When did I ever say they were OP? Also where did I state it was main game problems? Imbalance with any faction is a main game problem even if it was.
Anyway, deny that this isn't far too effective:
https://www.youtube.com/watch?v=73V85WLFlLc&feature=youtu.be
Ignore the variables I know you are all jumping at "They should retreat sooner" etc and focus completely on the time it takes to wipe a squad. It is near enough the same time it takes to exit the building with an MG.
"Almost all suggestions are nerf axis."
About 9/15 are so just over half, not exactly almost all now is it.
I don't want to play as axis, I have done in private games and as I said before, I've watched a lot of games (usually my own replays) from the axis perspective so I have a fair grasp of what their strengths and weaknesses are. Call me an allied "Fan boy" all you want, it doesn't mean it's true, each point was looked at from a purely neutral viewpoint demonstrated with several points aimed at the allies. I am capable of doing this, you may be too, not saying you aren't, but just because I 'Don't play' as axis doesn't mean I don't know what I'm talking about.
EDIT: @Jedi I agree that getting close to an MG should be rewarded, but when the MG's axis face don't pin until it's too late there isn't much skill involved in waiting for them to get into flame grenade range, I believe the Molotov has a shorter range and a longer animation too despite the MG42 being far superior at stopping such an act take place.
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Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 18:48 PM
In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 18:11 PM
Detecting humor and wit is your strong point I see, take a leaf out of Jedi's book and see the kind of response my suggestion asked for. The TLDR was a foresight into the responses I would receive, the spoiler is true. Anyway, on topic: Jedi thanks for the response, I know what you are saying with the flame based weapons but you literally have no time to react before you lose the squad, especially to the Flame HT. Flame nades if you get out as its being thrown (arguments sake an MG) by the time its deconstructed and out of the building, one or two models are dead and the rest have very little health. That is why I suggested a reaction period where you can actually escape the building before receiving a stupid amount of damage to the unit. I know grenades can kill models just as effectively but they have A) A timer; B) No lingering after effects and C) A chance to only remove health and not kill a model. The blobbing is again where I disagree, I'd rather keep real life out of it due to it becoming a straw man but to counter the example, how much easier would a blob of infantry to hit and how hard would it be to shoot if you were in the middle of the blob. Also, just because blobbing happens doesn't mean it shouldn't be punished by the games mechanics. EDIT: Oh and yes of course the same applies to the Pack Howie, I just forgot it existed XD In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 17:42 PM
But you don't have any axis experience... *Online against randoms. Unless you mean that Shreck blobs are so fundamental to axis playstyle that it needs to remain the same, or that the LeIG guns range and accuracy is fine just the way it is, so on and so forth then I fail to see how you can't agree with my points. Believe it or not I didn't just cherry pick features that would benefit my faction but opted for the ones that are completely broken within the games design and even relics own 'goal'. How do I know this? I'm a games designer OKW having no need to build dedicated AT platforms or AA with the ability to destroy tanks and aircraft is complete and utterly broken. That, you don't need to play as Axis to see. Edit: For example, what is wrong with my observation of stun grenades killing as well as stunning units? Even the description states it just stuns (iirc)... "Nope" In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 17:32 PM
Screenshot it as I fail to see explanations other than "Nope" or "It's fine, no need". Call me anal but that doesn't constitute as an informative response. partially is correct, I mean partialee In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 16:33 PM
So, rather than I agree/I disagree/TL;DR etc, what about an actual discussion as to why you think that, or, has this forum turned into the steam forums... ? In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 13:35 PM
So, here it is, my 15 suggestions to the community and relic in the most efficient ways I can think of to help restore balance to the game we all know and love. Please call me out and add/dismiss any of my suggestions that you agree or disagree on, but please, lets not fanboy and only use a fair analysis. A little about me if you don't know: I started as a USF player, and have now gone over to Brits. I have barely played axis online however so if some of my observations are incorrect then that's simply confirmation bias but I have watched enough live games and replays to get a good gist of the axis viewpoint. My playercard is here: http://www.coh2.org/ladders/playercard/steamid/76561198121057184 You can also see how I play here: https://www.youtube.com/playlist?list=PL_FcMLa_cOYJ0NeGXRVgvFoMs0PUCLPbr Now I have hopefully gained some acknowledgment, I present to you my 15 Suggestions to Balance COH2! ---------------------------------------------------------------------------------------------------------- 1: Flames A) Flame grenades are far too effective, rendering MG's in building pointless, even Mg's set up due to how fast the grenade kills vs the time to deconstruct and move from the position. The initial blast can and does kill models, reducing the health of the survivors and not long after, the entire squad is dead. The allied MG's simply don't suppress in time even if they are shooting at the same squad from the time it enters the cone to the time they get in grenade range, they always get to throw it, unless, you have more than 1 MG. - Side note: OKW received these grenades due to having 'no way' of clearing garrisons effectively despite having tech free grenades, LeIG, insane close quarter Pios and the likes, but lets look at each factions (base) anti garrison options: OST - Flamers/Sniper/Mortars/Grenades/Flame HT SU - Flamers/Molotov/Sniper/Mortars OKW - Flame Grenades/LeIG/Grenades USF - Grenades UKF - Grenades/Sniper/(static)Mortar Pit/UC Wasp So why did OKW require the Flame Grenades and not the USF? B) Both the crock and the OST halftrack murder squads in buildings with no time to react at all, sure call it punishment for not watching that squad, but engagements happen across the whole map, the second a unit shouts or you spot an enemy on the mini map you should be able to react in time. This just isn't the case against these vehicles, and far too often, they wipe on retreat. Solution - Give all flames 0 damage which then increases over time to the maximum value at the spot of the fire, that way it still acts as a anti garrison/position weapon but allows the player time to react. Next, remove the blast from the OKW flame grenade (unsure if the Molotov does the same, same applies if so) so it has an actual difference for use, as currently, it blows up, kills enemies, then, continues to kill enemies if they don't move... Why would you use a normal grenade instead? ---------------------------------------------------------------------------------------------------------- 2: Stun Grenade I'm perfectly fine with this grenade as a pure stun weapon, rendering all models unable to react until the timer ends, however, on multiple occasions the grenade itself has wiped entire squads or the majority of models within it. Solution - Remove the damage inflicted by the grenade. ---------------------------------------------------------------------------------------------------------- 3: OKW Flak HT Through natural progression OKW get a building that can cut off whole sections of the map, it can wipe infantry and damage vehicles, but worst of all, it shoots down all abilities that use planes. Using Recon against OKW is pointless, calling in gliders is risky, using any form of plane attack that circles the area, again, pointless. Solution - Give the building two settings AA or AI that the user has to cycle between with each variant having a cool down so they can't just switch immediately. Only removing the pen on vehicles if the same applies to the Bofors. ---------------------------------------------------------------------------------------------------------- 4: OKW Base defenses Have you ever been in the situation where an Luchs has managed to get into your base and ran around killing infantry/structures? Ever tried doing the same with an AEC or even a Cromwell/Sherman? Doesn't work does it. The pen on the base guns is just too high on vehicles, countless times I've chased a low health panther with one shot needed to finish it off, only to be killed by base defenses. Solution - Remove the chance to pen vehicles, keep the AI but completely remove vehicle damage. ---------------------------------------------------------------------------------------------------------- 5: Axis off maps The majority if not all of the axis off maps can be targeted inside the enemies base, yet, the allies are restricted to be able to activate anywhere inside the base perimeter. Solution - Don't let it target inside base sectors the same as allies cannot (least the Brits can't) or, let the allies target inside the base, it's simple really. ---------------------------------------------------------------------------------------------------------- 6: LeIG Arguably the best doctrine free indirect fire in the game, (I would rate it that anyway) but it has 1 problem, 1 major problem and that is it's accuracy at/and range. If you play as UKF you will know where I am coming from, whenever you play against OKW its 99% of the time pointless to create emplacements. The leIG out ranges each of them by quite a distance and its chance to damage the emplacement is around 60-70% (Confirmation bias?). Build 2 LeIG's and place them next to the medic/AA truck and you never have to even get close to the emplacements to kill it. Against any other faction the mortar range is roughly the same along with the Bofors garrison ability, allowing a proper defense of the emplacement from indirect fire. As it stands the LeIG has just too great a range and too great an accuracy at said range. Solution - Reduce the accuracy of the LeIG dramatically at range or simply, bring the range in line with other mortars. ---------------------------------------------------------------------------------------------------------- 7: Bofors Garrison Ability Currently it is possible to switch from the Bofors normal firing stance, to the garrisoned ability, and back to the normal stance without any punishment for doing so other than a cool down for the ability. Solution - Give the gun a longer setup/deconstruct time for activating or deactivating the ability, that way, just like brace, the axis can bait the bofors into firing its ability and then attack it during the setup period. ---------------------------------------------------------------------------------------------------------- 8: Rocket Artillery Units Ignoring doctrine ones here as we are all aware of the problems with the Sexton, Priest and CalliOPe the damage and accuracy of the Katyusha when compared with the Axis variants is, well, incomparable. Pointless History Lesson - The Katyusha just like the Panzerwerfer were inaccurate but with the amount of rockets fired, it would devastate the area it was firing at, so much so the Germans and Ruskies feared the weapons. The Katyusha had greater mobility and despite the Panzerwerfer having tracks it had worse mobility due to constant mecahnical problems. The Panzerwerfer does just the above, it scatters a large area and nothing, and I mean nothing (well talking infantry/team weapons) can or will survive the attack no matter if they are garrisoned or not, if by a miracle a unit does survive it gets pinned anyway, so a retreat of the area is inevitable. The Stuka is another story completely, Creeping Barrage was removed (?) from the Katy because it was 'Too effective' yet here is a vehicle that does just that and better. The Katyusha , as it stands it's just pointless to use, its accuracy is horrible, its damage is minimal and to top it all off, it doesn't even pin. Both axis variants are guaranteed wipes if the infantry doesn't move, the Katy is a dice roll if it will even kill a single model. Solution - All Rocket Artillery should serve as a 'Get out of this area' weapon so with that said: - Reduce damage of all rocket strikes o eliminate the chance of an instant squad wipe with one rocket - Stuka: Slightly increase the time it takes for the rockets to land along with a reduction of the blast radius. Currently it's accuracy is perfect and it's damage is extremely high, where is it's downside? - Panzerwerfer: Remove pin/suppression, reduce damage, and greatly reduce accuracy the further away from the target area it is. - Katyusha: Reduce base scatter to bring it in line with the axis counterpart, reduce accuracy the further away from the target area it is, and increase the number of rockets fired in each salvo by 2. ---------------------------------------------------------------------------------------------------------- 9: OKW Base Trucks Ever found an OKW truck sitting in the open unguarded and started to chase it? You get it down to around half health until it escapes or you are forced away, as you return to the area quickly after you find the truck setup with full health, untouched from the damage you caused to the truck. Solution - Just as the trucks can be damaged during setup and that is then applied to the building, do the same for the truck and apply any damage caused by it to transfer to the building/setup stage. ---------------------------------------------------------------------------------------------------------- 10: AT Squad upgrades Early vehicles is something relic tried to achieve by delaying tank tech via cost and CP's, however, without even touching infantry/AT weapons the desired affect hasn't been achieved and early vehicles are often skipped by allies in favor of a 'fast' Sherman/Cromwell. Mainly, we have to look at what causes this skip, I mean, if you have access to an AAHT, Stuart, AEC, M20, 222, HT etc, why would you not use these vehicles to your advantage in the majority of your games? The answer is Panzerschreck and to some extent, Panzerfaust. The former comes early, has good range, great damage, decent accuracy, good ROF can be fired at infantry and kill models, the latter comes early and will, for the majority of time, apply an engine crit on the light/medium it hits. If you play as UKF and build a UC the chances are it will receive an engine critical before the engineers are even unlocked. Now ask yourself this, and be honest, when was the last time you played against OKW and saw a Raketenwerfer? Stop lying! That's better, you rarely see them because Panzerschreck's are so effective, more mobile and can fight off infantry just as well as they can tanks. Can you blame an OKW player for this? Not at all, I hate having to build AT guns instead of an infantry squad but I have no choice. This loses map presence and more than one is required to kill or scare off a vehicle controlled by someone who knows how to BLOODY CIRCLE STRAFE! *Ahem* Sorry, Luchs nightmares. So on one hand we have a faction that needs to build a dedicated AT unit, whilst the others build base units and no need for any AT dedicated weapons or side techs to allow the ability. Now, how often do you see Piats? It's hit and miss isn't it but how often do you see every/90% of the enemy with them? Now ask yourself why and then we have the solution: 1: They are difficult to hit a moving (or even static at times) target 2: Require a side tech 2: They reduce the damage output of the squad considerably which near forces the bolster squad upgrade to maintain fighting infantry effectively. Solution - For ALL infantry AT weapons* - Reduce the damage against vehicles - Reduce the ROF - Reduce the accuracy at range - Remove the ability to fire them at infantry - Add a switch ability to 'put away' or 'bring back' the weapons (controversial as some may see the choice to equip AT and the reduction in AI power to be cause and effect) - Add cost for the tech *Well, maybe not the piat, that's bad enough as it is, ha. ---------------------------------------------------------------------------------------------------------- 11: Scavange I don't like this ability at all, fair enough OKW can't build caches so they can salvage to counter this imbalance so I let my hatred slide for this ability, until... My team weapons disappear and the OKW player receives fuel for the privilege. Fuel? For an AT gun that doesn't cost fuel? Not only that but it gets salvaged so quickly, losing a team weapon actually means losing a team weapon against OKW. Solution - Increase fuel from salvaged vehicles and remove the ability to salvage team weapons. ---------------------------------------------------------------------------------------------------------- 12: Kubel The bane of any allied player, don't get me wrong, the change has really made the vehicle useful now and in some way took a lot of strain off allies players with the suppression it gives but for the love of God it's worse than ever. The result of it being able to cap is an instant swarm of infantry at 'your part' of the map, pushing you off as the kubel back caps. Solution - Bring back the Kubels suppression but bring it in line with the Vickers suppression rate, not the MG42 as OKW lack doctrine free MG's and change the Kubels capping ability to de-capping only. ---------------------------------------------------------------------------------------------------------- 13: King Tiger This one out of the whole list is one that is potentially the most personal and not one that is in favor of balance, this though is up to you to disagree or agree with me The KT is one of two things: It's either a last ditch attempt or a way to guarantee victory, the only requirement to purchase the KT is to have built all three base buildings, that's built, past tense. Wouldn't it make much more sense to require all 3 buildings to be alive and well before it can be produced? This creates two scenarios, one where the allies rush to kill a truck and the other where the OKW player doesn't push so far with the trucks due to the want for a KT to be built. After all there is nothing more frustrating than leading the game, destroying the AA building and then facing the KT as a consequence. It results in a mindset of "I will place this here to defend/deny this area, if it dies I can always save time, manpower and fuel by just buying the KT until that then gives me enough of an advantage to rebuild it" etc. Solution - Require all three buildings to be up and active for the KT to be built ---------------------------------------------------------------------------------------------------------- 14: UKF Heavies UKF can build as many Churchill's as the population cap will let them whereas each other faction is limited to only one heavy on the field at a time. Granted these heavies have a fairly awful main gun, but in bulk/mixed in with the 2 variants they can become difficult to counter and quickly overwhelm the opponent. Solution - Limit to one Churchill on the field and increase the Health/Armour of the Churchill, ---------------------------------------------------------------------------------------------------------- 15: Blobbing Aaah this old chestnut, the pain for every player yet nothing has been done to punish it. We all have our methods but this is mine and I may be biased, but its a good one : ---------------------------------------------------------------------------------------------------------- Theory: These are the setup values: - maxX = 500; (the timer) - x = maxX; - inarea = 0;(how many squads are in an area) - reacc = 0; (received accuracy) - rof = 0; (rate of fire) Step inside the circle and X decreases, inarea increases by 1 and upon x reaching 0, reacc and rof are increased by the inarea number, then applied as a negative effect to each squad, x remains 0 until all squads separate, x then returns to maxX. ---------------------------------------------------------------------------------------------------------- With this method blobbing will both severely hurt your units in combat and in real time add or remove negative effects for players that simply fail to use proper unit positioning or a move everywhere. It still allows for players to mass move an army together due to the debuff being removed once the squads space out from each others area but it brings back benefit to players that use the environment and positioning to their advantage. Solution - Here is a lovely image demonstrating my solution: (If its too small right click, open in new tab) For now, this is all I can think of, I will add more if I see more but for now, I think 15 is enough and should generate a fair amount of discussion (hopefully) so we can push the game in the right direction. TLDR; I hate OKW In: COH2 Balance |
Thread: When do you bolster squads?18 Jan 2016, 16:48 PM
After reading this I decided to try bolster squads asap, before teching. Currently I am 3 for 3 victories two vs Wer, 1 vs OKW, I'm ranked around 300 as brits too so I'm not playing complete noobs... It's still in it's infancy but here is my current tactic: #1: Build an MG #2: Send starting unit to cap your cutoff and fuel, send the MG to cap a point to build a fuel cache. #3: Build a fuel Cache, place MG to defend your sectors (it will only be 3-4 points max at this point. #4: Bolster asap and produce 2 more tommie squads. #5: Tech up asap and build depending on the game BUT, unlock weapons asap. #6: Give each tommie squad 1 bren (contrary to the statement abouve, when tommies reach vet 3 they will always drop a bren when the first model dies, its too much risk to give the enemy a bren so I just equip them with 1. Give your engie squads the piats, give them 2, if it hits along with the at gun you can scare off or even kill a p4 or ostwind within seconds. #7: Play as you normally would, you are back on track to where you would be without bolster squads only with more fuel and map control. In: UKF Strategies |
Thread: List of Brit Bugs/General Bugs16 Jan 2016, 20:16 PM
15: Shift clicking with the machine gun crew is pointless, they ignore all stacked orders and just run to the last option, most noticeable when asking them to garrison a building at the end of the shift click. In: COH2 Bugs |
Thread: So Axis can base rape with call ins?16 Jan 2016, 17:47 PM
Indeed but this was a case of him being able to drop falres right on my base, he does it twice in the video I linked above. I swear as you can expect In: COH2 Balance |
Thread: So Axis can base rape with call ins?16 Jan 2016, 17:41 PM
the video: In: COH2 Balance |
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