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Did anyone else notice that there is now a Desert map in the levels folder? It's not in game yet or at least I don't think it is but with an email today giving notice that the founders program winds up on Sunday Oct 14 and open beta begins Oct 16 I figure the Oct 16 patch will activate this new map.
Cheers, Stonehouse
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I had heard in the No Guts No Galaxy Podcast #46 where they inteview Garth from PGI, him mentioning that the next new map would be a desert map, and it would be bigger than any of the current maps.
Hoping that it has some interesting terrain variation for cover and such...
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XBL/PSN: Sartori23 Member
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XBL/PSN: Sartori23 Member
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In case anyone missed it in the email, stress test today 5-6pm Pacific. Be there if you can.
"It does not require many words to speak the truth." - Chief Joseph
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I had heard in the No Guts No Galaxy Podcast #46 where they inteview Garth from PGI, him mentioning that the next new map would be a desert map, and it would be bigger than any of the current maps.
Hoping that it has some interesting terrain variation for cover and such... Well the file size is 16 MB which is nearly double that of Caustic......so perhaps it'll be closer to 10x10 km............
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They just put out a hotfix patch for the recent Lag/Rubberbanding which apparently was caused by how the new CryEngine patch handles the death of the Atlas... looking forward to trying it tonight. Also just got the following email with a bunch of nice changes, really happy about the matchmaker changes personally as it will definitely help new people play in the random games without so much of the premade "deathsquads" dominating, also impressed at how much PGI listened to the feedback from the community which at times was not so nice. Details here: MechWarrior Online Update
PGI Response to the major concerns of the community.
We would like to let you all know that we DO listen and DO carefully follow the forums, Facebook, Tweets, PMs and support tickets. We have a team of committed staff whose entire job is to tell us these things. Game development is similar to trying to steer a very large ship. To make changes in direction takes time and accurate judgement calls. Even after the decision to change direction has been made, it takes a lot of time to make sure the change is working and the direction is valid. A lot of the feedback on the forums specifically are in the pipe for implementation, but again it comes down to time to get them ready and tested before sending it out to you folks on the live servers.
That being said, we�d like to address the concerns and worries that many of you have regarding Open Beta, Match Making, Founder�s Premiums, Game Balance, New User Flow and the future of Community Warfare.
Open Beta:
We have decided to push Open Beta back. We agree that the game's current state of stability is not allowing us to get the latest experience across to new and veteran players alike. This is a short push back on the date and will depend on the stability and playability of the build. Current Gameplay Issue:
The instability (lag to completely dead FPS) has been identified and we will put out a fix tonight. We also want to make sure this fix works on the Live game servers so you will get a new patch very soon. Match Making:
The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams. The next 3 stages of planned releases for Match Making involve the following: Phase 1:
Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4. Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1. Phase 2:
Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft�s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively. At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date. Phase 3
We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we�ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented. We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible. Founder�s Premium Account Status:
We have heard your cries and we are responding to them�
On the date of Open Beta, your Premium Account timer WILL start ticking. Around Open Beta, a button will appear that will allow YOU the Founder�s account holder to decide when the timer starts to tick down. At the same time as this button appearing, your used Premium Account time will be reset to its full value. At that point, you can click the button to start your timer but you cannot stop it. It will be up to you to decide when the Premium Account starts to tick. Please note that this only applies to Founder�s Premium Account Bonus. Founder�s Mechs behave as planned from Open Beta onward. Players who purchase a Premium Account AFTER Open Beta will have their timers start immediately upon purchase. Game Balance:
The game is fairly close to where we want it but the last few items are finally coming into play in terms of Mech on-board systems and items such as Double Heat Sinks, Ferro Fibrous Armor which directly relate to weapon balance and combat experience. Now that those systems are in place, we will be looking into balancing factors such as heat and damage/damage over time etc. For more information about where weapons are going, check out this link. New User Experience:
We are adding a lot of tutorials for new players, and we believe this will help greatly. We�re also tightening the UI to make the flow easier to understand. In general, we�re adding a lot in the coming days, and we do understand this is needed to help new players the various complexities of MechWarrior Online. Videos of every aspect of Mech Warfare will be coming soon, including moving your Mech, arming your Mech and tactics with your Mech. Community Warfare:
Let�s start off by re-quoting the original Community Warfare Pillar from our game description: Community Warfare:
MechWarrior� in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech� Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech� lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp's player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.
Nothing has changed from this original vision of where we want to take Community Warfare. The thing about Community Warfare the decision to push it out further post Open Beta, is the sheer size of the feature and the amount of time to implement. Right now we want the dev team to focus on getting the current game feature set into the live build and then stabilize the build as people join us through the first few weeks of Open Beta. Soon after, a large segment of the entire team will shift over to getting Community Warfare coded and implemented so we can get this into the hands of internal/early beta tester�s hands so we can launch the feature in the future. Because of the sheer workload of this feature we cannot give you an accurate timeline for delivery for this but we will start rolling out information as we begin development of Community Warfare. After this big gameplay injection, we will look at the plan for the Clan Invasion. We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior� Online� Team
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Joined: Apr 2008
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
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Lag was horrible earlier, I hope that takes care of it.
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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Needless to say there was much whining on the official forums about being forced to only play in groups of 4 or 8 as a premade. Although from my read you can have a group smaller than 4 also.
One day the West will fall. But if the Liberty for which we fight is taken up by the world then the West will not have failed.
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Joined: Apr 2008
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
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MechWarrior Online Update
--------------------------------------------------------------------------------
PGI Response to the major concerns of the community. We would like to let you all know that we DO listen and DO carefully follow the forums, Facebook, Tweets, PMs and support tickets. We have a team of committed staff whose entire job is to tell us these things. Game development is similar to trying to steer a very large ship. To make changes in direction takes time and accurate judgement calls. Even after the decision to change direction has been made, it takes a lot of time to make sure the change is working and the direction is valid. A lot of the feedback on the forums specifically are in the pipe for implementation, but again it comes down to time to get them ready and tested before sending it out to you folks on the live servers.
That being said, we�d like to address the concerns and worries that many of you have regarding Open Beta, Match Making, Founder�s Premiums, Game Balance, New User Flow and the future of Community Warfare.
Open Beta: We have decided to push Open Beta back. We agree that the game's current state of stability is not allowing us to get the latest experience across to new and veteran players alike. This is a short push back on the date and will depend on the stability and playability of the build.
Current Gameplay Issue: The instability (lag to completely dead FPS) has been identified and we will put out a fix tonight. We also want to make sure this fix works on the Live game servers so you will get a new patch very soon.
Match Making: The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams. The next 3 stages of planned releases for Match Making involve the following:
Phase 1: Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4. Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.
Phase 2: Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft�s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively. At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.
Phase 3 We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we�ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented. We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.
Founder�s Premium Account Status: We have heard your cries and we are responding to them�
On the date of Open Beta, your Premium Account timer WILL start ticking. Around Open Beta, a button will appear that will allow YOU the Founder�s account holder to decide when the timer starts to tick down. At the same time as this button appearing, your used Premium Account time will be reset to its full value. At that point, you can click the button to start your timer but you cannot stop it. It will be up to you to decide when the Premium Account starts to tick. Please note that this only applies to Founder�s Premium Account Bonus. Founder�s Mechs behave as planned from Open Beta onward. Players who purchase a Premium Account AFTER Open Beta will have their timers start immediately upon purchase.
Game Balance: The game is fairly close to where we want it but the last few items are finally coming into play in terms of Mech on-board systems and items such as Double Heat Sinks, Ferro Fibrous Armor which directly relate to weapon balance and combat experience. Now that those systems are in place, we will be looking into balancing factors such as heat and damage/damage over time etc. For more information about where weapons are going, check out this link.
New User Experience: We are adding a lot of tutorials for new players, and we believe this will help greatly. We�re also tightening the UI to make the flow easier to understand. In general, we�re adding a lot in the coming days, and we do understand this is needed to help new players the various complexities of MechWarrior Online. Videos of every aspect of Mech Warfare will be coming soon, including moving your Mech, arming your Mech and tactics with your Mech.
Community Warfare: Let�s start off by re-quoting the original Community Warfare Pillar from our game description:
Community Warfare: MechWarrior� in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech� Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech� lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp's player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.
Nothing has changed from this original vision of where we want to take Community Warfare. The thing about Community Warfare the decision to push it out further post Open Beta, is the sheer size of the feature and the amount of time to implement. Right now we want the dev team to focus on getting the current game feature set into the live build and then stabilize the build as people join us through the first few weeks of Open Beta. Soon after, a large segment of the entire team will shift over to getting Community Warfare coded and implemented so we can get this into the hands of internal/early beta tester�s hands so we can launch the feature in the future. Because of the sheer workload of this feature we cannot give you an accurate timeline for delivery for this but we will start rolling out information as we begin development of Community Warfare. After this big gameplay injection, we will look at the plan for the Clan Invasion.
--------------------------------------------------------------------------------
We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior� Online� Team
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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Needless to say there was much whining on the official forums about being forced to only play in groups of 4 or 8 as a premade. Although from my read you can have a group smaller than 4 also. Yeah I think some of the vocal current MWO community that post on the forums are folks who always play in premade groups and just seem to not understand that they are only a small percentage of the overall playerbase and how much of a negative impression their domination of the games does... their main response to people who mention the imbalance is that everyone else should join a premade deathsquad too. I'm actually glad the the PGI plans provided multiple options to still allow people to play as premade groups yet reduce the negative impact they have on the rest of the random playerbase, I'd like to play with friends or an organized unit too sometimes, but if MWO is to be successful most of the player base will always be random pick up players. The 4person lance premade group vs randoms is a good tradeoff, or 8person premade vs 8person premade is an option too which matches what some of the older titles had, but either way it will be interesting to see how these people handle actually having to play with more even odds not being able to do the deathsquad roll over ramdoms so easily, some of them have posted something like 35/1 k:d ratio and will now run into reality.
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Joined: Apr 2008
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
Joined: Apr 2008
Posts: 19,581 |
It's a good thing they address it. If most people are out on their own but get stuck playing organized groups all the time, eventually you run the solo players off in frustration. I wish they would have the option for AI co-op battles like CH did. Still contributed to the persistent war, but at about a quarter of the effectiveness. Still, it kept people playing the game when human players started coming out with the cheap-win builds. AI can be programmed to play in the spirit of the game when human players just want to exploit. It will help if they do a better job integrating the in-game comms too. That's one reason gaming on Live is so nice--on a console everyone has the same comm system in place, just plug in the headphones.
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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Joined: Feb 2007
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Yeah I agree about the ingame comms, if they get that worked out it will make a huge difference to the random player games and help balance it out, I personally communicate a good amount even in text now, but would use it a bunch more to help direct fire etc.
The current beta C3 comms implementation just hasn't taken off because it works with premades only and most of those are already using TS3.
Overall though I just wish some of those vocal premade players would chill out for a bit and wait and see how this plays out... some of them are so bent out of shape it's hard not to think they assumed they would be able to carry on farming random players for c-bills indefinitely and they act like a beta tweak is the end of the world, those of us on the other end of the balance have been patient this far without all the hysterics...
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BTW I am online playing for a while and so I've joined the SimHQ TS3 server and created a MWO subchannel which will exist as long as one of us is in the channel, in case anyone want to group up.
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Good games Raw, got crashed out of that last game and am going to take a break but will be back on later for more fun, glad to see the hotfix last night fixed the lag/rubberbanding...
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The Founders program is finally ended, so PGI shared the final numbers:
----------------------------------------------------------------- Since Founders has come to an end, here are the "official" Founders numbers. I assume a few people may still be receiving refunds but doubt the numbers would change much.
Type-----------Number------Value Per------Line Total Legendary----26,470-------120--------------3,176,400 Elite------------26,400--------60---------------1,584,000 Veteran-------14,840--------30----------------445,200 ----------------------------------------------------------------- Total: 5,205,600
Pretty cool way to help fund a startup game and get some founder mechs, this is one Kickstarter like thing where I have definitely already gotten a good enjoyment on my support of the project and plan to play for years.
Also it looks like the Tue 10/16 patch has been pushed to 10/23, which might be good to get a little extra polish and avoid bugs like the lag last week.
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I find it interesting that they made that much money and yet still feel like they are ready to go to Open Beta within a week or two. Talk about shooting yourself in the foot without the need to.
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Yeah thankfully they have delayed the open beta!
I agree with you that they were rushing into the beta too soon, I know I often get very bad impressions from trying out betas in the past (BF2BC, BF3) that affected whether I bought the full game, and so I think especially with the lag bug they had last week (but thankfully already fixed), and the current matchmaker that drops random pick up game newbies against premade 8 person deaths squads sometimes, that many open beta testers might have come away with a bad first impression.
Thankfully they have listened to the closed beta feedback on that, they can always add more content later but the open beta should make sure people are having fun and want to keep playing.
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
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Seems to me that they need to get all features working first. We still don't have access to the good pilot customization/skills and mech modules etc yet. Get the game set and then work on dealing with big numbers.
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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Joined: Apr 2008
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
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Woohoo! Finally a mech that gets some kills instead of going 1:1. LOL 
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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Wow nice work! what chassis were you dropping with? was it still that cat you were doing good with?
I've been rolling just with my founder's hunchie since the last reset, to get good at it, but need to give my atlas and cat a try again one of these nights...
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Beat the Kobayashi Maru Veteran
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Beat the Kobayashi Maru Veteran
Joined: Apr 2008
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I'm having good luck with that Cat too, but I wanted to get some use out of my founder's atlas. 2 lg pulse 2 med pulse 2 streak SRM2
A lot of heat sinks and a lot of armor. LOL A big version of the Cat, basically.
·Steam: Raw Kryptonite ·MWO & Elite Dangerous: Defcon Won ·Meager youtube channel·Intel i5-9600K ·EVGA GTX1070 FTW 8GB ·EVGA CLC 120 Cooler ·16 GB Patriot Memory VIPER 4 3000MHz ·GIGABYTE Z390 AORUS PRO WiFi Mobo · CORSAIR CARBIDE AIR 540 case ·BenQ BL3200PT monitor
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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Flags
by Terl9999 - 09/15/26 10:03 PM
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