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Mascant

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    Mascant reacted to Xwatt in Community Update #9   
    Ahoy, 
     
    In this hectic period inside and outside of our community, I feel now is a good time to keep you all updated about all the changes and updates we have to share with you that we have been working on over the past few weeks and months here at Ahoyworld.
     
    Server Upgrades
    I won't say much more in this then what has already been mentioned in a recent announcement in the news section of our forums. In short we are in exciting times here at Ahoyworld, where thanks to the generosity of our community, you have facilitated the ability for us to upgrade our servers, so we can continue to sustain this community for the many years to come. Undoubtedly though this not something that is cheap to do, and upgrading has took a bite into our reserves, and as we transition from server to server, our monthly price will increase drastically due us having to pay for both servers while we transition over, and the associated building cost for the system further increases our monthly paying price. For this, we have drafted a fundraising goal of €250. We understand this is not a small asking price, and we are not expecting people to go out their way and donate lots of money, instead we are asking for your continued support, and using our subscription model can be a viable way to do this.

    With the upgrade of our servers, this means our ip's for our servers will be changing. We will continue to supply plenty of warnings and information to our playerbase, to ensure we give our players a fair amount of transitioning time. Once we are ready to share our new ip's, we will clearly outline where they can be located publicly. All server related information will be found in the following thread.
     
     
    Gamenights
    We will continue to supply weekly gamenight's to our playerbase, and continue to welcome new players that want to get involved. The spike in player numbers in recent game nights is a portrayal that these are a hit amongst the community, and we will continue to host these missions on a weekly basis.
     
    @JANXOL War For Altis gamenight's will be continuing as usual, Every Sunday at 17:30 UTC and new gamenight announcements will be found in the events section of the forum.  https://forums.ahoyworld.net/forum/27-events/
     
     
    As for @MidnightRunner Vietnam gamenight's we are in the final stretch of these missions, with 3 weeks left. A poll has been run in the following thread about what theme the gamenights will be moving to next. 
     
    After a conclusive decision, the next campaign will be a contemporary campaign with a real world setting, and further information will be announced in the events section of the forum, so keep your eyes out for information about the upcoming campaign as we move closer to the final week of the Vietnam Operations.
     
    MSO have now begun their sixth campaign on Altis, and more information can be found about that in the following thread:
    Main MSO gamenight's are ran on Saturday, at 18:00UTC. The MSO team have made an open invitation to our game-night players and public playerbase about joining along in their sessions, I will refer you to the following thread for more information on this topic:
     
    For More Information about MSO or how to join, do not hesitate to contact @Johnson or @kennychr, and they will be more than happy to answer any questions you may have about joining the MSO operations.
     
    Mission Testing
    I&A4 beta testing will resume as normal from next week, and please keep an eye on our discord for time announcement's of when we will be hosting beta tests. We are in the final bug crushing phase of I&A4, and we hope you are enjoying the next iteration of Invade and Annex.
     
    Preliminary talks have begun backend about transitioning the mission over to AWE, and we will share more information as talks and testing progresses.
     
    @Ryko has begun testing of a new gamemode called Operation Chimera. In short this is a PVP/PVE gamemode. There is an attacking team who attacks laid out objectives, and a team that must defend them. The Attacking team is more of a special operations force, who get night visions and suppressors and UAV support, allowing them to defeat objectives using Stealth. (once the mission starts it will begin at night, with it gradually moving to sunrise dependant on the time taken for the objectives to be complete.) The defending team on the other hand are more conventional forces, and do not have gear such as NVG's, and therefore must rely on flares, solid communication and strategical placement to spot the enemy forces.  The defending team also get's AI fire teams that aid them in defending the objectives. We recommend hopping along and trying it out for yourself to get the full experience.
     
    The timing of these missions will be announced on discord, often 2 to 3 hours before the start of the event. Operation Chimera uses the War For Altis Modset, and the link to the workshop playlist can be found here
     
    Final Note
    As you can see above, this is a very exciting (and busy!) time here at Ahoyworld, and we want to personally thank you for your ongoing and continued support. We will continue to update you all publicly as we get new information to share, and hope that you will continue to support us for the forseeable future. It is the members that make this community, and we cannot stress your importance and significance enough.
     
    Yours Truly,
    Ahoyworld Core Staff
  2. Like
    Mascant got a reaction from KingFronXos in AWE media distribution   
    When you have been to the Pub with your friends,
    and one had that "one shot too much" so you got to carry him out while your squad fixes a cab.
     

  3. Like
    Mascant reacted to SkullCollector in [Guide] ACE Advanced Medical (2020 Rework)   
    Hello and welcome to the revised ACE Medical Guide: 2020 Edition.
     
    This guide aims to be a comprehensive resource for the dedicated medic; to steel yourself with knowledge first so that you can hone it in combat. It will send you on a journey to become the best medic you can be.
    It does not offer panacea. That's just called a packing bandage. It does offer the basis you need to understand the inner and outer workings of ACE Medical with an attempt to dispel some common myths.
     
    You can find two proven sample loadouts at the very end of the document, as well as a spreadsheet with all the data there is about bandages.
     
    For an easier read, here it is on Google Docs.
    Link: ACE Advanced Medical Guide v2.3 (2020 Rework)
     
    The GDoc is always going to be the most up-to-date version, but if you prefer PDF, here you are:
    The PDF is now very much outdated. I will update it with the 2.4 revision, which will include a flowchart and procedure.
     
    ACE Advanced Medical Guide v2.1 (2020 Rework) - 23-04-20.pdf
     
    To-do
     
  4. Like
    Mascant reacted to JaSmAn in "Play your Role"   
    The clue is in the definition of "role", which according to that so infrequently used tool called the dictionary is: the position or purpose that someone or something has in a situation
     
    Position - where you sit in the hierarchy - obey orders. Don't give them if you're not supposed to.
    Purpose - what are you there to do? Do you have the right kit to do it? In other words, let the medics do their stuff, pilots to their stuff, etc. Do what's expected of you and respect what others do.
    Situation - Know the mission, know the orders. Adapt accordingly. Play according to the situation. For example, my AT guy gets killed, I'm the Medic, his AT launcher is right there and the BMP that is killing my teammates is within range. Should I, as the medic, shoot the BMP? I think yes, the situation demands it. Does that mean that I as the medic walk around with an AT launcher just in case? No.
     
     
  5. Like
    Mascant reacted to BenjaminHL in "Play your Role"   
    1. Take appropriate gear 
    2. Be a team player
    3. Do what is necessary to get the mission done
    4. Have some fun in your role
    5. Don't do stupid shit
     
    Simple as that....
  6. Like
    Mascant reacted to Noah_Hero in "Play your Role"   
    To first and most important quote the rule (Nr.8) itself: "If not a Medic or Engineer, son´t carry explosives or massive amounts of medical gear. If no Medic or Engineer is online, seek permisson from your superior. Use gear specific to your faction. If you´re in the field and run out of ammunition, ask permission before picking up an enemy weapon. Don´t overdo your loadout. A 40kg Rifleman is not acceptable." Now to my points: Use gear specific to your class (don´t take 5x blue smoke if you are LAT because you are usually don´t the guy marking an LZ and if you are... it´s not 5 times in a row...; pick an AR as Autorifleman; only pick a backpack if really needed like as AR-Assistant or engineer, etc; ...) use appropriate/protective gear: usefull vest, helmet follow the CoC (don´t give orders when you are not in command; "listen to orders from your superior, and implement them to the best of your abilities.") keep your weight as close as possible to the original weight of the class and just play your role! (be the guy laying down suppressive fire as AR, be the guy laying down explosives as Eng, etc; just apply common sense!!)
  7. Like
    Mascant reacted to Copey in AhoyWorld Enhanced - Moving Forward   
    Upon us we find a great opportunity, and it brings great delight for me to inform you of decisions regarding the forward progress of the server and community. It has taken a great deal of time and discussion to reach this decision, but we now feel that it has been sufficiently planned - and, well…discussed. Following a unanimous vote amongst the AWE staff team, we are progressing with enacting these changes.
     
    In addition to the changes detailed in this post, more will soon be announced that will contribute to the direction we seek for AWE, moving forward. As such, keep your eyes turned towards the AWE section of the forum. We are excited to deliver the new direction - and we hope you are too!
     
    Monday 19th of June 2017.
     
    Put a reminder in your calendar, this is when the changes will take effect (ensuring there are no snags or hiccups during the process).
    The Steering Committee has reached the decision that the CUP, and all its dependencies will be removed from the modpack, and therefore the modset. The total list of removed mods, and their size, is:
    CUP Terrains Core 7.8 GB CUP Terrains Maps 2.1GB Project OPFOR 1.5 GB Abramia 0.213 GB Isla Duala 0.328 GB Lingor and Dingor 0.633 GB Fallujah 0.201 GB  
    The following mods will also be removed due to lack of development by authors, or bugs. This is pursuant to separate decisions by the Steering Committee, and are being enacted during this update.
    Burnes_AAV 0.057 GB Spec4gear 0.391 GB  
    This yields a reduction in repository size of 11.723 GB. 
     
    As a result, several new maps will be added; these are:
    JBAD Buildings 1.3 GB Lythium 1.0 GB Bornholm 1.5 GB Bozcaada 0.137 GB  
    This totals 3.937 GB in additions.
     
    Overall this gives us a 7.793 reduction in modpack and repository size. Reducing the size of the modpack is not our driving force in these changes, but rather a desire to offer a new, innovative and refreshing experience to the AhoyWorld Enhanced player-base.
      
    These will be the core modded maps for AWE moving forward. Other maps will be added; however, they have not been decided upon, yet. Anything that has JBAD as a dependency will be considered, alongside stand-alone maps. Fayshhkabur, ToraBora are good examples of maps we are looking to consider.
     
    The new playable maps will be:
    Altis Stratis Tanoa (Will not be in gauntlet rotation) Gorgona Lythium Bornholm Bozcaada Kerama Islands (possibly)  
    Other mods are also under consideration stemming from the request area of the forum. These have not yet been finalised and so have therefore not been included.
     
     
    Best Regards,
     
    Copey, Skullcollector and S0zi0p4th,
    The Steering Committee of AhoyWorld Enhanced.
  8. Like
    Mascant reacted to Miczils in Why We Should Have a Map(s) that Defaults to Russian   
    @MoonFire Oh boy it's happening 

    For real tho, it's an amazing idea, we tried to bring back Russian with moon a while ago, it's actually a very fun gameplay, it add's an amazing amount of gear to the playable field, i think at least half of us here looks at those FMJ 7,62's with that cheeky smirk, "i wonder how that would penetrate a rifleman". I think it would make the gameplay a little less linear, more weapons, different vehicles, and tactics as Russian equipment forces us to approach everything differently. The caliber itself allows a longer range of engagement and a bit more aggressive gameplay, while the armor on the red side is slightly less effective and makes getting shot a little more problematic.
    Russian's use huge bulky but beautiful armored&well armed transport helicopters opposing to Nato, quick insert, agile Littlebirds & Wildcats etc.
    Also, Su34's, sexy sexy stuff, double-seated, can carry Kh-29's 320kg warheads.
    That's a whole new, Russian, world that AWE could explore and enjoy, from me, a huge plus.
  9. Like
    Mascant reacted to Jorgensen73 in Ahoy Enhanched - could we be better?   
    I am often amazed of how much time can be wasted in the arsenal. I have full respect for if there is a new player it takes some time to set up, but very often I see players  just playing around and wasting time. Driving ATVs, doing all the different poses, or climbing different objects. I have seen many players disconnect after waiting 15-25 minutes by the arsenal. I once waited over 40 minutes, but then couldn't take it anymore and logged of. And also observed that this kind of attitude goes over to "new" players who look up to experienced players. 
    I think that there should be more serious game attitude, and we should set an example of that. I remember playing on EU1, Teamleader gave 5 minutes to set up, then everyone should line up in a crouch position by their respective squad. Info was given about mission, and if anyone had questions, now was the time. Then of too a helicopter, and mission start.  
    Is it an idea to have some A1, A2, MAT.. Signs to keep things in order?
    I also think that the above attitude has some impact on the reservation of taking on the role of ASL, or Teamleader. 
    I know that if we are a tight, well lead team, have a good plan, then the different missions are so much more fun to play. Dirty Snape, Nicholai, Kman, Benjamin are good examples to mention some. 
    If we start out with some structure then I am sure that the rest will come natural.
    I love playing with the Ahoy team, but feel that the Enhanced server could be so much more, just with small adjustments. Hope this doesn't offend anyone, but rather motivates them to be a bit more serious. 
    Jorgensen73
  10. Like
    Mascant reacted to Fraggloid in Why We Should Have a Map(s) that Defaults to Russian   
    There are already AK platforms available in the arsenal that can mount RIS/RAS attachable optics; they have the NPZ label in their name.
     
    As I've said though, most of the optics just have different reticles and zoom levels. They're really not that hard to use, and if anyone does experience difficulties then the virtual arsenal is a great place to test them out and get to grips with them.
  11. Like
    Mascant reacted to Fraggloid in Why We Should Have a Map(s) that Defaults to Russian   
    Precisely why it was removed; people used to just leave when Russians were selected because their whining wasn't heard over the cheers of players who liked the Russian gameplay.
     
    I disagree. there's not a huge difference between the Russian kit and the BLUFOR stuff; everything serves the same role and functions similarly enough that someone proficient in BLUFOR gear can effectively use the OPFOR gear. 
  12. Like
    Mascant reacted to SkullCollector in Star Citizen lads?   
    I'm sorry, I couldn't help but laugh at that.
  13. Like
    Mascant reacted to Colsta in Call Signs & Unit Composition   
    This is wrong in the case of EU#3. Most pilots can fly rather well.
  14. Like
    Mascant reacted to Ryko in OPERATION ALIBI - Chapter 2 - AW Enhanced game night CAMPAIGN - Friday Sep 30, 1900 GMT   
    Here's the current roster - there's one slot left to fill (Alpha Team Lead) and if @Miksi wants to take it, it's his as he had it last time.  Otherwise anyone who wants to jump into that slot can shout loudly for it.
     

     
    As before, if we have an overflow of players they will be put into Resistance slots with their own objective.
  15. Like
    Mascant reacted to Ryko in The new stamina system, good or bad?   
    Thanks Arkod, didn't even spot that module with 3.7.  I'll monkey around a bit.  I too found that the stamina depletion on a sprint was very fast, and the recovery was unusually slow.
  16. Like
    Mascant reacted to Blue-958- in What?   
    Why is this still going, some people had to hold their 'w' key for a bit, big whoop. Get on with your lives and stop posting for posting sake.
  17. Like
    Mascant reacted to Gamerhero in What?   
    The incentive is the amount of people playing on the server. Basically keeping the server alive.
    No leader = fucking about at base = bored players = people leaving = low player count Squad leader = structure = people being busy with mission = fun = high player count (assuming people listen)  -> this is where origins point comes in, if people don't listen to the leading element people won't take the slot, meaning we are back at point 1
     
    TLDR just listen to the chain of command and all of this could have been avoided.
  18. Like
    Mascant reacted to Ryko in Saving loadouts   
    Altis 49C is on the server now, and it's looking like the Arsenal is finally in the right place.
     
    1) Now that we're using XLA FixedArsenal, you can load ANY loadout you have saved, rather than incompatible loadouts being greyed out.  The huge delay from when you clicked "load" is gone.  The downside is of course that any blacklisted or unavailable gear is simply not loaded (there is a report of what didn't load).
    2) Role-specific loadouts now work properly.
    3) There is a bit of juggling around TFAR radios.  Right now you spawn with a TFAR radio, but if you open the arsenal, the one you spawn with will be removed from your inventory.  There is a simple reason for this: when you spawn, you're given a unique radio ID (think of it like having PRC-152 #21) and if you save your loadout with this radio, it's possible that you can load it back in the future when someone else already has #21.  If the two of you have the same radio#, problems ensue.  Just make sure you take a new radio when you're in the arsenal. Saving the loadout should  work; it should give you the base class radio, which is whitelisted, and then you'll get a proper ID when you leave the arsenal.  "should"
    4) Quick load and quick save features should work.  "should".
  19. Like
    Mascant got a reaction from SkullCollector in Operation Liberate Everon 16/09/16   
    First Gamenight for me in a while. Looking forward to that. Thx Kieran
     

  20. Like
    Mascant reacted to Copey in FAO All EU3 AWE Players: Acre, Radio Issues, etc.   
    An update to the current status of radio MODs on EU3 AWE.

    As many of you are aware there are issues with Acre 2.2 that are currently plaguing our server. We are trying to come up with solutions to the many issues that are being reported to us, as well as the issues we ourselves are experiencing on server. This is not something we intend to cease, however, we are exploring other avenues of entirely negating the issues being faced.

    To this end, this post is an announcement of our intention to begin testing of Gauntlet 48, sub-release E. This sub-release features the TFAR MOD instead of Acre. Initially the testing is to confirm TFAR’s viability with the current total modset, as well as identifying any major bugs. This testing will be conducted on the EU3 server at some point either this weekend, or through the coming week. This means players can expect to see some downtime of EU3 from public operations. The current intended test group for 48D is set out as all staff, moderators and EU3 AWE Veterans. It is entirely voluntary for these people to take part in testing and it is not our intention to open up the testing to the full player base at this time. Depending on the outcome of this initial testing further testing may be conducted in the public domain. Please do not request access to the testing process if you are not one of the invited groups already mentioned. Depending on the availability of players, people may be individually asked to join a test to boost numbers.

    Please do not mistake this notice of intended testing as us saying we are switching to TFAR at this time. There will be a full testing procedure before any decision on a switch is made.


     
    With regard to the vote put to players a little while back, we are taking this into account in our decisions moving forward, however our primary focus is to provide a server that has a significantly reduced number of bugs, specifically relating to the radios. At this moment in time this is the main driving factor in our decision making, and believe that this is in the best interest of the server. We have tried our best to integrate Acre, however it has given problem after problem from day one, as well as major issues any time we perform a large update, or the MOD is updated. The majority of Ryko’s time is no longer spent on developing and innovating Gauntlet, but rather repairing Acre within our mission files, trying to fix the endless list of bugs it produces. When working with MODs in Arma it is common place to face issues, however the sheer volume at the moment is unacceptable. We are working with developers at other communities, to identify what may be causing our current issues, however, we have reached the point where we are going to have to start pulling apart the modpack to identify what may be causing the issues. Our best guess at the time of writing is how one MOD interacts with another, may be problematic to Acre, causing the issues we are seeing on server. Unfortunately, this is something extremely hard to identify, and then troubleshoot.

  21. Like
    Mascant reacted to Ryko in Ahoyworld Enhanced - Gauntlet 48 status update   
    Hi folks,
     
    Obviously, recent events on the ahoyworld website have thrown a bit of a wrench in our plans to update the Enhanced (EU3) server.  Rest assured there is a lot of work going on behind the scenes and that the next iteration of Gauntlet is on the way, and we're really excited about what it has to offer.
     
    Here are some highlights:
     
    1) N'Ziwasogo - you might have a hard time pronouncing it, but this new map will be a hoot to play on.  I've started calling it "the poor man's Tanoa", but it captures the lush jungle environment in a more forgiving way than Tanoa - that is to say, you'll probably have a better chance of spotting the African Militia (the default OPFOR faction) because the map isn't quite as crowded with jungle clutter as Tanoa.
     
    2) cTab - we're implementing the Commander's Tablet MOD in Enhanced, to remove a bit of the "magic map" feeling in Arma.  cTab is great for real-time troop reports, BLUFOR tracking, and much more (including helmet cam video and even sending text messages). By implementing it, we're going to restrict the usage of the general map: Map markers and drawings are automatically removed when you're outside of base, but the mission commander can save the markers before the mission begins, allowing for useful planning tools.
     
    3) Mod changes - a few mods have been removed because they produced errors, weren't kept up to date with Apex, or weren't being used regularly.  Specifically: Clafghan, ALiVE, DAC, the LAV25 Stryker, SMA and the TF47 launchers.  A few mods have also been updated recently, and we'll be keeping up to date with them: Leight's OPFOR is replaced with Project OPFOR, we're upgrading to ACRE 2.2, and the F/A-18 has a new version.  We know some people will really miss some of the great optics available in SMA, so we've implemented the much slimmer FHQ weapon accessories mod which fills this gap and also adds a great deal of awesome optics.
     
    4) Gauntlet updates:
    4A) the player roster function has been completely redesigned: it's no longer just a hint, but its own separate dialogue.
    4B) quick saving & quick loading: after you've created a loadout, you can save it in the arsenal, but you can also quick save it in Gauntlet for the duration of the mission. When you respawn, you'll automatically load that gear provided you're in the same slot. Also, you can refresh your ammo with the saved loadout by just selecting the option from ACE when you're near the arsenal.
    4C) ASR AI3 and VCOM AI Driving will both be implemented on the server, promising to give a fresh take on how the AI respond to players.
    4D) A brand new mission will be introduced with Gauntlet 48, and a few of the missions have been overhauled for better performance and error fixes.
    4E) The respawn system uses menuPosition, which works with the FOB vehicle (you can select where you want to spawn).
    4F) Beneath the hood, Gauntlet uses a new system to include a single set of files which will make updating the arsenal and MOD/Zeus access very simple, making maintaining the Gauntlet mission much, much easier.
    4G) The arsenal has been updated to include APEX gear and weaponry that fit our environment.
    4H) There's a new garbage can in base for the OCD types that need to keep the base clean, or you can use a function on the "Keep Calm and Play your Role" sign that clears up the base.
     
    When the Enhanced server is updated to Gauntlet 48 and the required modset, we'll be running N'Ziwasogo for a day or two to make sure all the changes are solid, and then I'll roll out the code to the rest of the maps.  We'll probably schedule a game night for the grand unveiling!
     
    Comments, questions, concerns, post 'em here.
     
     
    Please do not use this thread to request new Maps, MODs or Features! There is a new area being worked on specifically for that, so hang on for a little bit longer please! 
    However, still use this thread to discuss any changes that have been made in version 48, including new MODs, Maps and Features that have already been added or removed i this update.
    - Ryko
     
     
  22. Like
    Mascant got a reaction from Colsta in OP-Alamo 8/17   
    Yeah. My fault. Eastern day time. Must be a colonial term I m not familiar with.
     
  23. Like
    Mascant reacted to Ryko in Arsenal loadout problem fix!   
    Great work guys. I should add that 47B has a new loadout feature called quicksave / quickload. Essentially after you've created a loadout you quicksave it with a new ace self interaction item while you're near the arsenal. Nose when you respawn you will automatically load that kit, assuming you stay in the same role. Also you can quickload your saved kit when you come back from an op to refresh all your gear.
     
    I'm not super jazzed about adding all the rhs combined weapons classes to the whitelist because I'd have to get those one by one out of the config viewer. If someone wants to do that for me, I'm happy to add the classes.
     
    - R
  24. Like
    Mascant reacted to Ryko in AW Enhanced Steering Committee   
    After several years of being involved with EU3, Christiansen has moved on to spearhead the realism unit on EU6 (AHOSEC - now being called the 124th Marines). This has left a void in AhoyWorld Enhanced in terms of direction and development.  In order to create a sense of direction and accountability, and to make sure the direction of the Enhanced community is not led by a single person, we are instituting a three-person steering committee.
     
    This committee will be staffed by Ryko, SkullCollector and Hobnob.
     
    While the steering committee will be ultimately responsible for deciding the format, direction and style of the Ahoyworld Enhanced experience, this will not be done in isolation.  Rather, the committee will collate requests and suggestions from AWE players and staff and push them through discussion on the AhoyWorld Forum.  The forum will be the central hub for the discussion and decisions relating to all changes to the Ahoyworld Enhanced format.
     
    The Steering Committee will address questions of new game MODs, new maps, and alterations to the format of the mission(s) played on the Enhanced server.  Any player or staff member can bring an issue up for discussion.  A member of the steering committee will assign a date in the future where discussion will be concluded, and a decision will be taken at that time.  This date will be a minimum of two weeks.  Some issues may be decided immediately if they are significantly contrary to the intention of the experience.  While discussion of any issues raised is encouraged across all players and staff, ultimately, the steering committee will decide on how these issues will be addressed.
     
    For greater clarity, the Steering committee has no supervisory authority over other AhoyWorld Moderators and Admins: their role is specifically related to the direction and implementation of the AhoyWorld Enhanced experience.  Rules enforcement will still be conducted by all Moderators and Admins, and any arbitration of bans still goes through the regular community process.

    For further information, please direct any questions to Ryko, SkullCollector and Hobnob.
  25. Like
    Mascant reacted to Johnson in Russian's on EU3   
    Playing Russians on EU3 is not only a more enjoyable and exciting experience through the higher levels of thought process required to progress and excel against the US but also is extremely fun through every awsome weapon, vehicle and tool that we have at our disposal compared to when we play as the US!

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