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Amentes

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  1. Like
    Amentes reacted to GamerbugUK in Community Logic   
    Using gay as anyting but a way to describe someone as happy or homosexual is using a word as a slur, "this is gay", "that is gay", "stop being gay", as it is using a word associated with a peopel of a sexual preference and putting a negative slant on it as you would typically replace the word gay with another negative term, "bad", "wrong", "stupid" etc.
     
    You say being banned for a server for this is bad? I know people who have been given formal warning at workplaces and even sacked for this, so no it is not OK. Does it bother me, not really, is it deemed offensive by many, yes.
     
    As for rape, using this as a joke doesn't really work either as too many people can be offended and rightly so. Does it bother me? No I have a dark sense of humour, do I use it here on the server? Nope.
     
    Also it takes time to stop and type these things, it's not like you are blurting it out in the heat of the moment over voice chat.
     
    I've always found the admins friendly but then again I have never given them a reason not to be.
  2. Like
    Amentes reacted to Chuck in Community Logic   
    The reason you were banned was because you posted this in side chat:
     
    "16:17:12 | (Side) Julian Williams: #sayyestorape"
     
    Need i say more?
     
    If you have a problem with a ban please post a ban appeal here.
  3. Like
    Amentes reacted to Noah_Hero in Community Logic   
    I am glad that we removed it...but in moments like this I miss the dislike button
    And a big thanks to the Admin-team wich bans players for disease cursing, foul language, etc.
  4. Like
    Amentes reacted to ansin11 in Community Logic   
    That seems like a legitimate reason for a ban to me. And you should probably see it coming or at least have a remote idea as to why you got banned after making such tasteless contributions to the chat.
  5. Like
    Amentes reacted to Copey in Community Logic   
    Yes. Yes it is offensive.
     
    Respective of this comment, I will refer you to the community rules and guidelines; 1.1.1 specifically.
    'AhoyWorld is a welcoming community that respects its members and visitors. We expect everyone to maintain this environment and will take action against those who jeopardise that community spirit.'
    Offensive jokes are funny at times - but there is a time, and a place; and especially when it is in good humour - and they are actually funny. I would suggest to you that this is not funny - think about it. Seriously, take a moment to think, it's important for what comes next Julian.
     
    If you arrive at the conclusion that you have stepped awry of what is considered acceptable behaviour; then post a ban appeal, and it will be considered. But beware, you have made a name for yourself as being rather obnoxious and toxic with players and admins alike.
     
    Should you arrive at the conclusion that this sort of behaviour is acceptable to you though; you know where the door is. Go ahead and use it - this is not the place for attitudes like that, being brandished in the manner that you have. If you feel you are unable to do this, or continue along similar lines to your current provocations, we reserve the right to show you the door - think of it as being similar to a bouncer in a club.
     
    If you feel like these are not the actions of 
    then please file a report in the respective place. But perhaps question the reason for which you are being treated in such a way first.
  6. Like
    Amentes got a reaction from LEO in Stiletto squad setup   
    I've been thinking about ideas for a different squad setup for Stiletto. Currently we have a 14-man squad setup consisting of three teams. I'd like to reduce that to an 8-man squad consisting of one team.
     
    Initially I'd suggest:
     
    Squad Leader
    Team Leader
    EOD
    Engineer
    Marksman
    Medic
    Autorifleman
    Autorifleman
     
    The basic idea is that Stiletto, with it's multiple-mission setup, lends itself well to sending teams to different areas.
     
    The 8-man squad retains the roles of the 14-man squad, while trimming down the fat. The remaining 6 persons are then easily switched into the next squad down the line.
     
    This means we'll see tighter squads more suitable for many of the Stiletto missions, while any larger operation can be accomplished using multiple squads. I'd expect that Platoon would be populated earlier under this setup, leaving the SLs free to handle their teams.
     
    I was also playing around with the idea of not having a designated Team Leader. This would mean that Squad Lead, at any time, can nominate a player as TL. TL could be replaced by a "Pointman", a role designed around being the first guy through the door. Possibly with a shotgun.
     
    I'm posting this with the expectation of starting a discussion on the subject. Constructive feedback please
  7. Like
    Amentes got a reaction from Xwatt in I:A | UGV Stomper & UAV AGM for UAV Operator   
    So the UGV normally has a very short life expectancy, and now you wanna put the Operator in it?
     
    Relying on the Blackfish to transport the UGV is a slippery slope at best. Most pilots, by far, simply aren't able to operate the aircraft safely.
  8. Thanks
    Amentes got a reaction from Minipily in Client side mods (E.G. JSRS, Blastcore) - Yay or Nay   
    Been using Dynasound on I&A servers for a good while. In my experience, it definitely has an effect on sound travel distance; however, this largely does not affect engine noise and other such giveaways, but rather high-decibel sounds such as gunfire and the like.
     
    As has been pointed out already; Effects volume already allows people to change the distance at which things are audible. Moreover, AWE is primarily a Player vs AI affair. Given those two facts, I don't believe any effect on sound travel distance to be an issue.
     
    In short, I don't see an issue with Dynasound from a gameplay perspective. I have little to no experience with JSRS.
     
    As for Blastcore, I do see some issues with the visual effects on explosions and smoke appearing larger or smaller than they actually are.
     
    If I throw a smoke, I'd like to be sure that there are no discrepancies between how I see it, and how the enemy sees it.
     
    I trust that Sozio and the Steering team remain as always, focused on the technical impact on these mods.
     
    Should they have an impact on server performance, I'd hope that they get axed.
     
    In my opinion, Arma is already notorious for poor performance, and I'll take my view distance over prettier explosions and more authentic sound any day.
     
    Did not vote.
  9. Thanks
    Amentes reacted to Ryko in Stiletto Feedback Thread   
    The way it is now, if you detect a trap, the disarm option becomes available for all players. My assumption is that the soldier has reported it across the chain of command and everyone is made aware. I was initially hesitant to do this because of the situation where you kill a dude, search his body and find a trap, and leave him. Hours later, someone else comes along and magically knows there is a trap on him.  However there's no real better way and I'm satisfied with this method.
     
    So: if you are NOT finding the disarm trap option after someone else has discovered a trap, then there is a bug to be tracked down.
     
    When you search a body, two paths are considered: whether intel is detected, and whether a trap is discovered.  If a trap is discovered, you will be prevented from detecting intel because you have seen the trap and decided against further searching. If the trap has been detected by someone else, this will also be the default result (you can't force a trap to explode through reckless searching). If the trap is not discovered, there is a chance it is set off.
     
    If the trap is not detected and doesn't go off, or there is no trap, we then move on to see if the player has detected intel.  So there is a chance that intel is detected, but the trap still sits there being dangerous.
  10. Like
    Amentes reacted to Ryko in Stiletto Feedback Thread   
    Please search the forum for many conversations we've had about radio channels - use this thread for feedback / discussion of Stiletto only, please.
  11. Like
    Amentes got a reaction from Nosferatu in First night playing   
    Use cTab to text your direct superior, let him know if you and any others are in base waiting for transportation.
  12. Like
    Amentes got a reaction from GhostDragon in First night playing   
    Use cTab to text your direct superior, let him know if you and any others are in base waiting for transportation.
  13. Like
    Amentes got a reaction from Nosferatu in tip - put safety on your keyboard   
    Don't shout "Bad frag". Shout "Grenade".
     
    Whether you messed up a throw, or the enemy threw it at you, the callout and reaction should be the same.
     
    "Grenade" signifies to people around you that you have observed a live grenade in your vicinity.
     
    If you hear "Grenade" and you also spotted it yourself, run away and throw yourself to the ground.
     
    If you did not spot it, but only heard the shout, stay in place and get yourself into prone position.
     
    Do not try heroics like picking it up and throwing it away. You will not make it in time, as navigating through ACE will take longer than you think under pressure.
  14. Like
    Amentes got a reaction from Miczils in TK Penalty   
    There sort of is such a system in place, via the Spartans.
     
    If a system like you describe is put into place, it will get flooded with reports of entirely accidental TKs. Add to that, people who storm a building after another player has already thrown a grenade through the window.
     
    This sort of stuff can only be judged by a person who was there to observe it, unfortunatelly, which is why the player report system is there so that you can provide video.
  15. Like
    Amentes got a reaction from Nosferatu in Solo play   
    AFAIK, the attitude has always been if there's less than 6-8 guys around, and everybody is ok with it, you can bend the rules if required.
     
    The key being, if people turn up and wanna play "proper", then that should be respected.
     
    As such, no, I don't believe there would be any issue in going FSG, grabbing whatever the heck you desire, and then using an AH-6M as a mobile mee-hee for yoo-hoo.
     
    That said, when people do turn up for proper play, a map restart might well be prudent.
  16. Thanks
    Amentes reacted to S0zi0p4th in New like-system   
    Ugh ugh i might have fixed this
     
  17. Like
    Amentes got a reaction from Miczils in Pilot/Player Competence   
    Run the vanilla Helicopter scenarios until they are piss easy for you; then go to steam workshop and find a failure state practice scenario.
     
    Use that scenario to train tail rotor loss and autorotation in different sizes of aircraft.
     
    Once you feel competent at those two failure states, start flying transport on I&A or CoPilot on AWE.
     
    There are many roads, but that would be my suggestion.
  18. Like
    Amentes reacted to kennychr in Current state of Advanced Ballistic on AWE (31.7.2017)   
    All rhs scopes have a 3d option, press esc ingame -> rhs options and change optivs style to 3d. Then you will get all the rhs acogs etc. in 3d (the ones that support it)
  19. Like
    Amentes reacted to kman in Current state of Advanced Ballistic on AWE (31.7.2017)   
    Following talk about ACE Advanced Ballistics training and Ryko's post here:
    I set on to find what it all means and how it works, because my previous attempts to play Marksman on AWE gave VERY chaotic experience.
    Now I know why.
     
    Advanced Ballistic test on AWE 31.7., COx Gauntlet Altis
    test is aimed on how does Advanced Ballistics work with selected High-Powered scopes
     
    First set of tests done on non-Marksman position (spawned as Rifleman)
    Weapon: MK 18 Mod1, ammo: 5.56mm Mk262
     
    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is hitting according to reticle and with quite OP magnification for non-marksman
     
    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing
     
    3) TA31RCO (magnification is not listed, but feels like 3x to me, yet scope has MIL dialing)
    RESULT: scope is hitting according to ADVANCED BALLISTICS - target 434m away is not hit on 4.3 MIL (like it would be on vanila) but rather 3.4 MIL as suggested by ATragMX after proper input

    Second set of tests done in Marksman slot
    Weapon: MK 11 Mod 0, ammo: 7.62mm M993
     
    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is visibly over-shooting when using Reticle. Since it's fixed reticle, it is likely because it's not made for 7.62mm calliber.
     
    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing
     
    3) TA31RCO (magnification is not listed, but feels like 3x to me, scope has MIL DIALING!)
    RESULT: scope is significantly over-shooting when dialed to "7" (vanila value for 700m)
    When dialing 5.7 MIL value offered by ATragMX, it is only slightly over-shooting, it is possible I do not have proper Gun&Ammo values (I'm suspecting Ballistic Coefficient)
     
    3) AMS (3x-10x magnification sniper scope has MIL DIALING)
    RESULT: same as TA31RCO - slight over-shooting when using ATragMX value
     
    4) Leupold Mark 4 ER/T (max magnification not listed, but seems the same as LRPS - 25x, scope has VANILA dialing 100m,200m..up to 1000m)
    RESULT: scope is hitting according to simplified vanila Arma dialing - I call this "cheater sniper scope of the year"
     
    5) LRPS (max 25x magnification scope with MIL dialing)
    RESULT: Just like TA31RCO and AMS, scope is affected by Advanced Ballistics and uses ATragMX values
     
     
    TEST RESULTS:
    Advanced Ballistics on AWE are governed by scopes used - MIL Dialing scope will enable them, even for NON-marksman position (currently only for TA31RCO)
    other scopes are not affected even if they are high-powered (SUSAT and particulary Leupold)
     
    Side notes:
    1) Range Card is not pulling Gun & Ammo values when gun is equiped and loaded, making creating new Gun&Ammo combination in ATragMX impossible in-game
    This is definitely due to "Advanced Ballistics: Disabled" server setting - tested in Editor that they appear when this is "Enabled"
     
    2) When MIL dialing scope is equiped, ACE Self-Interaction > Equipment is not offering "Set Zero Adjustment" option to correctly ZERO scope.
    This is also due to "Advanced Ballistics: Disabled" - verified in Editor.
     
    3) Bullet Spin Drift seems completely turned off, even ATragMX is not showing any Windage values, despite Rifle Twist value entered in gun parameters (there should always be some Spin Drift, especially for longer ranges).
    I'm again suspecting "Advanced Ballistics: Disabled"

    Conclusion:
    Currently (31.7.2017) according to Ryko's information, we have these Advanced Ballistic settings on AWE:
    Advanced Ballistics: Disabled
    Enabled for Snipers: Enabled
    Enabled For Group Members: Disabled
    Enabled for Everyone: Disabled
    Disabled In FullAuto Mode: Disabled
    Enable Ammo Temperature Simulation: Disabled
    Enable Barrel Length Simulation: Disabled
    Enable Bullet Trace Effect: Disabled
    Sim Interval: 0.0
    Sim Radius: 3000
     
     
    This is actually not working like I thought it was. I will enumerate:
     
    1) "Advanced Ballistics"
    Having this disabled (in conjunction with second setting) is NOT making AB exclusive to Marksmen, it is OVERALL module setting and actually prevents AB from functioning properly:
    * range card don't populate with Gun&Ammo data
    * MIL scopes can't be properly zeroed (default zeroing is always slightly off - confirmed in Editor)
    * likely cause of non-existent bullet spin drift and maybe other minor variables as well
     
    2) "Enabled for Snipers"
    When enabled, this makes AB work, when any player shoots through MIL dialing scope, regardless of their slot or gun.
    (although AB is in crippled state if first setting is disabled)
     
    3) "Enabled For Group Members"
    I have not been able to find what this actually means, but in editor I letf it disabled and AB was working fine for Marksman/Sniper purposes.
     
    3) "Enabled for Everyone"
    According to some sources I red, this is the setting that would cause Server FPS problems when enabled. However testing in Editor, I can confirm this will STILL NOT affect NON-Dialing scopes and Vanila-style "Step-scopes" 100m, 200m, 300m....
     
    4) "Disabled In FullAuto Mode"
    When enabled, this prevents FullAuto weapons like Autorifles and LMGs equiped with MIL-dialing scopes from being affected by AB (verified in Editor).
    If we want AB enabled, this should be ENABLED TOO, to prevent lag should some Autorifleman find himself MIL scope and start spraying.
     
    5) "Enable Ammo Temperature Simulation" - additionaly populates Range Card with information, how does temperature of Ammo before shooting (e.g. ambient temperature) affects Muzzle Velocity due to influence of temperature on powder-burn speed, when bullet is fired. "Cold" gunpowder burns slower and lowers Muzzle Velocity.

    6) "Enable Barrel Length Simulation" - complicates entering Gun data into ATragMX if you use silencer, since it will affect Ballistic Coefficient of the gun.

    7) "Enable Bullet Trace Effect" - when shooting high-calliber bullets with high-powered scope, you will actually see Mirage caused by your bullet cutting through air. Pretty.
     
     
    Suggestions for changes:
     
    Following my testing, I would like to suggest following changes to AWE Advanced Ballistic settings and Scopes:
     
    1) settings:
    Advanced Ballistics: Enabled
    Enabled for Snipers: Enabled
    Disabled In FullAuto Mode: Enabled
    All other settings to remain disabled and current Sim Interval & Radius values kept.
     
    2) Scopes
    * Blacklist "Leupold" scopes for everyone, they bypass any AB settings and allow simplistic vanila targeting on extreme ranges (25x magnification).
    * Blacklist "Trijicon ACOG" scopes, they offer very hight 6x magnification and bypass any AB settings
    * I'm not sure about "SUSAT L9A1", it cheats the system like Leupold/Trijicon, but only have 4x zoom, ranges to 600m and is intended for LMG, that is perhaps reasonable. Maybe whitelist it only to Autorifleman and FSG?
    * I would also remove "TA31RCO", not because it's OP, but because it sucks. 3x magnification and requirement to use AB dialing to make it work.
    It's basically punishment, to issue this to troops.
     
    I would like to know, how does community feels about this.
    I'll be glad to share all things I learned during testing about Advanced Ballistis on training session, should we choose to make AB work properly.
     
  20. Like
    Amentes reacted to Ryko in Statement on Core Principles of Ahoyworld Enhanced (AWE) server   
    There have been a few events recently which have called into question the nature of gameplay on the AWE server. This statement will serve to clarify AhoyWorld’s official position on the style of gameplay that should take place there.
     
    To summarize, the server has, and will continue to, operate in the grey zone between public casual play and serious community play ("milsim"). Part of the allure of AWE is that the barrier to entry is the size of the MODs and the ability of the players to follow only a few rules. There is no application process, mandatory training, ranking system and requirement to play in only our community.
     
    The problem with this situation of course, is that it means different players have different interpretations concerning where in that grey zone they are actually expected to operate.  To that end, we refer you to the current rules, which give all the guidance that is required. Staff are constantly reviewing these rules, but the core rules will always be applicable, and can be summarized as:
     
    Play your role and perform the functions required by it. This means not doing something “out of character” for that role, like charging the front lines as a missile specialist, or sniping as a medic. Players are encouraged to take a realistic loadout for their role.
    Obey the chain of command. If someone is of higher rank than you, you must follow their orders, to the best of your ability, within reason. Playing on AWE is all about teamwork and coordination, and nothing gets done if there isn’t a command structure.
    Help enhance the gameplay for every player to enjoy the mission and your company. If someone needs help, give it to them. If you need help, ask for it.The greater good should be your mandate; overbearing or disruptive behaviour is not acceptable. A player should try to bring their skills to the table or enable others to do so. AhoyWorld Enhanced is a community of friends, with common interests - welcome and treat others as you would like to be treated yourself.
     
    There are currently several guidelines which further clarify specific situations (ie., not parking vehicles in infantry spawn, not teamkilling, and not typing in side chat), but those are all extensions of these three core rules. Players who don't follow the rules are subject to administrative sanctions (warn, kick, ban). While these rules may seem fairly wide-ranging and open to interpretation, they are not. Followed in this order, they are generally complementary and cover 99.9% of situations that arise.
     
    Now, some specific notes, to address some situations which have arisen over the last few months.
    You are the author of your own experience.
    Players are encouraged to play to whatever level of realism that they prefer. If you want to play a first-person only, completely realistic experience - that is your prerogative. If you want to play a more relaxed style, using third-person, and play it more like a game, that is also possible.
     
    As long as you play your role, follow the orders of your superior, and follow the server guidelines, everyone should be able to get along no matter what style of gameplay you wish to follow. However, it is possible that one player's gameplay preference may rub up uncomfortably against the preferences of another. At that point, you have three options:
     
    Ask the other player to respect your preference (this can be as simple as a player in third-person revealing targets to a player who is playing first-person, who couldn't normally see them).
    Acknowledge that other players have alternate preferences, and live with it.
    Play somewhere else.
    Play your role trumps Follow Chain of Command.
    There aren't many situations where this applies, but in general, a player can't be ordered by another player to do something that is outside of the reasonable requirements of their role. For example, a medic cannot be ordered to NOT bring medical supplies to the field; a soldier cannot be ordered to NOT bring and wear a helmet. If it's reasonably applicable to your role, a player CAN be ordered to adhere to their role (for example, a front-line soldier wearing a helmet).
     
    Otherwise, if a player chooses to bring or not bring gear which is typical to their role, and their superior officers don't have a problem with it, they are free to do so. (An example would be a player choosing to wear a cap instead of a helmet, if their superior officer doesn't order them to wear a helmet, or better yet the player asks if they can just wear a cap instead of helmet and the superior officer agrees, they are free to do so. Yes, it's stupid, but it's their choice to be stupid.)
     
    There are probably situations where these rules and principles don’t make sense; where this occurs, staff have the right to arbitrate a solution which makes sense in the context of these principles and rules of the server.
    The application of sanctions, the implementation of bans, and the removal of bans.
    There are only a couple of instances where a player will be instantly banned: repeated and/or unapologetic teamkilling, hacking, or other offences of that nature. While these notes serve to clarify the sanction policy on AW, they can’t possibly cover every future scenario, so the moderation team reserve the right to issue sanctions for against any behaviour which runs contrary to the general principles of the AhoyWorld community.
     
    Players are subject to the Warn → Kick → Ban procedure of sanctioning. If a ban is instituted the player will be notified at the time, the reason that this action was taken. In addition to this, a specific time will be given for when the ban will automatically lift, or when they may appeal to have the ban removed.
     
    A ban is removed completely at the discretion of the community referee or Core Staff, depending on the circumstances of the appeal. If a player is unbanned, they revert to the status of being warned against the offences that resulted in them being kicked.
    Rules lawyering and player enforcement.
    We appreciate that some players want others to play the game as they do, and to follow the rules as seriously as they do. Unless you are staff, it is not your job to enforce the rules (but you can - and should, if asked - offer advice to players). If you are being personally inconvenienced by another player's failure to follow the rules, you are encouraged to report the offending player to moderators, whose job it is to enforce the rules.
     
    I helpfully direct you to the player report form, and as always, you can also message anyone on teamspeak.
     
  21. Like
    Amentes reacted to ShadowAce11 in AWE Training Polls   
    I might suggest adding fast rope training into the mix. As far as I know if even one person messes it up, it sends the helicopter flying or some other weird physics glitch. It's a technique that could be used a lot more often, especially on urban or forested areas. Kerama is amazing for this. 
     
    I've only skimmed through this topic, so forgive me if this has already been mentioned, but I would highly recommend training nights from here on become exclusive to the trainees and the trainers. Having others come in only to go mess around on their own takes away the entire purpose of having a serious, educational couple hours.
     
    Last time I was on a training night, Skull was hosting and had an AT range for us, occasionally spawning in live vehicles. This was amazing practice for anything from M60s to the MAAWS, and should definitely be replicated.
  22. Like
    Amentes reacted to Karate Pyjamas in AWE Training Polls   
    This, feel free to open up a new topic to discuss this but keep this topic on track about training.
  23. Like
    Amentes reacted to Eagle-Eye in AWE Training Polls   
    After some time of abscense, I joined AWE the other day and this was the first thing I noticed.
    At spawn, during mission prep, everyone was just talking random nonsense totally unrelated to anything ArmA, there was a prowler driving through and almost crashing into people, a few guys were playing dress-up in the arsenal etc.
    Best of all, over the course of 5 minutes, 2 or 3 grenades went off, injuring / killing several. Not once did I hear anyone complain about it, almost as if it's completely normal...
     
    Now, though annoying, if this behaviour was restricted to the downtime between missions, I could sort of deal with it. Unfortunately, it continued into the mission, with someone constantly calling out/nagging ASL's name (every few seconds for nearly a minute), people suddenly making weird noises or beginning to sing, opening fire despite ASL's repeated instruction to keep weapons cold, collectively bursting into laughter when someone from another squad comes in over the radio saying he's the only survivor of a T-72 that rolled up on them, and then making no effort whatsoever to go and help even though we were just 300m away, ...
     
     
    Part of my abscence is because I'm more active on a more mil-sim-oriented server nowadays, where the behaviour I just described would result in an instant kick or even ban, or at the very least a stern speech from staff.
    To be honest, my experience from the other day isn't much of an incentive to return here. Quite the opposite actually, since I feel AWE has basically turned into an EU1/2/4 style of play, but with mods...
  24. Like
    Amentes reacted to Karate Pyjamas in [AWE] [GAMENIGHT] Operation Backfoot - Benjamin Levine   
    As of now player Zeus's are only for personal hosted GN's on AWE. Spartan doesn't apply to AWE. However, I feel that allowing player Zeus to help during GN's not their own might be beneficial. I hope to bring this to discussion within the team. 

    Given the nature of AWE I do strongly believe that allowing Zeus to players outside of (personal) GN's is not beneficial to the server, there's too much responsibility as it's a bit of a niche market of players and most of the players are regulars, we don't want metagaming or accusations flying about.
  25. Like
    Amentes got a reaction from Miczils in AWE Training nights   
    Discussion is ongoing; as Colsta said, something will probably be announced soon-ish.
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