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  #91  
Old 02-13-2019, 03:51 PM
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It's odd to me how often an entire creative work will decide "Hey.... let's just get the TNG cast for all our voice actors."

Last edited by Destil; 02-13-2019 at 03:51 PM. Reason: A shame Patrick Stewart's likely too expensive most of the time...
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  #92  
Old 02-13-2019, 03:56 PM
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Two Mulana and XCOM updates on three days, yikes, you guys.

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Originally Posted by MCBanjoMike View Post

But we still have problems. There's a MEC on the board, plus a sectoid and a brainwashed sniper. Inquisitor tosses his grenade at the MEC in a bid to take down some of its armor. Armor is usually removed either by explosives or characters who have the Shredder ability, which lets their regular shots destroy armor. Shredder is great and Sensenic is a coward who is putting the team at risk.
Sensenic is chillin' on the Avenger during the mission but suddenly a shudder goes down his spine for no clear reason.
After the mission ends the commander goes to his station and smacks him on the neck!
Sensenic turns around confused: "Oww! Why did you do that?!"
*canned laughter, image freeze, roll credits*
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  #93  
Old 02-13-2019, 05:44 PM
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I really wish some of you would die so that some of us not yet playing could make an appearance...

Are you even playing a REAL xcom Mike? No one is dying at all here!
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  #94  
Old 02-13-2019, 09:24 PM
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Whenever I see you update I figure my character will be dead this time. Definitely thought this was it about halfway through the update, yeesh.

But damn, 27 kills!?
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  #95  
Old 02-13-2019, 11:56 PM
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Originally Posted by Falselogic View Post
I really wish some of you would die so that some of us not yet playing could make an appearance...
I don't mind the wait. Things will get harder, even if people don't die they will get put out of commission by wounds or PTSD or whatever.

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Are you even playing a REAL xcom Mike? No one is dying at all here!
Octo died.

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  #96  
Old 02-14-2019, 07:22 AM
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Originally Posted by Falselogic View Post
I really wish some of you would die so that some of us not yet playing could make an appearance...

Are you even playing a REAL xcom Mike? No one is dying at all here!
We may have to face the reality that I'm just too good at XCOM. I was actually expecting a lot more casualties by now! That said, this is the first time I'll be playing with the Alien Rulers activated, so we still might see some bloodshed. Anyway, I've already captured images for the next mission and locked the team in for the mission after that, but beyond those two I'll try to start tossing in some more inexperienced squad members. Hopefully that won't cause the whole campaign to come crashing down...
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  #97  
Old 02-15-2019, 10:34 AM
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For my new campaign, I'm trying A Better Everything. Is it actually better? Eh... maybe?

The biggest changes:

First, there are a bunch of new soldier classes. Second, the weapons do different things, and each class can choose between two different primary weapons (IIRC, only Ranger got to choose in vanilla).
  • Shotguns are still awesome, but you only reload one ammo per action now. That's fine, I guess, because shotguns are still awesome. Also, shotguns have innate Deep Cover (auto-hunker if you didn't fire), which is huge. Apparently, aim decays more heavily with range on shotguns, too, but if you weren't up in the enemy's face, you weren't shotgunning correctly anyway.
  • Cannons have an enormous ammo clip, but it takes two actions to reload. You can fire normally for two actions, or you can spray for one action at a -20 Aim penalty. You can't move and overwatch with a cannon, but you can move and spray (you will miss). They deal more environmental damage than before. I have a very low opinion of these cannons.
  • Sniper rifles have innate squadsight now, which is nice, and they have some armor piercing. I hardly ever used sniper rifles in vanilla, so it's nice that they got
  • Assault rifles and pistols are unchanged, except assault rifles come with an extra mod slot. OK.

Impressions on the new classes:
  • Specialist feels better now. My Specialist has an ability that gives a permanent +5 Hacking when she kills a robotic unit, and she has an ability that gives +15 Aim against targets that can't use cover (such as, for example, every robotic unit). Gonna make me a super-hacker.
  • Grenadier... oh, right. Grenades are now split into 1-3 damage HE grenades that behave like old grenades and 3-5 flechette grenades that pierce armor and don't shred or destroy cover. Because of the grenade changes, new Grenadier is way worse than old Grenadier, but old Grenadier was probably a little too good. New Grenadier is just OK.
  • Ranger still has a sword and a shotgun, so it's still top-tier. Ranger can instead equip cannons, which would be silly.
  • Sharpshooter equips shotguns or sniper rifles, but it hasn't changed much otherwise. This is still just a pistol class that carries another weapon for some reason.
  • Saboteur uses shotgun/cannon for his primary and an arc thrower for his secondary. This is my current least favorite class. I'll give it a chance still; I'm sure it gets better.
  • Scout can use either sniper rifle or assault rifle. Scout can holotarget for a single action, and at higher levels, the holotarget can confer additional debuffs (extra damage). Seems good. I like not missing.
  • Infantry uses assault rifle/cannon with a sawed-off shotgun secondary. This is the only class with suppression, and it gets it at Squaddie. Suppression is not as good in XCOM 2 as it was in EU, thanks to the large number of units with alternative methods of combat, but the sawed-off shotgun can do a lot of damage, so maybe there's something here.
  • Psi and faction classes are unaltered, though the existence of the other classes means the faction classes have a different pool of extra abilities to pick from.

Overall, ABE feels like it's trying to be Long War (Except Not As Long), which I can appreciate, because I'm interested in what Long War brings to the table, but I don't want to spend fifty hours on a single campaign.
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  #98  
Old 02-15-2019, 12:15 PM
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Mission 8: Sensenic Needs a Hug


Another day, another scanning site. But today we have the chance to get something pretty cool: a resistance contact! Scanning this will allow us to add another region to our network without building a comms center, which is totally sweet. Scanning rewards vary a lot in quality, but this is one of the best you can get, especially early in the game. Well, that and more engineers.


Hey, you know what else we're going to need if we want to add a new region? Some more intel! Thankfully, our pals here just came back from Covert Mart with a fresh batch. Of course, Sensenic only went along to get that +10 dodge.


We finally finish shielding the first of our power coils, so I immediately start building a power relay. With the bonus power that we'll get, we should be good for quite some time. But! Since have the "faster digging" resistance order equipped this month, I'm going to capitalize on it to start shielding the one next door, too. Normally that would take a full 30 days, but it's only 19 thanks to our bonus. We won't actually finish it before the month ends, and I plan on swapping that resistance order out when that happens, but we'll have the lion's share of the work done by then.


It's Guerrilla Op time! Of the three dark projects underway, this is by far the one that I want to stop the most. It's also the mission that has the best rewards; I want to say that one of the others offered me a free sniper for the pile, which, no thanks. The down side is that this mission is in the Warlock's territory, but I've never seen the same Chosen show up on two consecutive missions, so I'm feeling bullish. Also note the Sitrep, which promises us a map full of high explosives. Good times ahead!


Here's our crew for the mission. All of our stabby-folks are recovering from injuries, but this map is full of explosives, so maybe we're better off using ranged attackers anyway. Aquadeo is out powering up, so Eric will step in, seeing as how he's our next-best healer. I'm bringing along two grenadiers this time in hopes of some explosive synergy. Get it? And for some reason I brought Ferguson along to be our sniper; maybe I just like her can-do attitude.


We hit the ground and find our first pod, a MEC and a purifier.


As promised, this map is full of explosive barrels. Even better, our Reaper now has Remote Start, which allows them to shoot any explodable object and have it detonate with twice the power and twice the blast radius. It doesn't even reveal him when he does it! It's just the absolute best and I'm tearing my hair out because there are like twelve of these stupid barrels within sight and not a single one of them will actually hit the badguys if I blow it up.


Turns out that if you want something done right...


...then it takes two to tango. There's something super satisfying about seeing all the damage numbers pop up when you cause a double explosion.


Nightwalker spots another group of enemies for us and Alice leads off with a sniper shot from a very distant rooftop. Roofs and snipers: best friends 4 life.


We've got a sectoid, a lancer and a regular soldier to deal with. Alice pinged the sectoid with her shot and Spoony follows up with a grenade that also injures the lancer, but doesn't kill anyone.


Eric kills the lancer for us. As with Aqua last mission, he's the only one who has an upgraded magnetic weapon right now.


Which means it's pretty bad when the sectoid mind-controls him!


The ADVENT soldier also gets a shot in on Spoony. Too bad our medic currently believes in "first do a bunch of harm".


So this would be a pretty bad situation for us...if the sectoid hadn't decided to take cover behind that conveniently-placed explosive barrel.


Alice takes care of our little problem. I'm not sure what that blood spatter is doing on the screen exactly? I guess it's from the sectoid, but it's like they got the scale of it wrong or something. That or else those guys have a LOT of blood.


All that's left is to mop up the soldier, which is very easily accomplished by flanking him. Cover in XCOM follows some pretty abstract rules where it offers equal protection from any front-facing angle. In order to flank someone, you have to get perpendicular to them (or behind them), at which point they become sitting ducks. Flanking shots also have much higher crit chances, so it can be worth flanking an enemy even if you're guaranteed to hit them through their cover (which can happen if your soldier's aim is good enough).


Nightwalker, who should probably have been the one to blow up that barrel earlier (it would also have gotten the soldier with the increased blast radius) is instead gathering up loot on the field. This superior auto-loader is quite a find at this point in the campaign. Gun mods come in three tiers: regular, advanced and superior. A superior auto-loader gets a soldier three free reloads of their primary weapon over the course of a mission - this thing will be useful til the very end of the campaign. Advanced focus isn't as good - it boosts Will, which helps soldiers resist stuff like mind control and panic, but there are a lot of other upgrades I'd rather have instead.


A little farther up we find our target for this mission: an ADVENT relay set up in a restaurant for...some reason. It only has around 7 HP and it's impossible to miss, so it doesn't last for long. Unfortunately, we can't go home until we mop of the remaining bad guys on the map for...some reason. Are they going to try to put this thing back together if we don't kill them? Maybe it was made of Lego.


Nightwalker scouts ahead a bit and finds what is presumably the last pod: a viper, a purifier and a stun lancer. Now let's try to sneak up and get the drop on them...


DAMMIT SPOONY


The enemies spot our man in yellow and take cover inside the kitchen. Spoony tosses in another grenade, but sadly it doesn't take down their cover.


What follows is a comedy of errors in which everyone misses their shots, leaving the viper free...


...to bring Sensenic in for a hug. Vipers are Annoying with a capital A. Not only do they have naturally high dodge stats, but they can use their tongues to snag your troops, drag them over and immobilize them. They'll take damage every turn as the viper squeezes them, plus they're way out of cover, plus they'll be out of the action until you manage to get the viper to let them go (usually by shooting it). It's a pain. Oh, and I think vipers can spit poison at you too.


So now Joan is bound up by the viper and surrounded on all sides. Great. We need a plan to get him back, and everyone knows that a good plan starts...


...with a BANG.


The purifier has been blown to bits, but the viper still has Sensenic in its clutches and nobody has a clear shot. There's nothing for it, we run Nightwalker up and have him take the shot from a flanking position. The viper lets go of Joan, but it still has one HP left...


...which Sensenic takes care of personally. He's still super out in the open, though, so Eric drops an Aid Protocol on him.


But what does the lancer do? He runs all the way over to Spoony instead, doing low damage but stunning him. Lancer attacks vary quite a bit in the damage they do, so this was a lucky break. Maybe not a great strategy on the part of the lancer, though.


Never end your turn right next to a guy with a minigun. Spoony hits for a solid 6 HP...


...and Eric finishes the poor guy off. That's a wrap!


I'm trying to get into the habit of taking mission-end photos more often, so here's our crew looking tough. Except for Sensenic, who appears to be giving a thumbs up? But, like, in a pretty tough way.


I love this shot because Alice is all "heh we sure kicked some ass today" and Joan is all "I think my ribs are broken". READ THE ROOM, TRAITOR LORD.


Spoony will be out for a few days, but he made sergeant! Here's a shot of his skill tree. Note that you normally get a simplified tree when you level up - typically this view is reserved for the special training center that I haven't built yet. I've used a mod to make the detailed version the default one. Anyway, every soldier has a set of four abilities available to them that are drawn from other classes; they're the ones you see across the bottom of the screen. I can't unlock these without building the training facility, but I at least like to know what they are when I'm upgrading my troops. So far the only one that has been revealed for Spoony is Deadeye, a sharpshooter ability that increases your damage at the expense of accuracy. It's not my favorite ability to stick on a grenadier, since they have pretty bad aim to start with. As for the standard grenadier sergeant-level abilities, we have the choice between Demolition (use a bunch of ammo to destroy cover without damaging the enemy) or Suppression (use a medium amount of ammo to reduce an enemy's aim plus take a shot on them if they do anything). I've already got explosives for removing cover, so I typically grab Suppression at this level, but honestly neither of them is all that great.


Well well, if it isn't CAPTAIN AQUADEO. All that sneaking around really paid off! We also got a scientist, nominally the reason why we ran this covert op in the first place. But of course, the captainship is much more exciting because...


...now we can field a six-person squad! That's as big as it gets, at least for regular missions. This should make it easier to get a bigger rotation of soldiers into the LP (not that I actually do that next mission, but I promise I will later).


Let's have a look at the cap'n's abilities. Right now Aqua is mostly following the healer path: he can heal or remove status ailments at a distance and he gets extra charges for his medkit every mission. The other specialist path is the hacker path, which lets you do cool stuff like take over enemy robots and zap people with your Gremlin (the little drone guys that follow specialists around). Neither of the Captain-level abilities really fit into those categories, though. Covering Fire lets your soldier's overwatch activate when an enemy moves or shoots, which is nice. But Threat Assessment is even better: whenever you use Aid Protocol, your target gets a free overwatch shot (which can also trigger on an enemy firing) in addition to the defense bonus! That's super duper good, because it basically gives one of your damage dealers a free turn and it protects them at the same time. Run a ranger up to shotgun a baddie, then use Aid Protocol to keep them alive and give them a chance to shoot a second enemy in the process? It's almost too good. The downside is that the cooldown on Aid Protocol actually increases, but that's a tradeoff I will happily accept.


It's poster time! This is a shot I took after our very first mission. Aw look, the gang's all here! Can you believe that we made it out of that situation without any casualties? Not even one?


Here's one of the group looking totally badass after finishing a mission in the tunnels.


Sometimes the game takes pictures for you, as it did when Gerad got promoted to sergeant. That's a pretty grim scene! Note that a lot of the poster poses were only recently added as part of the Tactical Legacy pack that came out in late 2018. It's great that the devs included a bunch of gameplay-adjacent stuff like this, they clearly love this game as much as I do.


All right, we have to deal with the difficult covert ops at some point, might as well start now. If we want to permanently deal with the Chosen, we need to complete a series of missions to track down their hideouts. Doing this will also increase our standing with one of the factions, allowing us to use more resistance orders per month, which is a major bonus. Unfortunately, these ops are also riskier, as you can see here. I'm not all that worried about my soldiers getting wounded, but ambushes are bad and captured soldiers are worse. Sometimes there are ways to nullify these threats, maybe by spending resources or sending an additional soldier on the covert op, but for now we don't have any way to prevent the risk of ambush. Instead, I'm going to make a team that I think can survive the ambush mission if it occurs: a good specialist for survivability and an expendable ranger for damage dealing and, uh, sacrificing if necessary. Good luck, guys!


We finish our scan and get that bonus resistance contact - time to add a new region to the network! I decide to move into Western Europe because that will get us closer to one of the ADVENT facilities on the map (helpfully indicated by that dotted red line). We're getting farther from home, so the intel cost is going to be 80 this time. I can afford it for now, but it'll be time to start building radio towers soon.


The Chosen Warlock completes his project for the month, reducing our income and increasing his knowledge level. Eh, that's fine.


We finished researching psionics! This is exciting, I've never been able to build a psionics lab so early in the campaign before. In the past I've been stymied by the fact that you need elerium (a rare resource) to actually build the room, but this time I think I have enough on hand to make it happen. If we can start fielding psi operatives soon that will be a huge win for the team.


It's time to choose some new research! We have a breakthrough available that I'm interested in pursuing, but we've also killed enough stun lancers that the autopsy for them has become instantaneous. You can complete instant research without giving up a breakthrough, so we do that first.


Researching stun lancers gives us access to better S Words, and I know somebody who's gonna be pretty happy about that.


There's a lot of stuff that I'd like to be researching right now - Gauss weapons gives us better gear for snipers and grenadiers, Plated Armor is very important for survivability - but you know how it is with breakthroughs. Modular Cannons will let us install an extra weapon mod onto our grenadiers' cannons, which will be hugely important late in the game. It's actually kind of useless right now, since we have so few weapon mods on hand, but I don't get to choose what breakthrough pops up when.


Our power relay is done! With the bonus from the power conduit, this should be enough to keep quite a few Avenger facilities running.


We have three engineers right now - Adam is running the Resistance Ring, which shortens the time to complete covert ops and whatsisname is still working on the second power coil. Our last engineer starts excavating a room on the top level of the Avenger so that we have somewhere to put our psi lab. Thankfully, the first set of rooms is much faster to excavate - he'll have it done within the week. We're also going to want a proving grounds to develop weapons, an infirmary to speed up recovery times, a training center to spend AP on extra abilities...so much to do! Engineers can also staff power relays and comm stations to increase their effectiveness, so it pays to have a lot of them on staff. We aren't in bad shape with three at this point, but I'll definitely be keeping my eyes open for more.

Well, that's all the XCOM action I've got for this week for you. Enjoy your weekend, and join me next week as we take our first six-person team on the road!
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  #99  
Old 02-15-2019, 01:45 PM
Ted Ted is offline
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Guys, I went on two dates in a single update; nice!

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...and Eric finishes the poor guy off.
What a maneuver!
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  #100  
Old 02-15-2019, 02:56 PM
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Originally Posted by MCBanjoMike View Post

It's poster time! This is a shot I took after our very first mission. Aw look, the gang's all here! Can you believe that we made it out of that situation without any casualties? Not even one?
Can I just say I continue to be delighted that my silly request for you to attempt to recreate my flamboyant purple pirate cosplay/persona resulted in this ridiculous but useful badass.
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  #101  
Old 02-15-2019, 02:58 PM
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MCBanjoMike MCBanjoMike is online now
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Man, Mogri, we've got some different views when it comes to XCOM 2 sharpshooters. You seem to think the pistol is their raison d'être, whereas for me it's the cherry on top of the beautiful cake that is a sniper who can:
  • do huge damage
  • from complete safety
  • with amazing accuracy
  • potentially to 3-6 enemies in a single turn using Kill Zone
  • oh also I gave them armor piercing rounds screw you ADVENT
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  #102  
Old 02-15-2019, 03:33 PM
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Mogri Mogri is online now
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Hah! True. I really value mobility, and sniper sharpshooters don't have that. Pistol sharpshooters also have way more damage per round (at least against unarmored enemies), and they feel borderline essential against the Lost.

Another thing: XCOM 2 rewards turtling a lot less than EU/EW. In those council missions where you have to scoot everyone to the other side of the map in 12 rounds, you can't afford to set up a rooftop sniper. "Well, don't take your sniper on those missions," you say. Fair enough, but half the missions in XCOM 2 involve a timer of some sort. EU snipers were amazing; EW snipers are merely very good.

Besides, you haven't lived until you've cleared out a room full of enemies with Faceoff.

Don't tell me you don't take Lightning Hands, at least!
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  #103  
Old 02-15-2019, 04:16 PM
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MCBanjoMike MCBanjoMike is online now
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Quote:
Originally Posted by Mogri View Post
Pistol sharpshooters also have way more damage per round (at least against unarmored enemies), and they feel borderline essential against the Lost.
More damage per round? Only when Faceoff or Fan Fire is up, I would think. As for the Lost, they're so easy to deal with that having a sharpshooter around is more of a luxury than a necessity. Lightning Hands is of course great and I did pick it for Gerad.

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Originally Posted by Mogri View Post
Another thing: XCOM 2 rewards turtling a lot less than EU/EW. In those council missions where you have to scoot everyone to the other side of the map in 12 rounds, you can't afford to set up a rooftop sniper. "Well, don't take your sniper on those missions," you say. Fair enough, but half the missions in XCOM 2 involve a timer of some sort. EU snipers were amazing; EW snipers are merely very good.
This is a fact, but sharpshooters are still super useful despite being nerfed a bit from EU/EW (where they were literal and figurative gods). I don't have a ton of trouble managing the timers, you just focus on either moving or shooting in a given turn. That gets even easier once you have the Hunter's rifle in your possession...

Anyway, I still think the best thing about snipershooters is that they tend to stay alive, which is really important for the first 3/4 of the campaign. They level up a bunch and get injured less frequently, so they're usually around to shepherd your poor squaddies once you've gotten all your corporals and sergeants killed. Then in the late game they're just nearly-guaranteed damage every turn over the whole map - what's not to like?

(Note that the Hunter's pistol makes Fan Fire really shine, so I'll usually try to get that ability even on my more distance-focused shooters.)
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  #104  
Old Yesterday, 03:08 PM
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Originally Posted by MCBanjoMike View Post
Mission 8: Sensenic Needs a Hug
Yes, he does.

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Originally Posted by MCBanjoMike View Post

I've been meaning to ask: what happened to Morocco and Spain for them to be in that awful state? D:
Is it part of the plot, or just some areas are randomly generated as scorched?

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Originally Posted by MCBanjoMike View Post

I'm trying to get into the habit of taking mission-end photos more often, so here's our crew looking tough. Except for Sensenic, who appears to be giving a thumbs up? But, like, in a pretty tough way.


I love this shot because Alice is all "heh we sure kicked some ass today" and Joan is all "I think my ribs are broken". READ THE ROOM, TRAITOR LORD.
I'm clearly still shaken by my close encounter of the snake kind, though, who wouldn't be? Where's the "Stressed" status that I should clearly have?

Man, my role in this is becoming increasingly sitcom-y. XD
That said, awkwardness? Failing to read the room? This game's got me down to a T, it's almost scary.
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