Popular Post Kaskins Posted June 13, 2020 Popular Post Report Share Posted June 13, 2020 It is spring of 2020 and a bit extremely late behind schedule. With the beginning of the year we can see the unfortunate events unfold such as the Covid-19 which affects many countries around the world as well as economical impact. I hope you all stay safe and not lose your career due to this unfortunate events. Now for the real reason why this post exist? Is another update to IA and we have made it into year 2020 and we are a half a year over already. That's fast am I right? M113 Vehicle further optimize by fixing detached polys, not only that there is a face lift for the M1064. M60 Patton is a new tank for GDI, planning to replace the TAM tank costing 1,000. Dilemma atm still thinking what to do with TAM tanks. FV101 Scorpion will be the new GDI tank replacing the X1A Brazilian Tank model. The top speed is at 16 m/s Nod SU-122-54 is a free upgrade! No string attach! Same price but different behavior and who knows? Is new and improved version. Screenshot of Vile Facility tweaked/adjusted locations. Now Vile Facility has Beacon, I forget about em. Also made some minor adjustments to the map. Vehicle Transition, now this has been something I been working on but I only applied to the newest unit and finally have a standardize it. Thanks to Learony for discussion with me here's the diagram of the priority location for the exiting crew. So the driver, passenger or crew will exit on number 1, follow by 2, 3, 4 ,5 ,6, 7 and lastly 8th. EDITED : At number 6 exit point has been removed due to some issues exiting where you can get at uneven terrain. Last but not least, there something I would like to show you, some might have know what is it. But this is going to be a 3rd party/individual upgrade I haven't finalize the name yet. But they will be consist of 3 main things, they are Armament, Equipment., Survivalibility. ( AES ). Therefore as Ignatio Mobius said :- "The possibilities of Tiberium... are Limitless!" The UI for the possibility to customize / upgrade individual vehicle is far from being a reality as this is just a stepping stone, might need to discuss with Dblaney on how and if is feasible or not. I was inspired and drawn to reference of Scud Storm mod since they did construction in the game, additional upgrade for vehicle like a repair drone and many more. Roadmaps? Can't promise that it will be in before end of 2020 but here's what I think is feasible to see. 1 new map and 1 remaster/remake map to be made it in before end of 2020, or more. Possibly to re-revist the train,tram and monorail unit. Perhaps that new map will see the light of day. Revamp VTOL Aircraft re balancing. Rework or give face lift to some older models that are in the game, I think about 10 vehicles. Begin working on overhauling existing infantry gun play. Finally, I will end this message with a long list of change log as listed below. IA changelog since of 14/2/2020 Fix T-70, T-90, and BM-8-24 of a hidden turret bone armor. Infrared Stealth Tank Laser Splash damage fix from 30 too 3.0 a mistake typo. Fixed Vile Facility Spotlight have no collision to prevent Beacon placement. Added beacon pad in Vile Facility construction yard basement. Fixed BRDM-2/BRDM-2AT thanks to Rozpierdalator. Fixed Vile Facility Power Plant basement beyond the door no longer able to place beacon. Due to some glitch the player's creativity I have decide to maybe say that the it doesn't have reception underneath the Power Plant due to the electronic interference and the amount of radiation is trying to contain. Kinda poor description but preventing cheesing gameplay. There some minor visual issue on Vile will be patch down the road. Suspense added some spotlight on the buildings like Vile Facility Power Plant and Refinery. Follow by all the power plant that has a basement will a no beacon zone. Major changes to base defenses because tied to defense scripts. If you are 10-15 meters from base defenses who are unable to detect you, they can now spot you! Major changes to all land base vehicle traction, is behavior has been change in a way of handling it maybe somewhat different. I need to do this in order to fix vehicles climbing up hills. Damage overtime/ lingering damage/ burn effects. Damage type Previously % Currently % Laser 1.0 0.75 Laser_NoBuilding 1.0 0.75 Fire 1.0 0.75 Chem 1.0 0.8 Electricity 1.0 0.97 CNC_Flamethrower 1.0 0.90 CNC_Chem 1.0 0.95 Untouched Flamethrower 0.5 0.5 Explosive 0.1 0.1 Explosive_NoBuilding 0.1 0.1 C4 0.5 0.5 Ion_Cannon 1.0 1.0 Nuke 1.0 1.0 Nuke_Beacon 1.0 1.0 Ion_Beacon 1.0 1.0 The Chart above shown that the percentage/chances of you getting set to certain buff/de-buff. 1.0 = 100%, 0.1 = 10% So if a "Laser" warhead shot you there 3/4 times you will be ignited Burn damage from Fire Duration increase to 7 seconds from 10 seconds, damage Scale reduce to 4 from 10. Burn damage from Chem Duration increase to 9 seconds from 10 seconds, damage Scale reduce to 2 from 10. Burn damage from CNC_Fire Improved Fire Duration increase to 10 seconds from 10 seconds, damage Scale reduce to 4 from 10. Burn damage from CNC_Chem Improved Chem Duration increase to 17 seconds from 10 seconds, damage Scale reduce to 2 from 10. Burn damage from Electric Duration reduce to 5 seconds from 10 seconds, damage Scale reduce to 9 from 10. Tweaked the T-35 Upgraded model. BRDM-2 and BRDM-AT Fixed wheeled material. G6 Howitzer model readjusted, the barrel is now correctly size at 155mm. T-54, T64 model readjusted - Transition of entering exiting behavior changed. SU-122-44 free upgraded to SU-122-54 model. Transition of entering and exiting behavior changed. T-95 Black Eagle Tank model readjusted. the barrel is now correctly size at 120mm. Transition of entering and exiting behavior changed. T-95 Black Eagle Tank non-upgraded variant have a better cover near the turret ring. M1A2 Abrams Tank model readjusted, the barrel is now correctly size at 120mm. Transitioning of entering and exiting behavior changed. M113 SIDAM Model readjusted, Transitioning of entering and exiting behavior changed. M113 HVMS model readjusted, barrel is now correctly size at 60mm and 90mm respectively. Transitioning of entering and exiting behavior changed. M113 ADATS model readjusted, barrel for the adats missile/tube 152mm respectively. Transitioning of entering and exiting behavior changed. M579 model readjusted, transitioning of entering and exiting behavior changed. M1064 model has a facelift, behavior when firing mortar changes. Entering and exiting behavior changed. T88 Hellcat 105mm model readjusted, barrel is now correctly resize to 105mm gun. Transitioning of entering and exiting behavior changed. T88 Hellcat 105mm vehicle stats/behavior may have change. Churchill Tank model readjusted with the barrel correctly size at 57mm. Transitioning of entering and exiting behavior changed. Mk.2 Daimler Armoured Car model readjusted, with the barrel correctly resize to 40mm. Transitioning of entering and exiting behavior changed. Mk.2 Daimler vehicle stats/behavior may have change, it top speed is beyond 20m/s. Crusader Mk.3 Mk.1 AA Gun model fix for the upgrade variant a floating hidden mesh, transitioning of entering and exiting behavior changed. Crusader Mk.3 Mk.1 AA Gun Weapon tweaked, now the HEFI-T rounds has velocity faster than 400m/s Tick Tank 90mm, Tick Tank Firebug and Tick Tank 120mm the model all has been re-exported with its suspension adjusted. Lt.Adriana and Commissar EMP grenades will no longer be able to refill. Please re-buy the character again to use it. <Structure / Base defense changes> Ceiling Gun health reduce to 50 from 100. Pillbox Health reduce to 400 from 600. Laser Turret Health increase to 350 from 300. <Vehicle Weapon Changes> GDI Tow Humvee /BGM-71E reload time reduce to 4.1 from 4.6 BMD-1 73mm Gun reload time increase to 1.43 from 1.4 BRDM-2 9M11/AT variant fix was using a Tier 3 weapon instead of Tier 1 BRDM upgrade. 6 Wheel BRDM fix Machine Gun ammo count usage 6 Wheel BRDM all get a facelift. M113 fix Machine gun ammo count usage Centurion Tank reload time increase to 1.77 from 1.7 Challenger 2 reload time increase to 2.0 from 1.95. Churchill Mk.4 57mm reload time reduce to 1.38 from 1.46 FV4005 reload time increase to 9.31 from 7.85 FV4005 reload time for deploy maintain at 7.32 Hover MLRS reload time reduce to 3.75 from 6.4 M1A2 Abrams reload time increase to 2.1 from 1.85. M24 Chaffee reload time increase to 1.37 from 1.32 M3A1 Bradley 75mm Gun reload time reduce to 1.57 from 1.62 Mirage Tank change weapon from 105mm gun to 120mm gun. Sheridan reload time increase to 2.16 from 1.82 M270 MLRS standard default rocket change to M31 Ultinary Missile which is double the strength of its previous. To 113.5 from 58 per missile M270 MLRS undeploy will NOT chase target's. ( Only deploy mode will able to chase target's ) M270 MLRS deploy damage increase to 128.5 from 113.5. M270 MLRS M26 Cluster Airburst now fire 12 rockets instead of 6 previously. M270 MLRS Reload Time 8.2 seconds ( Deployed reload time 10.5 seconds ) M60 Patton Upgraded Model added. Mammoth Tank Mk.I 120mm increase reload time to 3.0 from 2.75. Mammoth Tank Railgun increase reload time to 4.0 from 3.75. Mammoth Tank Missile Tusk 60mm Missile explosion radius increase to 11.25 from 6.0. Mammoth Tank Missile Tusk 60mm Missile explosion damage increase to 90 from 60. Mammoth Tank 36 Inch gun increase range to 310+ from 280. ( to engage naval from land. ) Mammoth Tank 36 Inch gun shell damage increase to 1800 shell_nobuilding from 1690 shell_nobuilding. Matilda Reload reduce time to 1.38 from 1.46. Merkava Tank Mk.3 reload time increase to 2.1 from 1.92. Merkava LAHAT 105mm Missile range increase from 190 to 230. Mirage Tank reload time increase to 2.8 from 2.4 Mk.2 Daimler Armoured Car reload time reduce to 1.3 from 1.37 Mk.19 Humvee Grenade Launcher range increase to 212 from 200. Mk.19 Humvee Grenade Launcher velocity reduce to 40 from 65. Mk.19 Humvee Grenade Launcher damage increase to 95 steel from 80. OF-40 reload time increase to 1.8 from 1.62 T-34/OT-34 reload time reduce to 1.48 from 1.55 T-34 will be replacing the OT-34, phrasing out the flamethrower variant for now. T-34 get a face lift or model clean up. ( New PT ICON included ) PT-91 Pendekar reload time increase to 1.98 from 1.95. Stridsvagn 103reload time reduce to 1.92 from 2.1. T-35 45mm Gun reload time reduce to 3.7 from 4.75 T-54 reload time reduce to 1.7 from 1.75 T-62 reload time increase to 2.9 from 2.75 T-70 45mm gun reload time reduce to 1.32 from 1.39 T-95 reload time increase to 2.16 from 1.95 Tick Tank 90mm reload time increase to 1.75 from 1.62 Tick Tank 90mm deployed reload time increase to 1.4 from 0.97 Tick Tank 90mm Deploy time increase to 8 seconds from 7 seconds from 6.9 Tick Tank 90mm got a minor face lift on the gun Tick Tank 120mm reload time increase to 3.2 from 2.88. Tick Tank 120mm deployed reload time increase to 2.56 from 1.73 Tick Tank 120mm Deploy time increase to 8 seconds from 6.9 Tick Tank 120mm got a minor face lift on the gun Tick Tank Firebug Deploy time increase to 8 seconds from 6.9 Tick Tank Firebug got a minor face lift on the gun Tick Tank Firebug Hornet shot has been rebalance using a shortgun preset called Canister Shot Tick Tank firebug Burst fire damage reduce to 4 ammo from 5 ammo. Tick Tank Firebug Burst fire damage ( total after 4 shots) reduce to 1080.4 damage from ( 5 shots ) 1,600 Tick Tank Firebug burst fire rate of fire reduce from 3.0 to 2.7. Tick tank Firebug burst fire burst increase to 37 from 10. Titan 105mm Gun reduce reload time to 1.8 from 1.87 Titan Railgun 105mm gun reload time increase to 3.3 from 3.15 Infrared Stealth Tank Laser reduce from 64 to 60 Laser Damage. Infrared Stealth Tank Laser Primary beam has been set to deploy mode which is 3 seconds. Remove last min changes. Blackhand Stealth Tank reduce the overall speed by 0.8m/s - 1.0m/s Blackhand Stleath Tank turn rate reduce to 46 from 48. Blackhand Stealth tank tilt rate reduce to 28 from 32 Blackhand Stealth Tank missile velocity reduce to 66 from 70. Blackhand Stealth Tank Missile increase to 90 from 88. Tesla Tank add 1 more bolt so is 4x90 instead of 3x88. Tesla Tank splash damage increase to 22.5 to from 45.5 laser_nobuilding. ( reference wrong fixed already ) M270 MLRS damage increase to 113.5 from 58.5 per missile. Littoria Battleship armor reduce to 1,600 from Iowa Battleship armor reduce to 1,750 from 2.000 Zara Class Cruiser armor reduce to 900 from 10,00 Atlanta Class Cruiser ship armor reduce to 750 from 900 Hind per bullet damage set to 12.7 steel_noBuilding ( original hind damage was at 23.5 steel_nobuilding. ) Comanche no longer remain stealth when is moving and firing. Orca Assault Craft Anti-Tank, Escort HP increase to 500/500 Apache Anti-Tank, Escort HP increase to 500/500 Kawasaki OH-1 increase from 410 to 440/440. Slot 6 Tier 3 unit price increase to 900 from 800. Blackhand Stealth Tank Infiltrator AT Nod Devil Tongue Flame Tank. Hellcat T88 HE / HESH damage increase to 381/530 from 193/600. G6 Artillery HE / HESH damage tweaked to 592/823 from 626/940 ISU 122 HE / HESH damage increase to 1072/1544 from 1156/1466 Koksan 170 HE / HESH damage increase to 636/884 from 681/965 M107 SPG HE / HESH damage increase to 1237/1767.5 from 875/960 M109 Paladin HE / HESH damage increase to 703/782 from 652/715 M110 Howitzer HE / HESH damage increase to 1435/2050.3 from 1015/1128 T-34/D-30 HE / HESH damage increase to 443/616 from 219/610 GCT 155 HE / HESH damage increase to 699/948 from 626/850 Littoria Battleship increase its engine power torque from 181,000 to 1,081,000 which increase the speed by a bit. <New Camera profile apply to> Mammoth Tank 120mm Gun, Mammoth Railgun, 36 Inch. AMX-30 Sheridan A15 Crusader T88 Hellcat 105mm HOVER MLRS M270 MLRS Archer M60 Patton Mk.2 Daimler Churchill Tank M109 Paladin T-54, and T-62. 8 Wheeled BRDM-2, Autocannon, KPVT, Spitfire. G6 Arty, Stridsvagn 103 M50 Ontos Tesla Tank Wiesel 1 M2 Bradley 75mm , M6 Linebacker 25mm SU-122-54. T-95 Black Eagle 125mm Gn. ZSU-23-4 Shilka Sprut-SD 125mm. T-34 76mm, 85mm, 100mm, and 53mm. ASU-57, ASU-76. T-70, T-90, Bm-8-24 Centurion Tank 105mm, FV4005, ARVE. <Infantry Combat Drastic Changes> In preparing for the not too distance future of the weapon upgrade and customization a drastic changes to the infantry weapon take place. But behind it a formula i use can be quite complex so I leave the complexity behind. IonCannon Beacon explosion radius reduce to 32.5 from 41.00 Nuclear Beacon explosion radius reduce to 32.5 from 41.00 AK-107 damage changed to Shrapnel 16.88 from steel_nobuilding 14.000 Ak-108 damage changed to Shrapnel 23.180 from steel_nobuilding 19.000 Anti Tank Rifle ( Nod ) increase damage to 55 from 50. Non-upgraded only has the changes. AT4 fixed for the Shotgunner Class for both factions. It will start with 1+3 instead of 1+2. ( This can be resolve if you use refill at the PT upon Purchase ) AT4 CS ( improved ) after upgrade. Increase ammo capacity to 1+6 from 1+5. DMR damage reduce to 76.2 from 150 Shrapnel. DMR damage improved reduce from 81.3 from 187.5 Dp-27 damage reduce to 21.64 from 46.36 shrapnel Dp-28 damage reduce to 24.44 from 61.81 shrapnel EMP Grenade safety time increase to 1.0 from 0.55 F1 Famas reduce 17.62 from 26.5 shrapnel. F1 Famas Burst reduce to 20.12 from 21.5 shrapnel G2 Famas reduce to 23.18 from 32.00 shrapnel G2 Famas Burst increase to 30.18 from 25.00 shrapnel. FN2000 reduce damage to Shrapnel 17.62 from steel_nobuilding 14.00 Fn2000 Improved reduce to Shrapnel 23.18 from steel_nobuilding 17.5. Mutant Sniper Rifle reduce damage to 32 steel from 64 steel_nobuilding Tiberium Auto Rifle reduce damage to 18 from 21 TiberiumBullet. Krestal Grenade launcher damage increase to 100 steel from 95 steel M4 Carbine damage increase to 15.62 from 13.00 shrapnel. M4 Carbine improved reduce to 21.18 from 37.5 shrapnel. M4 Silencer reduce damage to 11.12 from 16 shrapnel. M4 Silencer Improve reduce to 11.12 from 21 shrapnel. Mantis Tiberium Rifle reduce damage to 21 from 28 TiberiumBullet Melta Gun reduce rate of fire to 7.8 from 8.0. ( Improved at 8.0 ) Melta Gun reload time increase to 2.680 from 2.580. ( same goes for improved just +0.1 ) Melta gun range reduce from 75 to 60 ( upgraded reduce from 90 to 78 ). Raptor Rifle reduce damage to 12 from 16 shrapnel. Improved Raptor rifle reduce damage to 19 from 20 shrapnel. SVD rifle reduce damage to 76.2 from 155.5. Lee Enfield rifle reduce to 110.2 from 227.5 Lee Enfield Rifle improve reduce to 120.5 from 284.5 Lee Enfield Rifle Scope reduce damage to 125.2 from 175. Lee Enfield Rifle Scope improved reduce damage to 135 from 218.75 Sako TRG-22/42 damage reduce to 78.2 shrapnel from 265 shrapnel. Both TRG's now have visible bullet tracer. Ramjet increase damage to 230 shrapnel ( Upgraded 345 ) from 220 shrapnel ( Upgraded 330 ) Personal Ion Cannon damage increase to 145 from 109. ( upgraded is 159 ) Personal Ion cannon explosion damage warhead change to 17 Fire Warhead previous was at 54 Electricity Warhead. Added the missing backpack Mendoza to the 2nd slot moving the Mendoza Firesuit to slot 3. Mendoza Backpack is the one who cannot swim and has unlimited shocking power. Mendoza Backpack will have its own volt rifle damage increase by 10% ( this applies to Flamethrower backpack and Chem Sprayer backpack. ) Petrova Mutant price increase to 1,350 from 1,050. Tarantula Laser Chaingun laser damage reduce to 11 from 12. Tarantula Laser Chaingun capacity reduce to 90 from 150 ( upgraded reduce to 120 from 200 ) Stinger damage reduce to 490 ( Upgraded 550 ) from 690 ( upgraded 780 ) <Infantry bullet projectile changes.> I am slowly transitioning/updating the infantry combat ammo presets. There will be 3 common ammo. FMJ, HP/JHP, and AP rounds. There will be other bullet types down the road. Shotgun currently will have Buckshot, FRAG-12, and Incendiary shot. Varies more different shotgun shells are being tested in R&D. M4 Carbine increase to 19.1 ( Upgraded 22.1 ) from 13 shrapnel ( upgraded 37.5 ) M4 Carbine Silencer increase to 20.56 ( upgraded 22.96 )= 16 shrapnel ( upgrade 21 ) F1 Famas increase to 26.9 ( upgraded 29.92 ) from 26.5 shrapnel ( upgraded 32 ) F1 Famas Burst to 3x14.93 ( upgraded 3x17.94 ) from shrapnel ( upgraded ) Ak--107 change to 22.4 shrapnel ( upgraded 30.86) from 14 steel_nobuilding ( upgraded 19 ) FN2000 change to 26.02 shrapnel ( Upgraded 29.02 ) = 14 steel_nobuilding ( upgraded 17.5 ) DP-27 increase to 20.59 ( upgraded 23.59 ) from 21.64 shrapnel ( upgraded 61.81 ) C.Kodiak change to 40.48 shrapnel ( upgraded 43.47 ) from 58.8 Steel ( upgraded 60.1 steel ) D.Eagle change to 34.49 shrapnel ( upgraded 37.49 ) from 25 Steel_noBuilding ( Upgraded 45.7 ) Beretta 92 reduce to 15.3 shrapnel ( upgraded 18.3 ) from 19 ( upgraded 24 ) Beretta 92FS reduce to 15.3 shrapnel ( upgraded 18.3 ) from 19 ( upgraded 24 ) Beretta 93R machine pistol reduce to 12.24 shrapnel ( upgraded 14.54 ) from 19 ( upgraded 24 ) HKVP70 reduce to 15.26 shrapnel ( upgraded 18.26 ) from 19 ( upgraded 24 ) HS2000 reduce to 15.12 shrapnel ( upgraded 37.49 ) from 19 ( upgraded 24 ) CS-75 reduce to 15.3 shrapnel ( upgraded 18.3 ) from 18 ( upgraded 24 ) CS-75 Semi Auto reduce to 12.24 shrapnel ( upgraded 14.54 ) 19 ( upgraded 24 ) G-17 reduce to 15.24 shrapne from 32 Shrapnel VP70Z 15.26 shrapnel ( upgraded 37.49 ) from 19 Shrapnel ( upgraded 24 ) Calico M960 13.05 shrapnel ( upgraded 15.3 ) from 21 Shrapnel ( Upgraded 28 ) Calico M950 11.71 shrapnel ( upgraded 13.71 ) from 12.8 Shrapnel ( Upgraded 19.5 ) SDT-Vulture Shotgun shrapnel damage increase to 9 bullets x19.680 per shot ( improved 9x22.68 ) from ??? AA-12 Incendiary 11.34 Flamethrower Damage ( Upgraded 14.34 ) from. AA-12 FRAG-12 5.25 steel_nobuilding ( upgraded 8.25 ) from. Double Barrel Shotgun shrapnel damage increase to 9 Bullets x 19.68 per shot from 16x32.32 Kevlar Shield shrapnel scale reduce to 0.78 from 1.0 Kevlar shield steel scale reduce to 1.25 from 2.0 Kevlar shield steel_nobuilding scale reduce to 1.4 from 2.0 CNCVehicleLight Armor Shell scale increase to 0.6 from 0.4 CNCVehicleMedium Armor Shell scale increase to 0.4 from 0.35 Infantry Changes Tier 0 Infantry such as Rifleman, Shotgunner, Sharpshooter, and Engineer were grant to heal up to 70% of your total hp if not in combat within 30 seconds. It grant 1 Hp per 1 seconds for non-mutants. The Forgotten Mutants will grant up to 70% of total hp for Mutant Assault & Demolisher 7 hp per second. Only if not take damage for 20 seconds. 50% of the total hp for Scavenger & Assassin 5 hp per second. Only if not take damage for 20 seconds. 30% also Templar & Marauder 3 hp per second. Only if not take damage for 20 seconds. Not only this reference/inherited from APB's infantry regen logic but I do not wish to confused or affect with the future build where facilities such as Hospital will grant HP over time. As of June 16th to 8th July Change the shoregun explosion for GDI/Nod 381/390 Explosion damage to Fire Damage. ( Ship armor is CNCBuildingLight which is 0.35 for Fire ). Increase the Shoregun shell for GDI/Nod to 1270/1300 shell from 1200/1250. (Ship armor is CNCBuildingLight which is 0.1 for Shell ). M270 MLRS 2nd fire reduce rate of fire from 0.5 to 0.32. M270 MLRS Deploy 2nd fire missile no longer track any vehicles and reduce the turn rate from 68 to 53 degree/second. Map adjustment Suspense, added both GDI and Nod Power Plant ladder transition. T-95 change to use same gun presets like PT-91 Shilka damage increase to 13.875 from 11.5 Steel_nobuilding Tunguska damage increase to 18.75 from 15.00 Steel_nobuilding Mitsubishi Type 87 35mm damage increase to 21.875 from 17.5 Steel_nobuilding Tarantula Laser Chain gun damage increase to 12 from 11 laser. ( Upgraded to 15 ) Tarantula Laser Chain Gun upgrade fix ammo capacity to 480 from 48. Flame Tower fix the target bone. Fix more vis on Forgotten Silo Dblaney added Moonsense ai bot. 10 Quote Link to comment Share on other sites More sharing options...
thedisclaimitory Posted June 16, 2020 Report Share Posted June 16, 2020 me like-y and hate-y all jokes aside though i think its kinda sick that the churchill tank is going to have like 10 variations of itself in game or something 0 Quote Link to comment Share on other sites More sharing options...
Ferret Posted June 19, 2020 Report Share Posted June 19, 2020 Nice! 0 Quote Link to comment Share on other sites More sharing options...
shoverno2 Posted July 21, 2020 Report Share Posted July 21, 2020 Looks impressive! 0 Quote Link to comment Share on other sites More sharing options...
adillionaire Posted October 1, 2020 Report Share Posted October 1, 2020 Thank you! 1 Quote Link to comment Share on other sites More sharing options...
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