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Thread: Soviet bullshit at it's best4 Jul 2013, 09:59 AM
fast HT with grens inside? nice idea, he had 3-4 maxims? i was screwed anyway, Sniper were the only fast counter to this gaystrat but they are so weak that concripts on long range took like 80% of it's HP In: Replays |
Thread: Soviet bullshit at it's best4 Jul 2013, 09:55 AM
so, he started with Maxim spam, i had nothing to deal with it, after maxim spam he went for mortar and at gun, HT flamer couldn't beat that, later he spammed T34's and when my Tiger hit the fild he was insta rammed In: Replays |
Thread: only assholes in the coh2 community ?3 Jul 2013, 20:38 PM
for example, i had so much fun playing SSSSS strat in vCoH, i've made many players rage, i've played to troll and i've made it, best times ever for me! In: COH2 Gameplay |
Thread: Feedback on German commanders3 Jul 2013, 20:32 PM
First I'll start with describing all abilities that German commanders have GERMAN COMMANDERS ABILITIES AMBUSH CAMOUFLAGE - Grenadiers, MG's and Panzergrenadiers can be upgraded with camouflage that is activated when squad is standing in cover, gives attack buff when unit start firing first when it was in cover CP: 1 Cost: 30MU Rating: 4/10 explanation: cost is way too high for a thing that can give small attack bonus HALFTRACK RIEGEL 43 ANTI-TANK MINE - Halftrack gain ability to lay anti tank mines, they are dealing less damage than regular pioneer Teller mine but these mines can be placed very quickly. UPDATE: it completely destroys engine or immobilize enemy tanks CP: 2(?) cost: 60MU (?) rating: 7/10 explanation: maybe it has lower damage than Teller mine but they recompense that with fast deployment, very good in early game when you need some anti tank mines very quickly TACTICAL MOVEMENT - all infantry units are sprinting (no paks), ability similar to Blitzkrieg from vCoH but i doubt it's giving any other buffs, i think it only increases infantry speed, that's all. CP: 2 cost: 40MU duration: 30 seconds (?) rating: 3/10 explanation: cost is very low, true, but it's useless IMO, unless it gives some buffs or something but probably not, wasting 40MU just to make your infantry spring? keep in mind that sprinting units won't be able to fire unless you tell them to stop LEFH 18 ARTILLERY - first and only long range stationary artillery that is very useful against nearly everything. CP: 4 cost: 600MP reload: 85 seconds (?) shells fired: 12 rating: 9/10 explanation: I didn't give it rating 10/10 only because of it's high cost, this arty when finish it's firing barrage must wait like 20 seconds to fire again? that's very good thing, one of the most important unit in late game for sure STUKA BOMBING STRIKE - JU-87D Stuka will drop 50kg bomb, no smoke and hard to detect plane since it's not showed on minimap CP: 5 cost: 160MU duration (delay between bomb has been dropped and activated by us): 10 seconds rating: 10/10 explanation: only fighting plane that does not drops flares and deals very huge damage to everything and at fair price, can be only detected by the sound it makes NOTE: If stuka hits captured point, it will be neutralized PANZER TACTICIAN - all vehicles and tanks gain ability to fire smoke over them that blocks visibility from all sides, good for retreating vehicles and tanks CP: 2 cost: 15MU duration: 10 seconds (?) rating: 10/10 explanation: if your tank is dying, or heavy damaged, you can easily retreat that tank from battlefield, it also cancels all button's on this tank and probably AT nades (not sure about AT nades) RECONNAISSANCE OVERFLIGHT - allied aircraft will make a reconnaissance over a place you've chosen, but it's radius is larger and can reveal a very big part of the map CP: 2 cost: 80MU duration: 60 seconds (?) rating: 8/10 explanation: it's unarmed plane that is doing only reconnaissance over the battlefield, of course it has harder sight radius than all other planes but biggest problem with this ability is their cost. HULL DOWN - Pioneers, grenadiers and Panzergrenadiers can construct Hull Down position on YOUR (not ally) tanks, that are immobilized but have increased defense, accuracy and reduced reload time. CP: 2 cost: free building time: 10 seconds(?) duration: until tanks decide to destroy it rating: 7/10 explanation: all buffs are good but it makes your tank very vulnerable to nearly everything since they know where your tank is, it's very good ONLY on Panthers since they have long range and 360 degree turret, good for other tanks that are going to cover a small path COMMAND TANK - calls in a Panzer IV with short barrel gun, already equipped with top gunner and giving buffs to nearby units (only YOUR units, not ally units) CP: 4 cost: 320MP 135 Fuel (something over regular P4) rating: 8/10 explanation: since it is very good support tank and good vs infantry it lacks with penetration, can be easily killed with T34/76 and higher tanks, but it's always good to have that tank in your army ELEFANT TANK DESTROYER - calls in the biggest Tank destroyer every fought on Eastern front, it's equipped with deadly 88mm Pak43 gun. CP: 5 cost: 670MP 260Fuel rating: 8/10 explanation: Elefant has biggest range in this game (same as Pak43 and ISU-152) and extremely good penetration and damage, but it's very slow and vulnerable to flank attacks (weak rear armor), cost is probably too high, compared to other tanks JAEGER LIGHT INFANTRY UPGRADE - Grenadiers and Panzergrenadiers can be equipped with two G43 rifles and after that upgrade they can use interrogation ability. CP: 2 cost: 60MU G43, 20MU interrogation rating: 7/10 explanation: 60MU for two G43? that's too high cost IMO, interrogation ability is useless or it's bugged, I dont know exactly what it should do (reveal?) and it's only viable on grenadiers cuz on Panzergrenadiers it would only reduce their low range efficiency, G43 can't be dropped RELIEF INFANTRY - when activated it will replace losses with Ostruppen squads, must lose 6 man to get one squad that will spawn our from the map CP: 3 cost: 120MU duration: 60 seconds rating: 8/10 explanation: it's only good if you have lot of infantry units and you lose them in large numbers, if you use good tactic (for example HT near units to reinforce) you can get lot of Ostruppens, Ostruppens are fairly weak infantry, 6 man squad, very weak in combat, they gain very fast veterancy and then they become some useful, bu they will never match with Shock troops or veted conscripts TIGER TANK - calls in a fearsome Tiger heavy tank that was one of best tanks during WW2, it's 88mm gun can easily penetrate every soviet tank and annihilate full infantry squads CP: 5 cost: 560MP 250Fuel (not sure) rating: 9/10 explanation: price is too high compared to other tanks (Panther for example, Tiger costs twice as much Fuel that panther needs) but as a tank, it's best tank in game STUKA CLOSE AIR SUPPORT - you can call-in Stuka with 37mm cannons that will attack all units dealing very high damage to them CP: 5 cost: 240MU duration: 45 seconds (?) rating: 6/10 explanation: cost is way too high for that ability that lasts for like 45 seconds and can maybe attack 5 times? even if damage is high, this ability is weak due to it's cost. RAILWAY ARTILLERY - off-map artillery that will fire 3 big shells dealing huge damage CP: 5 or 6 (correct me) cost: 200MU shells fired: 3 rating: 6/10 explanation: for 00 MU it will fire 3 big shells that can be easily odged because it drops flares and first shell is dropped like 5 or 6 seconds later, of course if enemy won't notice the flares he will be surprised that his units has been wiped out. Railway Arty is best used on base buildings, if 3 shells hit directly any of the base buildings, it will get destroyed, but to sum up, cost is way too high compared to it's efficiency SECTOR ARTILLERY - off-map artillery will fire every time when enemy has been spotted in territory where sector artillery is working CP: 5 or 6 (correct me) cost: 200MU duration: 90 seconds (correct me) rating: 9/10 explanation: this artillery is best in every situations, cost is high, true, but it can easily annihilate even the biggest army, the only bad thing about this ability is that it can be dodged by simple not going through territory where sector artillery is activated, it's best used in late game to simply protect VP's and n every situation you got enemy cut-offed, if you use that on cut-off expect heavy casualties on enemy side. SPOTTING SCOPE - every tank/vehicle get acces to upgrade with spotting scope that will highly increase their sight range when they are stationary (and they can't rotate) CP: 2 cost: 30 rating: 9/10 explanation: this thing works best for units that already have high sight range, and these units are ScourCar and Elefant, Spotting Scope on these units increases sight so hard, that you got visibility on half map, only bad thing is it works only if your tank/vehicle is stationary and can't rotate OPEL BLITZ TRUCK - you can call-in an unarmed truck that can secure frienly territory giving fuel and munition every 20 seconds. CP: 1 cost: 200MP rating: 10/10 explanation: this truck gives 1 fuel and 2 munition every 20 seconds if truck is placed on territory next to your base, it gives additional resources if placed on territory that is not next to your base and it gives like 1 fuel and 3-4 munitions i think. Anyway, this truck is like twice better than OP's on points because it can be safely hide from enemy sight, placed next to your MG bunkers, having even 2 of them is a resource advantage even if you are holding on 2-3 territories. ARTILLERY FIELD OFFICER - calls in an officer that is slightly better than grenadiers and can use 3 abilities CP: 2 cost: 240MP rating: 7/10 explanation: this unit has better fighting values than grenadiers, they can use three abilities: smoke barrage, focused artillery (something like brits victor target) and charge ability (not sure about the name) that gives offensive and defensive buffs to nearby units, if you are having lot of infantry units or artillery stuff then you should call this unit. STRAFING RUN - Stuka plane will fly over the battlefield and will shot enemy infantry with 2 MG's and will kill or pin them CP: 3 cost: 120 MU duration: 60 seconds (?) rating: 10/10 explanation: this thing is currently over-powered, this pins every units, 120 MU to completely base pin enemy? sure thing, let's do this! but it's worth to remember that it's not dealing lot of damage. FRAGMENTATION BOMBS - Henschel will bomb designated area will small bombs effective against infantry, support and buildings CP: 5 cost: 180MU rating: 7/10 explanation: since it drops flares like 2 seconds before it hits the field it's easily to dodge, but if not, they will deal huge damage to enemy infantry and support weapons and if it hits enemy tanks, they will be stunned for few seconds. Biggest problem with this bombing run are flares, they are dropped too early, but IMO they shouldn't be dropped at all SDKFZ 250/7 MORTAR HALRTRUCK - calls-in a mortar halftruck that is a very mobile early artillery vehicle, very effective against all early infantry and support weapons CP: 2 cost: 200MP 40 Fuel rating: 6/10 explanation: it's mortar weapon deals very low damage to everything, the only good thing is that you can use incendiary shells good against buildings and support stuff, also it's very vulnerable to every anti-tank weapons, it probably got one-shoted by at guns and bigger tanks PAK43 - Pioneers can now construck a Pak43 gun emplacements, best anti tank weapon during WW2 and best in game CP: 4 cost: 480MP rating: 9/10 explanation: has biggest range in game (same as elefant and ISU-152), biggest penetration and biggest damage, weapon itself has high HP so it won't be dead due to some shots from other tanks, at guns. takes out ISU-152 in 3-4 shots, T34 in 2 shots, gains veterancy very fast, but it must be manually rotated which is bad and takes much time to do that. Pioneers after constructed Pak43 are building sandbags around Pak43 that provides green cover. UPDATE: Pak43 can igrnore shotblockers like houses, hedgerows and can shoot enemy tanks if you just spot them SMOKE BOMBS - Friendly plane will drop a line of smoke bombs, blocking line of sight CP:2 cost: 50MU rating: 6/10 explanation: this ability can be used in defense and in offense since you block enemy sight (and yours) you can surpirise enemy with fast attack or withdraw your own units when they are being overwhelmed LIGHT ARTILLERY BARRAGE - nearby LeIG 18 will bombard designated area CP: 4 cost: 120MU rating: 7/10 explanation: cost is low but it's efficiency is also low, first shells are dropped like 5 seconds after flares so it gives much time for your enemy to dodge it and it doesn't deal good damage. Only good vs support units and capping units GERMAN COMMANDERS (rating splitted between early, med and late game and later overall rating with explanation why, early rating 1-2 CP's, med 3-4, late 5-6) FESTUNG ARMOR DOCTRINE ABILITIES: 1) PANZER TACTICIAN 2) HULL DOWN 3) PAK43 4) COMMAND TANK 5) RAILWAY ARTILLERY Early game rating: 3/10 Med game rating: 8/10 Late game rating: 5/10 Overall rating: 6/10 explanation: since in early you got only Panzer tactician on 2 CP's it's kinda weak in early, but in med game you can hull down your tanks if you have any, build Pak43 if you lack with anti-tank weapons and call-in a command tank that can be very well used against enemy infantry. Late game adds only Railway Artillery which is under-powered IMO and not worth using it. FESTUNG SUPPORT DOCTRINE ABILITIES: 1) SDKFZ 250/7 MORTAR HALRTRUCK 2) SMOKE BOMBS 3) RELIEF INFANTRY 4) LEFH 18 ARTILLERY 5) SECTOR ARTILLERY Early game rating: 6/10 Med game rating: 8/10 Late game rating: 8/10 Overall rating: 7/10 explanation: in early stage only mortar HT seems viable, those Smoke bombs are good in use later because in early it's just a waste of ammo, in med game we can use Relief infantry which can become very good if you lose lot of infantry while this ability is activated and on-map arty can become very usefull in med game and for sure in late game so it's worth doing that. In late game we have Sector artillery that costs 200MU, if you have a chance to use it properly then use it, remember it costs 200MU that can be spend on other stuff. JAEGER ARMOR DOCTRINE ABILITIES: 1) HALFTRACK RIEGEL 43 ANTI-TANK MINE 2) RECONNAISSANCE OVERFLIGHT 3) SPOTTING SCOPE 4) ELEFANT TANK DESTROYER 5) STUKA BOMBING STRIKE Early game rating: 7/10 Med game rating: 7/10 Late game rating: 10/10 Overall rating: 9/10 explanation: in early stage you can lay down a Riegel anti tank mine that will deal huge damage and will for sure destroy engine or immobilize enemy vehicle/tanks, also Recon might be usefull if you want to spy enemy base building and knew when to expect what kind of unit, in med game you gain Spotting scope, i suggest to get at least one Scour Car and upgrade it with Spotting Scope because sight range is incredibly HUGE, late game can offer to us an Elefant tank destroyer that will stomp enemy tanks in 2-3 shots, and stuka bombing strike. if we compare this, Spotting scope on Elefant, and Elefant is using extended sight range (this ability that SU-85 also have) we will have sight range on half map and if we add stuka bombing strike to it, that doesn't drop flares we got one of best combos ever in this game JAEGER INFANTRY DOCTRINE ABILITIES: 1) AMBUSH CAMOUFLAGE 2) JAEGER LIGHT INFANTRY UPGRADE 3) TACTICAL MOVEMENT 4) LIGHT ARTILLERY BARRAGE 5) STUKA CLOSE AIR SUPPORT Early game rating: 7/10 Med game rating: 5/10 Late game rating: 6/10 Overall rating: 6/10 explanation: This doctrine has only 3 out of 5 abilities that are worth something, Ambush camouflage and tactical movement are useless, but this doctrine is mainly focused on infantry, ambush might be good on G43 grenadiers. Light artillery barrage and 37mm Stuka are two off-maps that are not worth using unless you are floating munitions. I reccomend this doctrine if someone wants to go full infantry war. ASSAULT SUPPORT DOCTRINE ABILITIES: 1) OPEL BLITZ TRUCK 2) ARTILLERY FIELD OFFICER 3) STRAFING RUN 4) TIGER TANK 5) FRAGMENTATION BOMBS Early game rating: 9/10 Med game rating: 10/10 Late game rating: 10/10 Overall rating: 10/10 explanation: so far i can't find any doctrine that has so much great stuff, at 1 CP comes Opel Blitz Truck that will highly boost our resource income (the sooner the better), Artillery Field Officer might help out infantry, Strafing run can be a game changer since it's so much OP and cost is only 120MU (remember that Opel blitz gives 2 munitions every 20 seconds, so it's like free strafing run every 20 minutes). You will get a Tiger tank when you reach 5 CP's (if you won't build any other tanks) thanks to Opel Blitz Truck and you Fragmentation Bombs can easily kill pinned infantry units when strafing run is on (or force them to retreat). To be honest, it's best doctrine so far JOINT OPERATIONS DOCTRINE (DLC COMMANDER, PREMIUM FOR ANY PRE-ORDER) ABILITIES: 1) RECONNAISSANCE OVERFLIGHT 2) ARTILLERY FIELD OFFICER 3) PAK43 4) LEFH 18 ARTILLERY 5) LIGHT ARTILLERY BARRAGE Early game rating: 5/10 Med game rating: 9/10 Late game rating: N/A Overall rating: 8/10 explanation: In early stage you can call a recon flight which can be good for spotting enemy moves, Artillery field officer can help us in fighting since he got this Heroic charge (dont remember name for it) that gives buffs for near infantry units, in med game we got all cool stuff, Pak43 as and anti-tank weapon and LeFH as a... artillery ofc, this doctrine will surely be the best in 2v2 and higher matches since in 1v1 we wouldn't have a chance to construct both things (too much costs to afford) we also have light artillery barrage that is not as great as other german or soviet off maps. NOTE: Late game haven't been rated because this doctrine does not have abilities for 5 and 6 CP's. I highly Recommend using this doctrine in 2v2 and higher matches, in 1v1 matches this doctrine isn't the best. SPEARHEAD DOCTRINE (DLC COMMANDER, PREMIUM FOR ANY PRE-ORDER) ABILITIES: 1) PANZER TACTICIAN 2) SDKFZ 250/7 MORTAR HALRTRUCK 3) RECONNAISSANCE OVERFLIGHT 4) TIGER TANK 5) FRAGMENTATION BOMBS Early game rating: 9/10 Med game rating: N/A Late game rating: 9/10 Overall rating: 9/10 explanation: first 3 abilities comes at 2 CP's, all are very good and are worth using them, mortar HT will help us in defeating enemy camping units, support units, Panzer Tactician will give a big advantage to our tanks and future Tiger, Fragmentation bombs maybe costs only 180MU and are not that effective but that's the only doctrinal off-map bombing run. This doctrine is a very good choice STORM DOCTRINE (PREMIUM FOR COLLECTOR EDITION) ABILITIES: 1) AMBUSH CAMOUFLAGE 2) HALFTRACK RIEGEL 43 ANTI-TANK MINE 3) TACTICAL MOVEMENT 4) LEFH 18 ARTILLERY 5) STUKA BOMBING STRIKE Early game rating: 4/10 Med game rating: 7/10 Late game rating: 9/10 Overall rating: 6/10 explanation: Ambush camouflage and AT Riegel mine? that't not very much, only that Riegel mine might be useful since it completely immobilize enemy tanks, but for other things we have to wait to 4 CP, because then we get artillery. Since this doctrine does not have any tanks that costs Fuel, we can build non-doctrinal tanks, also these abilities doesn't need much munitions and Stuka strike costs 160MU so it should be used as much as possible because it can be a game changer. I do not recommend this doctrine to you, only 3 out of 5 abilities are good. FORTIFIED ARMOR DOCTRINE (PREMIUM FOR COLLECTOR EDITION) ABILITIES: 1) PANZER TACTICIAN 2) RECONNAISSANCE OVERFLIGHT 3) HULL DOWN 4) COMMAND TANK 5) ELEFANT TANK DESTROYER Early game rating: 8/10 Med game rating: 8/10 Late game rating: 8/10 Overall rating: 9/10 explanation: Panzer tactician will be for sure a great ability for our taks, because we can call TWO tanks from this doctrine, Recon will be helpful for our elefant tank, command tank will boost it's effectiveness. Panzer Tactician can also cancel enemy T34/76 ram ability, when panzer tactician is activated, the enemy T34 won't see it, so it will have to get very close to elefant and won't be able to use Ram, unless he i'll fall back. and Hull down will make your tanks even more deadly than before. Very good doctrine. LIGHTNING WAR DOCTRINE (PREMIUM FOR COLLECTOR EDITION) ABILITIES: 1) JAEGER LIGHT INFANTRY UPGRADE 2) RELIEF INFANTRY 3) TACTICAL MOVEMENT 4) TIGER TANK 5) STUKA CLOSE AIR SUPPORT Early game rating: 7/10 Med game rating: 6/10 Late game rating: 8/10 Overall rating: 7/10 explanation: In early we got access to upgrade our grenadiers with G43 rifles, with these weapon grenadiers are better and can easily repeal soviet infantry attack, but the cost for each squad is 60MU, in med game we have Relief infantry that costs 120MU and also a tactical movement (40MU) but this isn't very useful. So the muni costs are very high, and we must remember that munitions are spend all the time, Panzershrecks, teller mines, grenades, so we won't afford that number of munitions (unless you can construct few munition caches). Late game gives us a Tiger tank that is a must-be tank for every player in game, also 37mm Stuka costs 240MU so another reason why munitions are necessary for this doctrine. If you are going to float munitions then this doctrine is for you. Okay, that's what i've made so far, i dont have access to CoH2 so i'll finish this topic tomorrow, I'll add rest of the abilities and make a leaderboard for commanders MVGame In: COH2 Gameplay |
Thread: Leaderboard3 Jul 2013, 17:59 PM
rank 2491 with soviets and 1854 with germans Kappa In: COH2 Gameplay |
Thread: RageOfTheSSSSSix3 Jul 2013, 17:47 PM
RageOfTheSix, please, don't be Heilarious, what's your soviet strat? this with Penis battalion start right? auw yea, you got stomped very hard last time we played, i was probably on CPU - COHExpert profile And i dont want to re-match with you because you are not challenge for me at all dude, deal with it. And you showed so bad behaviour in this game, yea true is that i started with "STFU, GTFO" just to make you mad and it worked, for the whole game you were trashtalking on me, you killed 2 and half snipers only because i let you do it you, still you lost, and in every strafe use you were also trashtalking like you were proud of it, and you know what? deal with it, play tutorial MVGame In: Replays |
Thread: RageOfTheSSSSSix3 Jul 2013, 14:42 PM
3 engies, 2 snipers, guards, after that he were spamming shitalks like how noob i am, and he spammed Opel blitz trucks, strafes, he got stomped and i really enjoyed his rage MVGame In: Replays |
Thread: ESL to add international action?3 Jul 2013, 13:13 PM
ofc it's worth thinking about that, because CoH is best game ever MVGame In: Events Central |
Thread: Sniper start MVGame2 Jul 2013, 20:13 PM
or SSSSS you say? MVGame In: Replays |
Thread: HTD needs to go2 Jul 2013, 20:10 PM
hmm, his ability gives such great buffs? that's good to know In: COH2 Balance |
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