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Dev team: You need to add mod options to default weapons

As an assault I love using the factions default weapons, as they look and sound amazing. But they dont have any mod options so its hard to justify using them when the 10x better EL-16HFE with improved range and reduced recoil mod is available. I shouldnt be penalized for wanting to use the default weapons.

The default weapons stats arent bad at all either, its not like theyre only a beginners weapon.

So they are GOOD weapons but since they have no mods it feels like no one should use them.

this is an example of the mods you should add to default weapons for assault class:

Reduced Recoil
Improved Range
Improved Cooling

obviously the other classes should follow as well. theres no reason people should be penalized for using the default weapons instead of the unlocks.

Replies

  • yes...
  • Would love this
    "DEW IT."
    p1jlhhgtai3b.png
    "I am the Senate."
  • Would love this

    they need to dew it
  • Yes please.
    PSN: BucksawBoushh
  • Yes please.

    what mods do you want for your default weapons?
  • Yes, please. I would love to see them add something to increase the accuracy for standard assault rifles.
  • Anonymous_Tom
    140 posts Member
    edited December 6
    They just need to add new weapons, anyway.

    But, seeing as how they lied about new weapons to begin with and this is a failed "Live Service", we'll be lucky if they even consider it
    #ShutDICEdown
  • They just need to add new weapons, anyway.

    But, seeing as how they lied about new weapons to begin with and this is a failed "Live Service", we'll be lucky if they even consider it

    i wonder what problems battlefront 3 is goona have smh
  • Yes, please. I would love to see them add something to increase the accuracy for standard assault rifles.

    yeah like improved recoil so you can shoot farther distances.
  • razorus09 wrote: »
    yes...

    si
  • Yes, please. I would love to see them add something to increase the accuracy for standard assault rifles.

    What other mods do you want
  • It has been requested a few times. It would clearly make old weapons feel fresher if they don't plan on adding new weapons soon.
  • I would also like to see them add something to the increase fire rate, and slightly lower damage and accuracy, for close quarters combat. The standard assault rifles seem to fire at the same rate as the old E-11 did in Bf 2015. Adding the modification could push the rate of fire up to maybe about a little faster than the AC180 in Bf 2015.

    The third modification could be infrared Scope (only for medium range and night time maps).

    The forth modification could be the basic Ion shot. Decreased damage to troopers and heroes, increased damage to vehicles.

  • Sath
    225 posts Member
    Nah, they are fine, they are the "Jack of all Trades". For cqb there is the CR-2, for mid-range the A280C, for even longer ranges the HFE, which is less effective after specialists got their health buff, though. They are also the standard issue weapon you get when you join the military, it is what it is. Consider the other guns as looted or brought and modified by you to suit your needs.
  • Sath wrote: »
    Nah, they are fine, they are the "Jack of all Trades". For cqb there is the CR-2, for mid-range the A280C, for even longer ranges the HFE, which is less effective after specialists got their health buff, though. They are also the standard issue weapon you get when you join the military, it is what it is. Consider the other guns as looted or brought and modified by you to suit your needs.

    You’re actually against adding mods to the default blasters? Other than for immersions sake or to challenge yourself there is zero reason to choose default over one of the modded blasters. It’s a shame and a waste of a weapon. Iconics like the E11, F11D and the DH17 are just sitting there. Nobody uses them.
    PSN: BucksawBoushh
  • I agree with this, I love the iconic E-11 and DC-15, but am unable to use them without feeling disadvantaged.
    442nd And 332nd are the BEST
  • Sath wrote: »
    Nah, they are fine, they are the "Jack of all Trades". For cqb there is the CR-2, for mid-range the A280C, for even longer ranges the HFE, which is less effective after specialists got their health buff, though. They are also the standard issue weapon you get when you join the military, it is what it is. Consider the other guns as looted or brought and modified by you to suit your needs.

    "standard issue weapon when you join the military". its not like those weapons are barred from having mods. if you can add an extended barrel onto an EL-16HFE then you should be able to add it onto a DC-15.

    the clone army or imperial army wouldnt be "looting weapons". they have standard issue guns that most of them use.

    theres no excuse for giving mods to the players who want to use the default blasters.
  • Saber91
    926 posts Member
    edited December 6
    I agree with this, I love the iconic E-11 and DC-15, but am unable to use them without feeling disadvantaged.

    right? for immersion reasons i hate being a droid and using the EL-16HFE but its the best assault weapon pretty much on open maps so i feel dumb if i use the default blasters which have more recoil and less range.

    if im clones i have to put on my alternate appearance armor and pretend im some republic commando who has a special weapon to feel good about using the EL-16HFE
  • Like most of you I am basically all for it, but there are potential problems with balancing, as the standard blasters is what new players start out with. I am pretty sure that they sit in a sweet spot for that purpose right now, being good enough for getting kills, yet inferior enough for experiencing progression when you upgrade.

    If you add mods to the default weapons, they might become too strong, if you weaken their base stats only slightly, it screws over new players.

    Also there is the general issue that there isn't much choice with mods since most of the time only 2 out of 3 are useful anyways. I don't switch weapons often, and there's no reason to, which is a shame in this game I think. There should definitely be more viable options!
  • Saber91
    926 posts Member
    edited December 6
    mkite wrote: »
    Like most of you I am basically all for it, but there are potential problems with balancing, as the standard blasters is what new players start out with. I am pretty sure that they sit in a sweet spot for that purpose right now, being good enough for getting kills, yet inferior enough for experiencing progression when you upgrade.

    If you add mods to the default weapons, they might become too strong, if you weaken their base stats only slightly, it screws over new players.

    Also there is the general issue that there isn't much choice with mods since most of the time only 2 out of 3 are useful anyways. I don't switch weapons often, and there's no reason to, which is a shame in this game I think. There should definitely be more viable options!

    i see what youre saying, but when you progress you get better weapons anyway, that are way better than the defaults. So someone who is progressing should have the option of either modifying their standard weapons to perform better, or using the unlockable weapons that are already better.

    another about this is each faction has its own UNIQUE looking and sounding weapon, and i think that adds to the experience. seeing a droid with a DC-15A or an A280 just looks... off..
  • more weapons would be nice too.
  • Sath wrote: »
    Nah, they are fine, they are the "Jack of all Trades". For cqb there is the CR-2, for mid-range the A280C, for even longer ranges the HFE, which is less effective after specialists got their health buff, though. They are also the standard issue weapon you get when you join the military, it is what it is. Consider the other guns as looted or brought and modified by you to suit your needs.

    You’re actually against adding mods to the default blasters? Other than for immersions sake or to challenge yourself there is zero reason to choose default over one of the modded blasters. It’s a shame and a waste of a weapon. Iconics like the E11, F11D and the DH17 are just sitting there. Nobody uses them.

    tenor.gif?itemid=9359945
  • can a moderator confirm that the BF2 Dev Team at least looked at this thread?
  • Saber91 wrote: »
    As an assault I love using the factions default weapons, as they look and sound amazing. But they dont have any mod options so its hard to justify using them when the 10x better EL-16HFE with improved range and reduced recoil mod is available. I shouldnt be penalized for wanting to use the default weapons.

    The default weapons stats arent bad at all either, its not like theyre only a beginners weapon.

    So they are GOOD weapons but since they have no mods it feels like no one should use them.

    this is an example of the mods you should add to default weapons for assault class:

    Reduced Recoil
    Improved Range
    Improved Cooling

    obviously the other classes should follow as well. theres no reason people should be penalized for using the default weapons instead of the unlocks.

    i agree. i love using the default assault weapons. just wish they were more viable.
  • Makes sense.
  • DaxStorm wrote: »
    Makes sense.

    hey thanks man. please go into detail on what you think.
  • Saber91 wrote: »
    As an assault I love using the factions default weapons, as they look and sound amazing. But they dont have any mod options so its hard to justify using them when the 10x better EL-16HFE with improved range and reduced recoil mod is available. I shouldnt be penalized for wanting to use the default weapons.

    The default weapons stats arent bad at all either, its not like theyre only a beginners weapon.

    So they are GOOD weapons but since they have no mods it feels like no one should use them.

    this is an example of the mods you should add to default weapons for assault class:

    Reduced Recoil
    Improved Range
    Improved Cooling

    obviously the other classes should follow as well. theres no reason people should be penalized for using the default weapons instead of the unlocks.

    Why not just add more weapons as well
  • I think you said it all really, I’ll be honest, I haven’t used the base weapons since unlocking the “better” ones but that maybe a perception rather than the reality. A few mods might attract a few more people to try them out again.
    I will be now!
  • Xerogon wrote: »
    Saber91 wrote: »
    As an assault I love using the factions default weapons, as they look and sound amazing. But they dont have any mod options so its hard to justify using them when the 10x better EL-16HFE with improved range and reduced recoil mod is available. I shouldnt be penalized for wanting to use the default weapons.

    The default weapons stats arent bad at all either, its not like theyre only a beginners weapon.

    So they are GOOD weapons but since they have no mods it feels like no one should use them.

    this is an example of the mods you should add to default weapons for assault class:

    Reduced Recoil
    Improved Range
    Improved Cooling

    obviously the other classes should follow as well. theres no reason people should be penalized for using the default weapons instead of the unlocks.

    Why not just add more weapons as well

    well yes that too of course (as long as theyre balanced and dont look or sound out of place) but they still should add something that should have been in the game from the get go. you know?
  • Andrien
    136 posts Member
    edited December 7
    Have requested this before as well with no word from the devs. Weapons like the M-45 need to be buffed. Weapons like the DH-17 should have the same rate of fire they did in SWBF I. The Dh-17 was one of the best side arms a solider could carry in the original.

    Weapons like the T-21 should be introduced for the Heavy and weapons like the T-21B targeting rifle for the Sniper. Those are just a few examples. Bowcaster for the Assault as another example.
  • mkite wrote: »
    Like most of you I am basically all for it, but there are potential problems with balancing, as the standard blasters is what new players start out with. I am pretty sure that they sit in a sweet spot for that purpose right now, being good enough for getting kills, yet inferior enough for experiencing progression when you upgrade.

    If you add mods to the default weapons, they might become too strong, if you weaken their base stats only slightly, it screws over new players.

    Also there is the general issue that there isn't much choice with mods since most of the time only 2 out of 3 are useful anyways. I don't switch weapons often, and there's no reason to, which is a shame in this game I think. There should definitely be more viable options!

    Well if that’s what you think, why not have the default blasters unlock mods after you have unlocked all the mods for the other weapons, so it’s like a ‘prestige’ for completing all the other weapons. This would allow them to be more powerful, yet allow for progression when first starting, and you wouldn’t have to make them weaker so new players don’t feel too weak.
    442nd And 332nd are the BEST
  • DaxStorm wrote: »
    I think you said it all really, I’ll be honest, I haven’t used the base weapons since unlocking the “better” ones but that maybe a perception rather than the reality. A few mods might attract a few more people to try them out again.
    I will be now!

    its weird because the default weapons that no one is goona use ever again after the first few unlocks have more detail and variety put into them than the unlockables...

    its like the did all that work making them unique to each faction for NOTHING.

    mods for the default weapons make sense because i would like to see more people use them. myself included.
  • KrocketOnBoost
    411 posts Member
    edited December 7
    This and they need to add every weapon from BF1.

    Miss the dt-12..
  • This and they need to add every weapon from BF1.

    Miss the dt-12..

    yeah i agree. i miss the DLT-19
  • I think Dennis did say a couple months ago that they were looking into it, but there's been nothing else since then afaik. UninspiredZebra (a modder/dataminer) has however managed to port three weapons, the DT-12, DL-18 and CA-87 into the game, available for offline play, which I think puts some pressure on the devs to add new/ported weapons to the game, which combined with the fact that support is expected to continue at least for a while into next year and that some devs are re-joining the team now that BFV is out, makes me think that we may well get some new weapons next year.
    As for mods I'd like to see for the base weapons (because I totally agree, most of them are decent weapons but are just outclassed by unlockable weapons with mods)(oh, and these aren't necessarily ideal unlock orders, just three potential mods for each class):
    Assault:
    Reduced Recoil, which adds a light stock or changes the grip design of the gun. Several weapons, specifically the DC-15a and E-11, actually have an integrated fold-out stock which is visible underneath the barrel of the weapon. The F-11d could have the same stock as Phasma, and the EL-16 would use the same stock as the HFE.
    Improved Cooling, a pretty basic mod which just extends the duration of time you can sustain fire for.
    Weapon Handling - this is just an idea which might actually make the weapons more appealing, but I'm not sure if it would work. Basically it would mean that you can fire faster after sprinting, and/or have greater accuracy whilst moving. I think this could be an interesting mod.
    Heavy:
    Barrel Vents - another new mod which reduces the manual cooldown on the weapon. I've been using the default Heavy weapon a bit, I like the way they look and sound and in general they perform very similarly to the DC-15LE just with slightly less RoF. However, one thing I have noticed is that when you manually cool your weapon, it takes quite a long time to cool down at least compared to other weapons. Again, I think this mod might draw people back to try the weapon again.
    Really other than that I think it's pretty open. Perhaps improved range/accuracy so you can deal better damage at range, and maybe something which increases the damage output a little? Or just improved cooling, although that might not be needed with the first mod.
    Officer:
    Improved Cooling, a basic mod which just increases the amount of shots the weapon can fire before overheating.
    Improved Grip, a basic mod seen on the Blurrg which reduces the weapon's recoil slightly.
    OR
    Improved Range, which simply adds a few extra metres (maybe 10) before the shot starts to lose damage.
    Automatic Fire - I think this is probably the most interesting and game-changing mod for the pistols, which would turn them into automatic pistols. Overall this would increase their rate of fire and thus damage output, but decrease the effective range somewhat both due to a damage drop off range decrease and the recoil which makes longer range combat more difficult.
    Specialist:
    Personally I think the default Specialist weapons could do with a bit of a rework, making them more like the IQA, and then perhaps get rid of the IQA and replace it with an SMG, but assuming that isn't going to happen I'll make some mods for the rifles as they are now.
    Dual Zoom, basic mod which just adds a toggla ble zoom level making it easier to see and hit far away targets.
    Improved Mechanisms - increases the maximum rate of fire quite significantly, allowing you to secure kills at range with more reliability and also somewhat increasing your effectiveness at closer ranges.
    Modified Barrel - increases the damage drop off range by a reasonable amount and also increases the speed of the shot, making the weapon more effective at longer range.
    What do you guys think of those mods? Hopefully we do get some mods at some point, even if not those ones specifically.

    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • JMaster
    1972 posts Member
    Yeah, it's especially sad since in the last game, the two default blasters (E-11 and A-280C) were among the best blasters in the entire game. I imagine- for the Assault, at least- they could get Reduced Recoil, Rapid Fire, and Trooper Bane (a damage increase). I imagine that Reduced Recoil and Rapid fire could make the weapon like the old A-280C, and Reduced Recoil and Trooper Bane like the E-11. I dunno, I love the era-accuracy too, so here's hoping!
    "I felt there was a large amount of human chauvinism... also I felt very bad that at the end the Wookie didn't get a medal also... oh, all the people got medals but the Wookie who had been in there fighting all the time, didn't get any medal, and I thought that was an example of Anti-Wookie discrimination." - Carl Sagan on the subject of Star Wars
    He knew.
  • DrX2345 wrote: »
    I think Dennis did say a couple months ago that they were looking into it, but there's been nothing else since then afaik. UninspiredZebra (a modder/dataminer) has however managed to port three weapons, the DT-12, DL-18 and CA-87 into the game, available for offline play, which I think puts some pressure on the devs to add new/ported weapons to the game, which combined with the fact that support is expected to continue at least for a while into next year and that some devs are re-joining the team now that BFV is out, makes me think that we may well get some new weapons next year.
    As for mods I'd like to see for the base weapons (because I totally agree, most of them are decent weapons but are just outclassed by unlockable weapons with mods)(oh, and these aren't necessarily ideal unlock orders, just three potential mods for each class):
    Assault:
    Reduced Recoil, which adds a light stock or changes the grip design of the gun. Several weapons, specifically the DC-15a and E-11, actually have an integrated fold-out stock which is visible underneath the barrel of the weapon. The F-11d could have the same stock as Phasma, and the EL-16 would use the same stock as the HFE.
    Improved Cooling, a pretty basic mod which just extends the duration of time you can sustain fire for.
    Weapon Handling - this is just an idea which might actually make the weapons more appealing, but I'm not sure if it would work. Basically it would mean that you can fire faster after sprinting, and/or have greater accuracy whilst moving. I think this could be an interesting mod.
    Heavy:
    Barrel Vents - another new mod which reduces the manual cooldown on the weapon. I've been using the default Heavy weapon a bit, I like the way they look and sound and in general they perform very similarly to the DC-15LE just with slightly less RoF. However, one thing I have noticed is that when you manually cool your weapon, it takes quite a long time to cool down at least compared to other weapons. Again, I think this mod might draw people back to try the weapon again.
    Really other than that I think it's pretty open. Perhaps improved range/accuracy so you can deal better damage at range, and maybe something which increases the damage output a little? Or just improved cooling, although that might not be needed with the first mod.
    Officer:
    Improved Cooling, a basic mod which just increases the amount of shots the weapon can fire before overheating.
    Improved Grip, a basic mod seen on the Blurrg which reduces the weapon's recoil slightly.
    OR
    Improved Range, which simply adds a few extra metres (maybe 10) before the shot starts to lose damage.
    Automatic Fire - I think this is probably the most interesting and game-changing mod for the pistols, which would turn them into automatic pistols. Overall this would increase their rate of fire and thus damage output, but decrease the effective range somewhat both due to a damage drop off range decrease and the recoil which makes longer range combat more difficult.
    Specialist:
    Personally I think the default Specialist weapons could do with a bit of a rework, making them more like the IQA, and then perhaps get rid of the IQA and replace it with an SMG, but assuming that isn't going to happen I'll make some mods for the rifles as they are now.
    Dual Zoom, basic mod which just adds a toggla ble zoom level making it easier to see and hit far away targets.
    Improved Mechanisms - increases the maximum rate of fire quite significantly, allowing you to secure kills at range with more reliability and also somewhat increasing your effectiveness at closer ranges.
    Modified Barrel - increases the damage drop off range by a reasonable amount and also increases the speed of the shot, making the weapon more effective at longer range.
    What do you guys think of those mods? Hopefully we do get some mods at some point, even if not those ones specifically.

    That's reassuring
  • “PEW! PEW! PEW!” - DT12
    PSN: BucksawBoushh
  • JMaster
    1972 posts Member
    Uh, actually...
    “PEW! PEW! PEW!” - Every Star Wars Blaster Ever
    Fixed.
    XD
    "I felt there was a large amount of human chauvinism... also I felt very bad that at the end the Wookie didn't get a medal also... oh, all the people got medals but the Wookie who had been in there fighting all the time, didn't get any medal, and I thought that was an example of Anti-Wookie discrimination." - Carl Sagan on the subject of Star Wars
    He knew.
  • Saber91 wrote: »
    DrX2345 wrote: »
    I think Dennis did say a couple months ago that they were looking into it, but there's been nothing else since then afaik. UninspiredZebra (a modder/dataminer) has however managed to port three weapons, the DT-12, DL-18 and CA-87 into the game, available for offline play, which I think puts some pressure on the devs to add new/ported weapons to the game, which combined with the fact that support is expected to continue at least for a while into next year and that some devs are re-joining the team now that BFV is out, makes me think that we may well get some new weapons next year.
    As for mods I'd like to see for the base weapons (because I totally agree, most of them are decent weapons but are just outclassed by unlockable weapons with mods)(oh, and these aren't necessarily ideal unlock orders, just three potential mods for each class):
    Assault:
    Reduced Recoil, which adds a light stock or changes the grip design of the gun. Several weapons, specifically the DC-15a and E-11, actually have an integrated fold-out stock which is visible underneath the barrel of the weapon. The F-11d could have the same stock as Phasma, and the EL-16 would use the same stock as the HFE.
    Improved Cooling, a pretty basic mod which just extends the duration of time you can sustain fire for.
    Weapon Handling - this is just an idea which might actually make the weapons more appealing, but I'm not sure if it would work. Basically it would mean that you can fire faster after sprinting, and/or have greater accuracy whilst moving. I think this could be an interesting mod.
    Heavy:
    Barrel Vents - another new mod which reduces the manual cooldown on the weapon. I've been using the default Heavy weapon a bit, I like the way they look and sound and in general they perform very similarly to the DC-15LE just with slightly less RoF. However, one thing I have noticed is that when you manually cool your weapon, it takes quite a long time to cool down at least compared to other weapons. Again, I think this mod might draw people back to try the weapon again.
    Really other than that I think it's pretty open. Perhaps improved range/accuracy so you can deal better damage at range, and maybe something which increases the damage output a little? Or just improved cooling, although that might not be needed with the first mod.
    Officer:
    Improved Cooling, a basic mod which just increases the amount of shots the weapon can fire before overheating.
    Improved Grip, a basic mod seen on the Blurrg which reduces the weapon's recoil slightly.
    OR
    Improved Range, which simply adds a few extra metres (maybe 10) before the shot starts to lose damage.
    Automatic Fire - I think this is probably the most interesting and game-changing mod for the pistols, which would turn them into automatic pistols. Overall this would increase their rate of fire and thus damage output, but decrease the effective range somewhat both due to a damage drop off range decrease and the recoil which makes longer range combat more difficult.
    Specialist:
    Personally I think the default Specialist weapons could do with a bit of a rework, making them more like the IQA, and then perhaps get rid of the IQA and replace it with an SMG, but assuming that isn't going to happen I'll make some mods for the rifles as they are now.
    Dual Zoom, basic mod which just adds a toggla ble zoom level making it easier to see and hit far away targets.
    Improved Mechanisms - increases the maximum rate of fire quite significantly, allowing you to secure kills at range with more reliability and also somewhat increasing your effectiveness at closer ranges.
    Modified Barrel - increases the damage drop off range by a reasonable amount and also increases the speed of the shot, making the weapon more effective at longer range.
    What do you guys think of those mods? Hopefully we do get some mods at some point, even if not those ones specifically.

    That's reassuring

    Im just wondering how you can "look into" something that you can just hot fix in the next patch. It's like the easiest things are the hardest for them. No wonder making Geonosis took about a year
  • JMaster wrote: »
    Uh, actually...
    “PEW! PEW! PEW!” - Every Star Wars Blaster Ever
    Fixed.
    XD

    "Vmmmmm" - Lightsaber
  • @DrX2345 I still want that SMG to be honest.
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • GenxDarchi wrote: »
    @DrX2345 I still want that SMG to be honest.

    Which smg?
  • Agreed
    8paa8hu8rh1j.gif
    8qbnofu0jcl1.gif
  • Saber91 wrote: »
    GenxDarchi wrote: »
    @DrX2345 I still want that SMG to be honest.

    Which smg?

    It was a hypothetical gun. It would behave like the CR-2 but less damage, but very accurate. It would rely on headshots to kill quickly, and have a lower total range, so it could only really be used in close combat. It could also be equipped with a Blaster suppressor.
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • GenxDarchi wrote: »
    Saber91 wrote: »
    GenxDarchi wrote: »
    @DrX2345 I still want that SMG to be honest.

    Which smg?

    It was a hypothetical gun. It would behave like the CR-2 but less damage, but very accurate. It would rely on headshots to kill quickly, and have a lower total range, so it could only really be used in close combat. It could also be equipped with a Blaster suppressor.

    dont you like assault rifles better?
  • They just need to add new weapons altogether.
    #ShutDICEdown
  • Saber91 wrote: »
    GenxDarchi wrote: »
    Saber91 wrote: »
    GenxDarchi wrote: »
    @DrX2345 I still want that SMG to be honest.

    Which smg?

    It was a hypothetical gun. It would behave like the CR-2 but less damage, but very accurate. It would rely on headshots to kill quickly, and have a lower total range, so it could only really be used in close combat. It could also be equipped with a Blaster suppressor.

    dont you like assault rifles better?

    The idea was that it would be for the Specialist as a close range option as currently the class is pretty handicapped at any range less than medium and can't really be used effectively on several maps. This weapon would still fit the intended playstyle of the Specialist (in terms of the running around harassing the enemy, flanking, laying traps etc) but change the range and style of engagements you'd have.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • Alex64
    5065 posts Member
    Progression is obnoxious, i doubt they can do any better.
    ひとりじゃないから仲間がいるから大丈夫!
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