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Author Topic: GenArena Weapon Damage Values (The exact values are now up!)  (Read 8196 times)
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ConfusedUs
 

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« on: 2003-11-12, 04:13 »

I'd been planning on doing this for quite some time, but for those of you that are interested, I have uploaded the exact damage values for most of the weapons in Generations. I'll be putting the others up as I find pictures to go with the descriptions. Just click on the pictures and voila!

http://www.wireheadstudios.org/gallery/vie...bumName=Weapons
« Last Edit: 2003-11-12, 04:14 by ConfusedUs » Logged
Lightning Hunter
 

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« Reply #1 on: 2003-11-12, 09:39 »

Nice work Slipgate - Smile

Can you add the original Quake 3 weapons in there so we can compare those to the weapons in Generations?  I generally know the values of Q3 weapons, but I don't know the exact numbers.  I am especially curious as to how the Q2 railgun compares to the Q3 railgun.
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ConfusedUs
 

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« Reply #2 on: 2003-11-12, 09:42 »

As soon as I get screens of them, no problem!

But here's the full text version, anyway.

****************************************************************


Generations Arena Weapons


Rate of Fire is given in "Rounds per minute".  Ranges and radii are in game units.  Projectile velocities are in game units/second.

**************
Earth Soldiers
**************

Knife

Description:  The greatest soldier of the twentieth century cleared out an army starting out with little more than this. Honed to precision with a diamond-carbine blade, the knife cleaves through armor and flesh to cut the very soul.  If you have a berserker pack it can inflict massive damage at close range.

Damage:  20
Rate of Fire:  150
Range:  64
Ammo Type:  None (melee)
Special Features:  Spawn Weapon, Humilation Award, Berserker.


Luger

Description:  Your sidearm, and not much else.  It's accurate at long ranges, but doesn't pack much of a punch.  Good for picking off a weakened, fleeing opponent.

Damage:  10
Rate of Fire:  150
Ammo Type:  Bullets
Special Features:  Spawn Weapon.


MP-40

Description:  A good all-around gun.  Fires flat and will wear down an unarmored opponent fairly quick.  You might want to look for a larger weapon if you intend to take on better armed opponents.

Damage:  8
Rate of Fire:  600
Ammo Type:  Bullets
Special Features:  Spawn Weapon.


Mortar

Description:  Rotary drum-fed concussive impact grenade launcher that lobs a 60mm shell at high-speed in an arc.  This was designed as a portable infantry weapon prior to the Doom Wars to replace the old cumbersome pod-mounted mortars.  Tricky to use, but can get at hard to reach places that other explosives cannot.  The concussion blast is weaker than a typical rocket, but it has a very wide radius.  Watch out for the vicious recoil.

Damage:  125
Rate of Fire:  60
Projectile Speed:  1500
Splash Damage:  75
Splash Radius:  180
Ammo Type:  Mortar Shells
Special Features:  Arcing flight.

Gatling Gun

Description:  Now THIS is a machinegun.  It cuts your opponents to ribbons very quickly and is fairly accurate at medium ranges.  It also consumes ammunition rapidly, so make sure you've got plenty at hand.  For when one person absolutely has to die right now.

Damage:  10
Rate of Fire:  857
Ammo Type:  Bullets
Special Features:  None.


Dual Gatling Guns

Description:  Flaming death!  These are for when EVERYTHING in the room has to die RIGHT NOW.  When a player picks up a second Gat (or happens to find two laying around), the real firepower begins. Of course, anything but full ammo and it's gonna be a short firefight.  They will pulverize opponents at an insane speed and eat your ammunition away faster than you can blink.  The spread is wide so get in close and get as many people in your sights as you can.  

Damage:  10 (per gun)
Rate of Fire:  1714 (857 x 2 guns)
Ammo Type:  Bullets
Special Features:  Akimbo Gatling Guns.  Uses 2 bullets per shot, 1 per each gun.


Sniper Rifle

Description:  The gun for when you want to reach out and touch someone.  Fires a balistic round accurately at high speeds over long distances.  It will drop over time, so be sure to compensate for elevation for those long shots.  Hard kickback from the gun makes follow up shots a challenge.  Watch out for the ricochet.  It's as dangerous to you as it is to your target if you're not careful where you point it.

Damage:  125 (63 ricochet)
Rate of Fire:  40
Projectile Speed:  10000 (6500 ricochet)
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Rifle Shells
Special Features:  Arcing balistic bullet flight, ricochet, Impressive Award.


Napalm Launcher

Description:  Start up a Barbecue!  Napalm in gel form that vaporizes into burning clouds that stick to anything - walls, liquid surfaces, and especially other players.  It can set things on fire and leave them burning.  This includes you.  Health packs and water help to put the flames out, and armor helps shield the heat so you're less likely to burn.  Useless underwater, so don't waste your ammo in the wet stuff.

Damage:  See below
Rate of Fire:  1000
Ammo Type:  Napalm
Special Features:  Can set players on fire.  Cannot be fired underwater.  Armor decreases chances of being set on fire.  Waist-high water and health artifacts help to slow burning and put flames out.

Stream
Damage:  Variable, based on range (8 to 24)
Range:  132

Cloud
Damage:  Variable, based on cloud size (4 to 2)
Rate of Damage:  600
Projectile Speed:  650
Cloud Max Radius:  64


Hand Grenades

Description:  Pull the pin and throw it.  These old-fashioned pineapples have been updated to include a thermal-electric impact sensor.  They go boom if they hit something hurtable and will lay on the ground and explode in a few seconds if they don't.  The longer you hold it, the farther it goes, but be sure to actually throw it at some point.

Damage:  100
Rate of Fire:  Variable
Projectile Speed:  Variable
Splash Damage:  100
Splash Radius:  150
Ammo Type:  Grenades
Special Features:  Thrown weapon.  Drops upon player's death if active.


*************
Doom Warriors
*************

Fist

Description:  Doom Warriors have no problems resorting to fisticuffs in battle, part of the reason lies in the Berzerker adrenaline packs within UAC medical kits. Doom Warriors already deliver a pretty meaty punch alone, and with a bezerker pack they have the potential to splatter opponents across the room.


Damage:  15
Rate of Fire:  124
Range:  64
Ammo Type:  None (melee)
Special Features:  Spawn weapon, Humiliation Award, Berserker.


Chainsaw

Description:  Gauntlets are for wimps, find some meat!  Rev this baby up and shred whatever gets too close.  Great for when you're out of ammo, and even greater if the other guy is.  Originally built for construction by the UAC, soldiers learned the potential of the these metal-cutting chainsaws for massive carnage in melee combat. The blade grabs opponents and pulls them into the deadly teeth, making it hard to get away once the saw makes contact. The sound of a fully-revved Chainsaw has struck terror into many a gladiator.


Damage:  Variable
Rate of Fire:  1053
Range:  64
Ammo Type:  None (melee)
Special Features:  Spawn weapon, "grabs" other players.


Pistol

Description:  The UAC was experimenting with inertially stabilized projectile weapons for long-range use in space.  The effect was very accurate bullet-based weapons - IF you took the time to aim them.  This pistol packs a punch but doesn't shoot very fast.  Holding down the trigger will find your shots much less accurate.

Damage:  12
Rate of Fire:  150
Ammo Type:  Bullets
Special Features:  Spawn Weapon, single-shot accuracy.


12 Gauge

Description:  A mule-kick encased in cobalt blue steel.  This flat-shooting scattergun is deadly at close range, and quite effective at medium ranges.  On level ground there is no escaping it.


Damage:  72 (8 x 9 pellets)
Rate of Fire:  57
Ammo Type:  Shells
Special Features:  Spawn weapon (empty), flat wide spread.


Combat Shotgun

Description:  Now THIS is a boom-stick! Twin barrels of buckshot death. Destructive at close range, a generous pelting from a distance.  Reloading is slow, so make the shot the first time, or you'll be eating a rocket before you can get those shells back in the gun.


Damage:  176 (8 x 22 pellets)
Rate of Fire:  44
Ammo Type:  Shells
Special Features:  Uses 2 shells per shot.


Heavy Chaingun

Description:  Make your opponents do the chaingun cha-cha.  Pepper your opponents from a distance with pinpoint accuracy, or hold down the trigger and sweep them at close range.  Uses bullets like the pistol, but is a much more solid weapon.


Damage:  15
Rate of Fire:  526
Ammo Type:  Bullets
Special Features:  First-shot accuracy.


Rocket Launcher

Description:  Rapid fire miniature cruise missiles.  Designed for recoilless use in zero G, the rockets from this launcher are rairly slow-moving, but pack quite an explosive punch.  As always, be sure not to fire at point-blank range.


Damage:  125
Rate of Fire:  120
Projectile Speed:  700
Splash Damage:  128
Splash Radius:  128
Ammo Type:  Rockets
Special Features:  None.


Plasma Rifle

Description:  Designed from the UAC's research into the magnetic-spatial phasing of electrical plasmas, this gun turns simple electricity into a cohesive self-contained bundles of destruction and propells them out its maw at rapid speed.  Designed as an all-around anti-personnel, anti-armor gun, this weapon is capable of shorting out electronics, punching holes in the hardest steel, and crisping flesh right off the bone.  Fill a corridor with a wall of electrifying blue plasma and watch your enemies fry.


Damage:  20
Rate of Fire:  714
Projectile Speed:  875
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Cells
Special Features:  None.


BFG9000

Description:  The first Big Freakin' Gun.  Originally designed by the UAC as just a massive plasma cannon, and based partly around physics discovered by studying the Gateways on the two moons of Mars, it had some unusual and unexpected side effects.  The gun unleashes a gigantic plasma blast that sets up a quantum ripple in space around the gun and shooter.  When the ball detonates, an ionic blast erupts from the gun in the same direction as the original shot, striking all victims in sight. The giant plasma ball is not to be trifled with, either.  It takes a second to charge up and fire, but the BFG9000's unusual properties also shield you from the blast, so charge it up and get in close, then let them have it!


Damage:  400
Rate of Fire:  53
Projectile Speed:  875
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Cells
Special Features:  Charges up before firing.  Conical "flash" effect from player upon projectile detonation.  Damage variable.  Uses 40 cells per shot.



**********
Slipgaters
**********

Axe

Description:  The backup weapon for any marine, and the perfect weapon to split some heads with.  Split some torsos if you have a Berserker pack.

Damage:  25
Rate of Fire:  120
Range:  64
Ammo Type:  None (melee)
Special Features:  Spawn Weapon, Humilation Award, Berserker.


Boomstick

Description:  The basic gun, to which all other guns compare favorably.  Fast-firing, and with a tight spread, but highly ineffective against most marines. This shotgun does little more than annoy your opponent until you can pick up something larger.

Damage:  24 (4 x 6 pellets)
Rate of Fire:  120
Ammo Type:  Shells
Special Features:  Spawn weapon.


Double Shotgun

Description:  Double the pleasure, double the fun. The fastest-firing large shotgun, but also one of the weakest. Slipgaters are not known for their buckshot.

Damage:  56 (4 x 14 pellets)
Rate of Fire:  86
Ammo Type:  Shells
Special Features:  Uses 2 shells per shot.


Nailgun

Description:  Forget machineguns. Slipgaters employ weapons that spew razor-tipped flechettes called "nails." The standard nailgun brings two streams of nails to hammer the enemy.

Damage:  9
Rate of Fire:  600
Projectile Speed:  1000
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Nails
Special Features:  Spawn weapon (empty).


Super Nailgun

Description:  Advanced nailguns use multiple barrels to drive a high-speed stream of nails towards their target.  It turns your opponent into a pincussion fast.  It also eats ammo like popcorn.

Damage:  18
Rate of Fire:  600
Projectile Speed:  1000
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Nails
Special Features:  Uses 2 nails per shot.


Grenade Launcher

Description:  Thumps neat exploding bombs into the air that bounce across the ground. The grenades explode either upon hitting their target, or after a short while. Try not to be standing nearby in either case, or the concussion will leave you standing a lot farther away if you live through it.


Damage: 100 to 120
Rate of Fire:  100
Projectile Speed:  600
Splash Damage:  120
Splash Radius:  120
Ammo Type:  Rockets
Special Features:  Heavy concussive force throws players.


Rocket Launcher

Description:  For when a grenade absolutely positively has to be there on time.  It fires fast and gets there faster, and has a massive concussive knockback.  Great for knocking people off those ledges and into the lava.

Damage:  100 to 120
Rate of Fire:  75
Projectile Speed:  1000
Splash Damage:  120
Splash Radius:  120
Ammo Type:  Rockets
Special Features:  Heavy concussive force throws players.


Thunderbolt(shaft)

Description:  Lightning in an easy-open case. Not to be used near open bodies of water, this weapon is all that remained of energy weapon research in the Dark Ages that followed the Doom Wars.  Forget plasmas and ionic shockwaves, this gun just streams out raw electricity at high voltage and equally high current, frying anything on the other end of it.

Damage:  30
Rate of Fire:  600
Range:  768
Ammo Type:  Cells
Special Features:  Weapon will short-circuit if fired under water, consuming all ammo and inflicting severe damage to anything in the water nearby.



***************
Strogg Troopers
***************

Blaster

Description:  The standard issue blaster. It was useless against anything but the smallest Light Guards on Stroggos, and it is largely useless in the Arena. It does, however, have an infinite supply of ammunition.

Damage:  15
Rate of Fire:  120
Projectile Speed:  1000
Splash Damage:  0
Splash Radius:  0
Ammo Type:  None (Self-charging)
Special Features:  Spawn weapon, Humiliation Award


Shotgun

Description:  It packs more punch than the blaster, but not much else.  The spread is fairly tight so it is more effective over longer ranges than the Super Shotgun, but it is equally slow to refire.  Good for picking off a weak opponent or wearing down one that's not very well armed.

Damage:  48 (4 x 12 pellets)
Rate of Fire:  50
Ammo Type:  Shells
Special Features:  Spawn weapon (empty).


Super Shotgun

Description:  Two barrels of candy-coated ka-Boom!  Blows people away at close range, and has a wide spread to dish out a good peppering at a distance.  Nothin' says lovin' like the Super Shotgun!

Damage:  120 (6 x 20 pellets)
Rate of Fire:  50
Ammo Type:  Shells
Special Features:  Uses 2 shells per shot.


Machinegun

Description:  The USMC decided to switch back to standard powder and bullet-based weapons after the Slipgate War, but never recovered the inertial stabilization technology pioneered on Mars base.  In any case, this light bullet-fed weapon has a decent rate of fire and provides a decent rate of damage.  It's a lot more effective than it looks.

Damage:  8
Rate of Fire:  600
Ammo Type:  Bullets
Special Features:  Spawn weapon.


Chaingun

Description:  This massive 6-barreled death machine is second only to the Earth Soldier's Dual Gats in terms of bullet-based firepower. It takes a while to spin up to full speed, but the results are well worth it. Paired with a Quad, this is absolutely devastating.  It's also devastating to your ammo supply.  It's best used in sustained attacks where there's little room to hide.

Damage:  8
Rate of Fire:  1800 (full speed)
Ammo Type:  Bullets
Special Features:  Long spinup and spindown time.


Grenade Launcher

Description:  For when you want to shoot grenades farther or faster than you can by hand.  The Strogg grenade launcher might be a bit slow to fire, but the grenades themselves have a huge blast radius and are packed with explosives.

Damage:  120
Rate of Fire:  50
Projectile Speed:  600
Splash Damage:  120
Splash Radius:  160
Ammo Type:  Grenades
Special Features:  None.


Rocket Launcher

Description:  The Strogg Troopers may not have the most explosive or the fastest rocket launcher in history, but they have their rocket launcher none the less.  A decent weapon, it refires fairly fast and can deliver an explosive payload up close and personal without as much risk of hurting one's self.  Get in close and rocket-dance, Strogg-style!

Damage:  100 to 120
Rate of Fire:  67
Projectile Speed:  650
Splash Damage:  120
Splash Radius:  120
Ammo Type:  Rockets
Special Features:  None.


Hyperblaster

Description:  After Shub was defeated and the Slipgate War ended, the UAC dug up an early prototype of what eventually became the Plasma Rifle that used in the Doom Wars. After modifying its form to increase the power and support the current energy cell formats, the HyperBlaster was formed.  This weapon spits out orange blaster bolts at a high speed from its 4 rotating barrels.


Damage:  15
Rate of Fire:  600
Projectile Speed:  1000
Splash Damage:  0
Splash Radius:  0
Ammo Type:  Cells
Special Features:  Long spindown time.


Railgun

Description:  THIS is a Strogg Trooper's weapon of choice.  Advancements in electromagnet technology and room-temperature superconductors allowed the UAC to create a portable device capable of accelerating depleted uranium slugs to near-light speeds. The railgun is recognized everywhere for its trademark spiral vapor trail, and the corpses - or rather parts of corpses - that it leaves behind.


Damage:  125
Rate of Fire:  38
Ammo Type:  Slugs
Special Features:  Penetrates multiple targets, Impressive Award.


BFG10K

Description:  The UAC also recovered the remnants of the first BFG9000, but they were unable to recreate the original subspace effect of the gun.  Undaunted, they developed a new plasma system that used focused ionic streams to branch out and strike everyone but the owner.  When the ball detonates, the gun uses these ionic streams ( from the gun to the ball ) to blast a second concentrated ionic shockwave out at anyone unfortunate enough to be too close to the ball when it hits.  As well, anything with a bio-electrical signature that stands too close and disrupts the magnetic field of the ball when it drifts past will be singed by a tracer of hot plasma.  There's no hiding from the BFG10K.


Damage:  See Below
Rate of Fire:  25
Ammo Type:  Cells

Projectile
Damage:  200
Projectile Speed:  450
Splash Damage:  200
Splash Radius:  100

Tracer Lasers
Damage:  5
Rate of Damage:  600
Range:  256

Special Features:  Charges up before firing.  Tracer lasers, Radius "flash" effect upon projectile impact, damage variable.  Uses 50 cells per shot.



Hand Grenades

Description:  Got grenades but no grenade launcher?  No problem.  Just twist and throw, and watch them go boom.  The thermal-electric impact sensor also doubles as a proximity based vitals monitor.  This "deadman switch" ensures that if you buy it while you're getting ready to throw one the grenade will explode instantly, taking anything nearby with you.

Damage:  120
Rate of Fire:  Variable
Projectile Speed:  Variable
Splash Damage:  120
Splash Radius:  160
Ammo Type:  Grenades
Special Features:  Thrown Weapon.  Explodes upon player's death if active.


****************
Arena Gladiators
****************

Gauntlet

Description:  Part buzzsaw, part glove, part tazer. On all accounts, nothing you want to be on the receiving side of.

Damage:  50
Rate of Fire:  150
Range:  32
Ammo Type:  None (melee)
Special Features:  Spawn weapon, automatically attacks if in range and trigger is held.  Humiliation Award.


Machinegun

Description:  Arena Gladiators used to be able to get a frag or two with these... it remains to be seen if they're worth their weight against the other Generations.

Damage:  7
Rate of Fire:  100
Ammo Type:  Bullets
Special Features:  Spawn weapon.


Shotgun

Description:  Forget two types of shotguns, Arena Gladiators need only one.  It has more than enough power to kill, but only at close range.

Damage:  110 (10 x 11 pellets)
Rate of Fire:  60
Ammo Type:  Shells
Special Features:  None.


Grenade Launcher

Description:  Bounce grenades around corners, down stairs, and into any opponents you can find.  Just be careful not to bounce them into yourself.

Damage:  100
Rate of Fire:  75
Projectile Speed:  700
Splash Damage:  100
Splash Radius:  150
Ammo Type:  Grenades
Special Features:  None.


Rocket Launcher

Description:  It has a little bit of the best of all Rocket Launchers before it.  It flies fast, refires fairly fast, but is a tad weaker in the explosives department.  Ammo is plentiful though, so let fly until you see the gibs.

Damage:  100
Rate of Fire:  75
Projectile Speed:  900
Splash Damage:  100
Splash Radius:  120
Ammo Type:  Rockets
Special Features:  None.


Lightning Gun

Description:  Static electricity taken three steps too far. The Arena Masters managed to create an electric weapon that doesn't short-circuit in water.

Damage:  8
Rate of Fire:  1200
Range:  768
Ammo Type:  Lightning
Special Features:  Works underwater.


Railgun

Description:  Point, shoot, kill.  It doesn't pack the punch of the Strogg Railgun or the Earth Sniper Rifle, but it makes up for that in speed.  It's also easier to use than the Rifle.

Damage:  100
Rate of Fire:  40
Ammo Type:  Slugs
Special Features:  Penetrates multiple targets, Impressive Award.


Plasmagun

Description:  The Vadrigar liked the Plasma Rifle used in the Doom Wars so much they developed their own.  It doesn't fire quite as fast, but the the plasma gets there a lot quicker and does a little bit of splash too.

Damage:  20
Rate of Fire:  100
Projectile Speed:  2000
Splash Damage:  15
Splash Radius:  20
Ammo Type:  Cells
Special Features:  None.


BFG

Description:  The ultimate spam cannon, and arguably the most destructive weapon in the Arena.  It's certainly a "big gun", but many people question the "F".  Some of the different Generations don't consider this weapon to be a true BFG.  It flies faster than rockets, and it's much stronger than plasma, but other than that it just goes boom.

Damage:  100
Rate of Fire:  300
Projectile Speed:  2000
Splash Damage:  100
Splash Radius:  120
Ammo Type:  BFG Ammo
Special Features:  None.
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Lightning Hunter
 

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« Reply #3 on: 2003-11-12, 10:09 »

Thanks Slipgate - Smile

Those values are what I figured they would be.  I knew the Q2 railgun loads slightly slower than the Q3 version, but I also knew it was more powerful.
« Last Edit: 2003-11-12, 10:09 by Lightning Hunter » Logged
ConfusedUs
 

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« Reply #4 on: 2003-11-12, 10:25 »

Yup! It's prettier too.
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games keeper
 

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« Reply #5 on: 2003-11-12, 14:16 »

anyone noticed that al melee weapons do only 20 domage or less , while arenas gauntlet does 50 .
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dev/null
 
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« Reply #6 on: 2003-11-12, 19:17 »

Well, the Arena's melee weapon is mechanical, so I'm sure it would be easier to deal damage out, however, a big hulking battle axe should be easily comparable you would think...
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Tekhead
 
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« Reply #7 on: 2003-11-12, 20:38 »

not when it's used to beat your own head with it Slipgate - Smile (watch the animation in third-person)
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Phoenix
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« Reply #8 on: 2003-11-12, 20:50 »

It's true the gauntlet does more and hits faster but I went old-school on the melee values.  Remember that the Gauntlet has the shortest range and gets no benefit from the Berserker.  Arena Gladiators only get the medkit benefits.  A skillful player can dance around a gauntlet freak with the chansaw and stay just out of range or take swipes at them with the axe and knife.  The blaster of course has no range limit.  Melee weapons should also be a bit easier to hit with when we get the animations done since you'll be able to see what you're doing.  The timing on the fist needs to be tweaked a bit too, but that has to wait for the frames code.
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« Reply #9 on: 2003-11-12, 20:59 »

cool always wanted to know the weaps. values Slipgate - Smile nice page con!
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ConfusedUs
 

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« Reply #10 on: 2003-11-12, 21:22 »

No problem Slipgate - Wink
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Rubilacxe
 
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« Reply #11 on: 2003-11-13, 14:44 »

Thanks!  I've been curious about damages as well
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« Reply #12 on: 2003-11-14, 10:23 »

Oh yeah, nobody thank the bird for digging up said values.  

 Who's Your Daddy?
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nobody
 

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« Reply #13 on: 2003-11-14, 14:29 »

Ok.

Thanks, bird.

 Slipgate - Smile
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Kain-Xavier
 

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« Reply #14 on: 2003-11-15, 05:00 »

That'll do Pho, that'll do. Slipgate - Tongue
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