 2019, 22:56 PM
#11
avatar of general_gawain

Posts: 919

I'm playing mainly 3v3 and 4vs4. I played enough games with both sides, AT and RT. My personal experience is: The more axis players are playing OKW the more likely axis team will win (of course it is always better to have one Ost player than none for building caches and diversity). OKW can blob better and has the best early blob and team-weapon wiping machine around in the big game modes (one OKW player can always go for a fast Stuka tech first without getting punished by doing so).
16 Dec 2019, 23:04 PM
#12
avatar of Rosbone

Posts: 2159 | Subs: 2

I think I should point out that I am not saying OKW are trash. Overall the factions seem pretty balanced. When SiphonX releases stats we usually see that win rates are pretty even. This covers a large range of players so skill usually wins out of faction.

I am saying they have a weakness in certain 4v4 maps.
16 Dec 2019, 23:22 PM
#13
avatar of Hon3ynuts

Posts: 818

In general over the last 6 months I have had more trouble finding competitive games and that makes it a little tougher to judge balance. Havn't had as much time to play since the giveaway though.

Balance does seem okay currently though. It's not skewed badly in one direction but that can vary with the skill level of the players.


jump backJump back to quoted post16 Dec 2019, 23:04 PMRosbone
I think I should point out that I am not saying OKW are trash. Overall the factions seem pretty balanced. When SiphonX releases stats we usually see that win rates are pretty even. This covers a large range of players so skill usually wins out of faction.

I am saying they have a weakness in certain 4v4 maps.


I would agree with this, But I think they are weak because they can only really rely on alot of infantry early on which is fine for 1v1, but tough to pulloff in 4v4.

16 Dec 2019, 23:26 PM
#14
avatar of general_gawain

Posts: 919

jump backJump back to quoted post16 Dec 2019, 23:04 PMRosbone
I am saying they have a weakness in certain 4v4 maps.


Yeah, but on the other side there are some maps where they perform way better than Ost. I'm with you that skill is more important. We got stomped by opponents and stomped opponets by ourselves way too often. Sometimes matchmaking is a bitch (maybe a little bit too often).

Overall I do think axis have some more strong synergies for late game. Every team that paired Close the pocket at least on some maps with the right combination of other axis commanders knows how this can turn a game. Key for allied victory is constant aggression, if you sit back you will allow axis to pull some nasty late game combos.
17 Dec 2019, 00:11 AM
#15
avatar of Jilet

Posts: 556



Yeah, but on the other side there are some maps where they perform way better than Ost. I'm with you that skill is more important. We got stomped by opponents and stomped opponets by ourselves way too often. Sometimes matchmaking is a bitch (maybe a little bit too often).

Overall I do think axis have some more strong synergies for late game. Every team that paired Close the pocket at least on some maps with the right combination of other axis commanders knows how this can turn a game. Key for allied victory is constant aggression, if you sit back you will allow axis to pull some nasty late game combos.


I would take OST over OKW in 4v4 24/7
17 Dec 2019, 04:13 AM
#16
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

Having gotten back to 3v3+ lately casually, playing with randoms, I feel the general state of the large team games hasn't changed much.

- maps are mostly too small.
- due to the sheer number of units, strategies, and tactics available between 3-4 layers, it is basically balanced.
-heavy + rocket artillery is just as important as armours and infantry - but since the arty is more important than in 1v1 and 2v2, it does feel like arty spam = win but I have lost plenty of games for my team when I just stubbornly want to only get late-game arty units instead of tanks.

- generally satisfied. I always knew the "map problem" would never get fixed in CoH2 life-cycle. The biggest problem is the performance. I have upgraded my computer 3 times since the game came out, but once the game goes beyond 20-30m, it cannot sustain 60fps well with all the action of team games. I got used to it, but steady 60 would be nice.
17 Dec 2019, 11:44 AM
#17
avatar of DonnieChan

Posts: 2272 | Subs: 1

I think if they had scrapped the 4vs4 mode from scratch and do 3vs3 max. it would ve been much better for the game - more map variety, better balanced maps, better for the playerpool and skill gap, less chance of an idiot in your team or a dropper

And the battles are almost as big and equally exciting as in 4vs4 but less confusing and also better performance-wise
17 Dec 2019, 19:08 PM
#18
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
I think if they would ve scrapped the 4vs4 mode from scratch and do 3vs3 max. it would ve been much better for the game - more map variety, better balanced maps, better for the playerpool and skill gap, less chance of an idiot in your team or a dropper

And the battles are almost as big and equally exciting as in 4vs4 but less confusing and also better performance-wise


+1000 There should be a poll for this.
17 Dec 2019, 20:18 PM
#19
avatar of Sander93

Posts: 3166 | Subs: 6

I think if they had scrapped the 4vs4 mode from scratch and do 3vs3 max. it would ve been much better for the game - more map variety, better balanced maps, better for the playerpool and skill gap, less chance of an idiot in your team or a dropper

And the battles are almost as big and equally exciting as in 4vs4 but less confusing and also better performance-wise


Probably true. But 4v4 is fan service if nothing else. It's by far the largest mode with ~40% of the playerbase (if the old statistics are still somewhat accurate).


The biggest problem is that it's pretty obvious that 3v3 and 4v4 were simply never/rarely thought about during the core design process and it has left the modes with some glaring issues (resource inflation, small maps, balance problems, matchmaking problems, etc.). The dynamics could've been a lot better if Relic had had more development time/resources to invest into finetuning the framework for teamgames more, rather than developing the game for 1v1 and a bit of 2v2 and just slapping on 3v3 and 4v4 at release.
17 Dec 2019, 20:38 PM
#20
avatar of Rosbone

Posts: 2159 | Subs: 2

less chance of an idiot in your team or a dropper


Maybe. Most idiots and droppers play 4v4. So those idiots would just move to 3v3. Now that idiot would reduce your overall team strength from 75% to 66%. Statistically, the more people, the stronger your overall team strength should be. Bad players and team balance should be more even with more players?

Besides all that, I would rather play 8v8 than 4v4 :P The more carnage and chaos the better! The best part of COH (and hopefully AOE4) is controlling large armies and actually feeling like you are managing and seeing what each unit is doing. So giant late game pushes are the payoff for some of us. Cute little flanks and cheese abilities do nothing for me. I want to see walls of death crashing into each other to then be wiped off the face of the earth with some nuke like bombs!

1v1-3v3 = sparkler.
4v4 = M80.

Yes, I have a very low IQ :P
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SHOUT IT OUT!

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Osinyagov: Suddenly, coh2 is slowly dying, but you can play it, playerbase still big enough
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Lady Xenarra: @Willy Pete The lack of April Fools this year is odd lol
02 Apr 2025, 01:34 AM
Willy Pete: @Rosbone not dead yet. when that happens the font will switch to Papyrus :*(
02 Apr 2025, 00:16 AM
dasheepeh: it was an honor guys :guyokay:
01 Apr 2025, 20:34 PM
aerafield: yeah I already prepared my "Can't believe there's comic mode for the 10 daily visitors even on this April 1st" :guyokay:
01 Apr 2025, 20:29 PM
Rosbone: @dasheepeh I guess that means this site is officially dead :guyokay:
01 Apr 2025, 20:19 PM
dasheepeh: no comic sans font for april 1st this year?
01 Apr 2025, 19:56 PM
Willy Pete: @Lady Xenarra this you? https://i.imgflip.com/3e4thi.jpg
01 Apr 2025, 02:53 AM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes
01 Apr 2025, 02:36 AM
Willy Pete: @Rosbone Ahh I missed that memo. I still think its a bad decision though. Adds frustration for players and isnt gonna make them that much money
27 Mar 2025, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that.
27 Mar 2025, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals.
27 Mar 2025, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point.
27 Mar 2025, 09:30 AM
Willy Pete: Re-releasing free DLC so they can charge new players money for it. Brilliant marketing strategy :clap:
27 Mar 2025, 04:31 AM
Soheil: Coh2 still broken server ?
25 Mar 2025, 18:27 PM
Rosbone: Congrats to Relic. Looks like Coh3 has finally usurped Coh2 s the popular Coh. You smell terrific. :snfQuinn:.
24 Mar 2025, 02:46 AM
Nickbn: and again someone else replies. I mean come on guys. Give @adamírcz a chance
22 Mar 2025, 14:00 PM
Willy Pete: @Nickbn you didn't ask a question, and this is a chat box...
20 Mar 2025, 13:11 PM
Nickbn: @Rosbone it's incredibly rude to speak on someone elses behalf, especially when a question is directly adressed to them. I understand your passion for the subject at hand but I want to hear from him.
20 Mar 2025, 10:16 AM
Rosbone: @Nickbn No, I am just saying people should not be using any Relic owned forum since they have proven they ban anyone who says true things about Coh3.
18 Mar 2025, 19:01 PM
Nickbn: @Rosbone do you speak on his behalf? I didn't know. In that case keep us updated please.
18 Mar 2025, 16:47 PM
Rosbone: #RelicModdedEchoChamber
16 Mar 2025, 17:54 PM
Rosbone: @Nickbn True except, the only people on the Relic Discord/Reddit/Steam are brain washed monkey zealots. They wont even understand what @adamírcz is talking about. Anyone else is banned.
16 Mar 2025, 17:54 PM
Nickbn: @adamírcz might be a better idea to voice this to relic directly than to voice it here, in a shoutbox of a nearly deade fansite #justsaying...
16 Mar 2025, 16:36 PM
webdesign-muenchen-w: @Rosbone it is sick
14 Mar 2025, 22:09 PM
aerafield: @adamírcz aren't the first two disconnects free every day?
14 Mar 2025, 19:26 PM
Rosbone: It is so unlike Relic to punish its fans and community.
14 Mar 2025, 12:07 PM
adamírcz: So, I just got a leaver penalty without even getting onto the loading screen because of the game disconnecting, bravo Relic
14 Mar 2025, 10:45 AM
Rosbone: It is an indicator of the very short sighted capitalist view that plagues any company where leadership does not understand the product.
13 Mar 2025, 20:00 PM
Rosbone: They dont care about Coh3 or Coh in general. They are just trying to grab cash by ripping off the small user base they have.
13 Mar 2025, 19:58 PM
Rosbone: Just making mistake after mistake after mistake.
13 Mar 2025, 19:57 PM
Rosbone: It is clear they crapped out an unfinished game. And are now barely supporting it as they make new smaller games. Coh3 is stillborn. It will be meh for at least another 2-4 years. Meaning they killed the whole franchise instead of growing it.
13 Mar 2025, 19:56 PM
Rosbone: For a thing they could fix in minutes. Literally minutes.
13 Mar 2025, 19:53 PM
Rosbone: If I did play coh3 and was mainly a skirmish player, I would be pissed and probably stop playing. And it has been like this since release. Why? I would not tell my friends to buy a game I am not even playing. Lost sales and angered users.
13 Mar 2025, 19:53 PM
Rosbone: I am just saddened how Relic keeps hurting themselves by not fixing 5 minute things like menus. Why anger users with stuff that could be fixed in minutes???
13 Mar 2025, 19:50 PM
Rosbone: I was wondering why people think I was raging. I think it was when I said "because coh3 sucks so bad". That was not my opinion. Just a general feel from top players/streamers. I dont play Coh3 and have NO opinion of it.
13 Mar 2025, 19:48 PM
OKSpitfire: You can rage as often as you like btw, you usually manage to make it pretty funny.
12 Mar 2025, 11:18 AM
Rosbone: So it was a systemic failure across multiple disciplines and check points.
12 Mar 2025, 04:30 AM
Rosbone: Knowing how companies work, I imagine a new hire making the menus. The API they are using is complicated and things were hard to figure out. But at some point QA or management should have addressed these things. Usually within 6 months of starting.
12 Mar 2025, 04:29 AM
Rosbone: @theekvn I dont hate Coh3 or Relic. I just dont understand how you work on Coh3 for like 7 years and the menu system is worse than if a Programming 101 student made it. Feel free to explain it to me.
12 Mar 2025, 04:07 AM
theekvn: + 33% dmg rear hit was best deal ever.
12 Mar 2025, 04:00 AM
theekvn: KT just need fuel debuf from 15% to 50%, Ele arc of fire- aim time improve and they are good to go
12 Mar 2025, 03:59 AM
theekvn: and please Rosbone,I know you hate Coh3 to the bone due to your drama with relic, Still, Can you give a proper point of view instead of raging ?.
12 Mar 2025, 03:54 AM
theekvn: you rather go 76 to unity Whizbang 2.0 or go home.
12 Mar 2025, 03:52 AM
theekvn: also US tier 4 is 145f and Sherman pen 140 nerf is too much.
12 Mar 2025, 03:52 AM
theekvn: Whizbang lock behind CP, meanwhile stuka is techtree progress
12 Mar 2025, 03:51 AM
KoRneY: @aerafield It's possible that it is underpriced for what it is capable of now, no need to go full retard and take it immediately as a massive problem. It costs 60 more MP than a pz.3 and in 2v2 the barrage can be quite strong.
07 Mar 2025, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
06 Mar 2025, 16:35 PM
aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
06 Mar 2025, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
06 Mar 2025, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! :P
06 Mar 2025, 10:49 AM
Willy Pete: Cool you wanna lose your stock lategame arty too then?
06 Mar 2025, 03:20 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. :rofl:
05 Mar 2025, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
04 Mar 2025, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
04 Mar 2025, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
04 Mar 2025, 02:53 AM
Soheil: Coh2 is dead , full of map hackers , and lelic knows that but ...
04 Mar 2025, 01:26 AM

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