Page 39 of 51 FirstFirst ... 29 37 38 39 40 41 49 ... LastLast
Results 761 to 780 of 1005
  1. #761
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    Final location test tomorrow and sunday, then we're looking to that 11/20/09 final arcade release.

    some new stuff:
    Tsubaki:
    -5B and 2C jump cancellable (jump cancellable crouching anti air? nice)
    -Charge level does not carry across rounds (I think that's what they are talking about)
    -Not in counter hit state during charge
    -236D loop with B follow up no longer connect
    -low negative penalty rating
    -air throw is fast but recovery is long and range is short
    -ground charge is fastest (didn't specify 5D or 2D, maybe both)
    -jump > jD > jB can be used as overhead, but not too hard to see.
    -cannot follow with 214a/b/d after air throw anymore
    -air normals cannot cancel into jD (ground normals may still be able to).
    -B sledge beats a/b/d dp (i think that's what it says), so they may be projectile based.
    -D dp, 236 D, 214 D can all link into super and b/d dp.
    -A dp > 236A > 214 A is 687 damage
    -something about 5B's hitbox, can't tell what it's trying to say.
    -CA is charge forward attack, fairly weak.
    -A dp has little invincibility but should still be usable for normal reversal situations.
    -214D has little scaling so it's a good gamble move. Also has slight advantage on block.
    -5B,2B,6A scales somewhat.

    Tager:
    Terra break is now follow up of sledge a/b, 50% meter.

    Arakune:
    corner 5A > 6B > jD can be looped. So far 2 loops has been confirmed.
    5C seems unchanged, motion is a little different but everything else is the same.
    2B is no longer awesome AA. 2B counter > 2D works
    jC doesn't link to dive.

  2. #762
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    Tsubaki Compilation (may contain errors):
    ~Normals
    -5A- may not hit crouching on certain characters. Can jump cancel on guard and block.
    -2A- Regular mashable move.
    -6A- Overhead, fairly quick. Links into 5C, scales a fair amount so use this when conserving gauge is a priority.
    -5B- An attack with wings coming out, long reach. Important for working off neutral. 5B hit confirm goes into 236D for good damage. Can jump cancel on hit and block.
    -5B followup- for comboing.
    -2B- basic low.
    -2B followup- For comboing.
    -6B- Low, does not knockdown. Mixup with 6A.
    -6B followup- Don't know much about this.
    -5C- Short reach. can charge cancel and jump cancel on hit and block.
    -5C followup- for combo. Jump cancel on hit, for linking into specials.
    -2C- crouching upward attack, seems to be for AA. cannot jump cancel (was doable at 4th loc test, not at 5th).
    -2C followup- need to be barrier in the air, can jump cancel on hit. dangerous if blocked though.
    -6C-somewhat wide hitbox。Can be linked from 22D. jump cancel on hit and block. Good for lockdown perhaps?
    -6C followup- not sure what this is for.
    -3C- sliding sweep, decent range, jump cancel on hit. Can cancel into special too so can be used for pressure.
    -3C followup- jump cancel on hit. Link from 3C to aerial combo on hit.
    -JA- for air vs air? faster than jB.
    -JB- regular range, can jump cancel. Since it's high hit, may be able to jump > charge cancel > jB.
    -JB follow up- can jump cancel, no idea what it's for
    -JC- can jump cancel, seems to be good hitbox. good for tracking down airborne opponents.
    -JC followup- Since it's high attack, potential jC into either land 2B or jC followup may be possible as mixup. If hit grounded opponent can link into 214D > combo.
    -Throw- can't follow up attack it seems.

    -jump cancel moves (On guard)
    5A、5B、5C、6C
     
    -jump cancel moves(On hit)
    5A、5B、5C、5C follow、2C follow、3C、3C follow、6C
     
    -Charge cancel moves
    5B、5C (may also be others)

    ~Specials
    -審技・閃ク壱ノ撃 236+A or B or C or D
    Charge attack. D provides advantage. good scaling so can probably get good damage off this.
    Not sure if this can be used in combos at the moment (the a/b/c versions).
    can combo into 214 and 22.

    -審剣・光ヲ断ツ剣 214+A or B or C or D
    Slightly move forward, cannot jump cancel.
    cannot carry into air combo even from 5B so probably go into 22C and then charge gauge.
    can combo into 22.

    -審剣・風ヲ凪グ剣 22+A or B or C or D(can charge)
    blows opponent away horizontally. can be teched. D version wall bounces and continue combo.
    For charging gauge mainly.

    -審槍・空ヲ突ク槍 623+A or B or C or D
    dp. D has full invincibility, but a/b/c may not have invincibility all the way to hit (something like Jam's dp in slash, for example).
    Can still be used as reversal
    projectile based, cannot beat sledge.
    can combo into j236 and j214

    -審技・空ニ閃ク光 (air)236+A or B or C or D
    D version ground bounces, a/b/c slams down.
    can combo into 214

    -審技・空ヲ翔ル翼 (air)214+A or B or C or D
    downward charge with wings in front, looks like second part of millia's super. Not an overhead.
    D version links into 5B and D dp. Probably has more potential. Also is an overhead.

    ~Supers 
    -審罰・天ヲ刈ル焔 236236+C or D
    Uses all auge, loses to bang's new super. Has some invincibility. 5 gauge nets 4875 damage (from loc test 4)

    -審罰・地ヲ抱ク衣 214214+D
    Install, seems to have invincibility on activation
    starts draining gauge on activation, can be used liberally during allotted time.

    ~Combos
    -(5A or 2A)>5B>5B follow>5C>5C follow>236A>214A>(22D>6C)×n>22C
    Moves in () can be omitted.
    If damage is wanted, use 22D>6C. For charging gauge, go directly to 22C.
    2 gauge results in about 3k.
     
    -6A>5C>5C follow>236A>214A>(22D>6C)×n>22C
    Off overhead.
    High scaling on first hit so conserve gauge may be best in this combo.
     
    -3C>236A>214A>(22D>6C)×n>22C
    Same as above, just off 3C.

    -3C>3C follow>JB>JB follow>JB>JB follow>JC>JC follow>236A>214C
    Highest damage air combo so far. May only combo on super jump.
     
    -5B>{236D>5B>5B follow>5C}×2>236A>214B>22C
    high firepower, 4k.
    works in 3rd loc test (wasn't in 4th it seems). Need to reconfirm

    -Throw>214A>(22D>6C)×n>22C
     
    -Throw>214B>5B>(super jump)JB>JC>(jc)JB>JC>236A>214C
    For about 2.5k, worked in 3rd loc test, not 4th. Need to reconfirm. 
    -(Level 5 charge needed)5B>5C(>5C follow)>214214D>5B>236D>22D>(6C>22D)× 2(>6C)>236236 D
    Should also work off throw. 6600 damage.
     
    -(Level 5 charge needed)Throw>214214D(>5B)>623D>J236D>J 214D>(land)2 36236D
    For about 5300.

    Tsubaki Compilation Complete.

    Hazama:
    Strong points
    Both DD are fairly good for given situations.
    jB is good for air vs air. jC probably just for combo, j2C can cross up but hitbox isn't too good.
    214DB is strong AA and obvious charge ins.
    something about hard to see high/low mixup. not sure.
    command throw scale a lot, but is very fast.

    Weak points
    D moves are kind of bad, for reasons that I can't quite understand. Possibly something to do with the movement aspect.
    5B crouch hit doesn't link into 3C.
    viper bite has long recovery, not very useful at mid range either.
    5C and 2C are short, shorter than 5B.

  3. #763
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    Jin Compilation:
    ~Basics
    HP seems to be the same
    5 primers
    guard crush moves- a/b/c dp, ground d fireball first hit, d dp second hit, d musou second hit, wave super.
    ice breaks without shaking.
    jin flashes when using D moves, no purpose (remove plz)
    a/b/c dp looks nicer, no purpose

    ~Normals
    -5A- No change
    -2A- Slightly slower, probably not going to effect much though.
    -6A- more horizontal range, can cancel into special on block.
    -JA- slowdown similar to 2A. ja>jC works. should work with j2C as well but unconfirmed.
    -5B- Startup is close to CT (may be the same now). Hitbox got shrunk, cannot hit downed opponent (may not catch rolling opponent as well). 5B > 2B gatling. 5B(1) counter >6C confirmed. First hit counter 5b(2) > 6C confirmed for air and ground target.
    -2B- 2B>5B gatling removed. faster, less active frames, less recovery
    -6B- Faster, slight disadvantage on block. More hit stun, easy to link dash 5B.
    -JB- slower start up, hitbox moves slower but longer, can use for cross up. 5C>jB only works on tager
    -5C (important change1)- faster startup, less recovery. a little longer, beginning of fight can now reach opponent, now has some AA capabilities. May be able to 3C>5C rachel.
    -2C- Slightly faster startup, less recovery. Cannot jump cancel on guard, should not use for AA.
    -6C- faster startup, smaller hitbox, less untechable time.
    -3C- no change
    -JC (important change2)- same startup as old jC. recovery about old jB. Reach about taokaka's jC.
    Mid range rising jC counter>airdash j2C>jD confirmed
    Midrange descending jC counter>land 2D confirmed. can also dash 5C.
    gatling is jC>j2C, jC>jD
    -J2C- old jC, may be slightly slower. less hitbox vertically, more horizontally, may be usable as crossup.
    Gating is j2C>jC, j2C>jD
    -5D- faster startup, more recovery. Dangerous if blocked in the air. hitbox smaller. Can dash cancel (unchanged from CT), can D special cancel (but has to be immediate, cancel window is smaller).
    5D(ch)>after recovery wave confirmed
    -2D (important change3)- Startup faster, still same recovery. No scaling change it seems.
    -6D- Faster startup, less freezing time but doesn't affect combos.
    -JD- faster, wider hitbox?
    -投げ- no change, throw>d super about 3k.
    -CA- didn't check.

    ~Specials
    -A fireball- faster startup, faster projectile (not sure by how much), a little more recovery (maybe).
    -B fireball- No change.
    -C fireball- a/b together, recovery abotu same as b fireball
    -air fireball (a/b/c)- significantly reduced recovery (how is this not important change4?). If fired at highest point from regular jump, can air dash/double jump. Position dependent can air fireball>airdash j2C>jD. However, there is still landing recovery (similar to hakumen's jD).
    air fireball>airdash j2C>jD>land dash>5C>c mash>6C>C musou for 3869
    air fireball A>airdash j2C>jD>6C>5C>jB>j2C>j2C>b musou for 4104
    -D fireball- ground has more recovery, 6C>D fireball>a dp doesn't work anymore I think.
    Air has more recovery, current A/B/C fireball recovery. air D fireball>6C confirmed.
    air and ground are both slower startup, projectile move slower.
    cannot release second D fireball when 1 is out.
    -A dp- more recovery. first hit scaling 70%. Recovery does not effect combos.
    A dp counter>wave(5 hits) for 2500. a dp> d super confirmed.
    -B dp- faster startup, more recovery. B combo in the corner still ok.
    -C dp- more recovery. links to A dp on counter hit mid screen. in corner 5b>5C.
    normal hit can't do anything due to recovery.
    target falls faster (less float)?
    -d dp- scales more, about 80%
    -A musou- same
    -B musou- air movement range same as A musou, ground movement range same.
    ground hit does not not down. neutral if target is crouching.
    air hit does not down, can immediately tech after hit (I guess musou B>5C is gone from this loc test)
    -C musou- slower startup, ground version is higher. knockdown for both ground and air. Air version movement range same as A musou, can't use for escape. 3C>C musou is character specific.
    -D musou- no change D musou>6C>C musou confirmed,
    -C mash- Less knockback.

    ~Supers
    -C super- less damage.
    -D super- no change
    -Yukikaze- doesn't catch low, 3572 damage. Can follow up if RC

    ~AH
    No change

    ~Others
    damage decrease due to scaling change to D specials.

    ~Basic Combos
    2A>5B(2HIT)>5C>C mash>C musou

    mid screen
    5B(2HIT)>5C>C mash>slight dash 6C>2D>6B> delay air C musou

    mid screen crouch
    5B(2HIT)>5C>6C>2D>slight dash 6B>C mash>6C>C musou

    Jin Compilation Complete.

    Ragna:
    C dp combo start can now dish out up to around 3k thanks to belial.
    5B hells rc nets about 3.7k.
    hades scales a long but if limited to 1 hit combo starter (counter), still can deal around 3.8k
    throw combo damage up, back throw nets about 4k.

    To clarify burst system completely:

    Burst icons has 2 purposes:
    Break Burst
    Astral Heat

    Either of the above two actions requires 1 burst icon.

    Start with one icon, will gain one when a round is lost.

    Number of total burst is not related to number of rounds. Max number of burst per match is constant at 2. Which means 2 out of 3 and 3 out of 5 has the same number of total bursts (2).

    Basically these are more than likely the final versions of the characters mentioned up until now. The pretty much confirmed ones are the compilations.

  4. #764
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    Tager:
    To beat guard- A buster or delay regular throw.
    To beat jump- collider
    To beat backdash- emerald, 6A, 5C
    To beat burst- A buster, bolt charge, 5A

    Risk/Return
    5A- low risk/low return
    A buster- high risk/mid return
    emerald- mid risk/high return
    collider- mid risk/high return
    6A/6C- high risk/high return

    Tager can play a fairly good oki/close range off advantage now with the above options. If gadget finger can provide up to 5F of advantage, then tager's oki will at least be high B.

    Hakumen:
    Yukikaze still catches low.
    2A>2A>renka(2)>gurren>6C is about 2300 dmg, if one 2A about 2200 dmg (wtf?)
    counter j2A can be followed by dash jC.
    6B still has foot attribute invincibility. cannot be RCed.
    4C > barrier about 993 (not sure which hit came first)
    barrier > jC about 1400
    ryokoalways is online now Report Post Reply With Quote

    Taokaka:
    Guard crush moves- projectiles (Doll, hammer, bowling ball), 22C 6th hit

    Regarding dancing edge-
    B follow up has less recovery so taunt combo is easier
    C follow up has a little more advantage (didn't explain exactly why)
    j2DB is disadvantageous on guard. May be distance/height dependent
    j2D may be faster.

    Cat2-
    Hitbox isn't too good possibly, lost to the tip of Jin's jC.
    Need sufficient height for all 5 hits, 6A > cat2 (5) does not work.
    start up is fast, low recovery, tech time also low (if not last hit I guess)
    5th hit in corner may be disadvantageous (quick tech off wall bounce, maybe?), other combo ender may be preferred.

    Combo-
    normal CD loop works on carl.
    combo changed vs noel, jin, rachel
    jC didn't get hitbox nerf, probably.
    Landing all 5 hits of cat 2 is apparently hard
    against ragna- JC>5B>3C>5D>(JC>JD>)*2>JA>JC>JC>JC>猫2(5) about 3500
    against tager- JC>5B>6A>JDB>taunt>cat3>2D6>JC*3>猫2(5) about 3300
    B, C crouch counter hit to 6C also does not work.
    6B > cat2 up to two hits.

    Others-
    Throw may be shorter (not sure)
    but movement throw works about the same
    4 Primers

    Additional-
    6C and cat 3, fully charged may also guard crush.
    JC>B>6A>(J2DB>taunt)*3>cat1(1)>2D6>JC*3>cat2(5) 3900 about
    Taunt may need to be delayed vs certain chars.
    Easy to do on tager (of course)
    cat2 5 hits seems not possible on CD loop.
    No reason to do cat 2 unless you can get all 5 hits because opponent can tech and punish on tao's landing recovery.
    jB is not overhead, but can now be used as crossup with slightly increased hitbox.
    cat 3 and 6C guard crush when fully charged confirmed.
    jC counter > 6C may still work
    5B counter > 5B not possible, probably due to attack level reduction

    Rachel:
    5B>5C>follow up C>frog>3C/2B5B>A lobelia>6C>JC2D>air iris>land>JB>JC>JB>JC>A lobelia for 3500
    5B>5C>follow up C>B cannon>air dash>JB>JC>air iris>land>JC>JC>A lobelia for 3000
    level 3 j2C damage is 2000, no properties changed.

    nu:
    act pulsr has upper body invincibility (not attribute invincibility), can use in the air (whoa what?), when used in the air can land on the ground instantly (Going to need video footage most likely. Lack of info and general wtf?)
    crescent has height limitation.
    legacy can only be comboed from 5D
    can use gravity field like a DP.

    Sorry for the many posts, but i didn't want to make a retardedly long post, i don't know if that's even allowed.

  5. #765
    Relic Horn
    Join Date
    Nov 2005
    Posts
    3,250
    BG Level
    7
    FFXIV Character
    Rokku Swarfjaryn
    FFXIV Server
    Balmung
    FFXI Server
    Caitsith
    WoW Realm
    Kilrogg

    Quote Originally Posted by Insanecyclone View Post
    http://i35.tinypic.com/25t8gn5.jpg

    Wait, what? Is this a crossover RPG or a fighting game? Either or = fuck yeah, but I can't actually tell from the site.

    edit: Also, fuck, something kept making that quote not work

  6. #766
    Ninja Ninja
    Join Date
    Dec 2008
    Posts
    5,672
    BG Level
    8
    FFXIV Character
    Noemi Rondain
    FFXIV Server
    Gilgamesh
    FFXI Server
    Phoenix

    How long does it usually take for games like this to get here on consoles? I noticed that Continuum Shift is just coming out in the arcades in Japan now. I'm interested in playing this game but I don't want to buy Calamity Trigger just to have Continuum Shift come out soon after. It is looking like I want to main Litchi and iirc she's getting a pretty major gameplay overhaul in the next game.

  7. #767
    Sandpaper Demon
    Join Date
    Oct 2006
    Posts
    3,720
    BG Level
    7
    FFXIV Character
    Snowman Emperor
    FFXIV Server
    Exodus
    FFXI Server
    Bismarck

    the biggest overhauls to gameplay are being given to (in no particular order) tager, arakune, noel and possibly hakumen?

    i'm not sure about litchi, i thought she was staying pretty much the same from what bits and pieces i had picked up

  8. #768
    Ninja Ninja
    Join Date
    Dec 2008
    Posts
    5,672
    BG Level
    8
    FFXIV Character
    Noemi Rondain
    FFXIV Server
    Gilgamesh
    FFXI Server
    Phoenix

    Ah ok. Thanks a bunch. I know that Nu-13 is getting killed with the nerf bat but from what I saw in the arcade it's well deserved. >_>

  9. #769
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    if you're not familiar w/ the gameplay mechanics of at least the guilty gear series, you'll prolly be pretty lost if you go for BB:CS, I would at least pick up BB:CT to familiarize yourself a bit w/ the mechanics. A few of us can even give some practice rounds for you. Hell, I want to play some matches again!! Honestly, BB:CS should come out maybe 3-5 months after the arcade release. Doesn't seem long, but BB:CT will give you good entertainment. I highly doubt the game will gost too much this time around.

  10. #770
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    13,198
    BG Level
    9
    FFXI Server
    Asura

    Better not, since they're still charging full-price for BB:CT last I saw a copy.

    At any rate, I swear it's only JP players playing online on the PS3 version now. Kept getting hooked up in laggy matches, makes it a bitch to counter Noel D-spammers. Almost had one down with Tao, but I was turtling the whole fucking match with my input being 400-500ms off.

    [EDIT] Oh man I can't wait to see CS's take on Nu, forgot how cheap she was online in CT.


    Apparently there's a PSP version of Blazblue in the works: http://s1.zetaboards.com/blazblue/topic/2485686/1/

  11. #771
    Old Merits
    Join Date
    Jan 2007
    Posts
    1,218
    BG Level
    6
    FFXIV Character
    Zap Brannigan
    FFXIV Server
    Balmung
    FFXI Server
    Bahamut

    Quote Originally Posted by Kaisha View Post
    Better not, since they're still charging full-price for BB:CT last I saw a copy.

    At any rate, I swear it's only JP players playing online on the PS3 version now. Kept getting hooked up in laggy matches, makes it a bitch to counter Noel D-spammers. Almost had one down with Tao, but I was turtling the whole fucking match with my input being 400-500ms off.

    [EDIT] Oh man I can't wait to see CS's take on Nu, forgot how cheap she was online in CT.


    Apparently there's a PSP version of Blazblue in the works: BlazBlue Portable Announced!
    you have to remember the game still 4month old(console version at least), besides i saw a couple of gamestop here selling it at $50, 10 less than the original price.

  12. #772
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    i see a couple fairly cheap on ebay, hell ps3 version even, i might as well pick it up there soon enough, i still gotta dual-mod my stick.

  13. #773
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph

    http://i38.tinypic.com/fatqmt.jpg
    Based off calamity trigger
    All characters have unlimited versions of themselves

  14. #774
    Ze NinjaSYXX
    Join Date
    Feb 2007
    Posts
    11,899
    BG Level
    9
    FFXIV Character
    Nitsuki Syxx
    FFXIV Server
    Gilgamesh
    FFXI Server
    Ragnarok

    i can see it now.

    unlimited tao: always double mode
    unlimited noel: perma chain revolver
    unlimited tager: perma voltec bar
    unlimited arakune: no curse required for bugs
    unlimited jin: unbreakable ice and faster Ds
    unlimited litchi: unstoppable fucking bitch
    unlimited carl: unbreakable/unstoppable nirvana
    unlimited bang: infinte nails and perma BANG BANG BANG BANG

  15. #775
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    13,198
    BG Level
    9
    FFXI Server
    Asura

    Are people cheating their d-cards online or something for the PS3 version?

    I've fought a couple guys now who were 10-20 levels above me, I beat them, and come the point tally it shows them as level 1, granting me shit for points. I kinda want my rank 30 and this is frustrating.

  16. #776
    Sea Torques
    Join Date
    Jun 2008
    Posts
    703
    BG Level
    5
    FFXIV Character
    Oravis Altago
    FFXIV Server
    Exodus
    FFXI Server
    Cerberus

    Never heard of anything like that but if you want a few matches I'm willing to go online for abit.

  17. #777
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    13,198
    BG Level
    9
    FFXI Server
    Asura

    I'm good, already had about 50 matches today. Been trying to farm the online trophies before the sequel comes out. Got around 125 ranked matches left, and a glorious 150 player matches to do, which I'll probably create a room called "Trophy" and set the match to one-round, and find a buddy to grind with.

  18. #778
    Old Merits
    Join Date
    Jan 2007
    Posts
    1,218
    BG Level
    6
    FFXIV Character
    Zap Brannigan
    FFXIV Server
    Balmung
    FFXI Server
    Bahamut

    Quote Originally Posted by Kaisha View Post
    I'm good, already had about 50 matches today. Been trying to farm the online trophies before the sequel comes out. Got around 125 ranked matches left, and a glorious 150 player matches to do, which I'll probably create a room called "Trophy" and set the match to one-round, and find a buddy to grind with.
    if u get a 3rd person you can get the spectator trophy to(if you don't have it)

  19. #779
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    13,198
    BG Level
    9
    FFXI Server
    Asura

    Yeah, still need that too. I just want to get all the online trophies out of the way asap before the sequel comes out and rapes what's left of the people that still play CT online. I don't want my efforts towards platinum'ing this game going to waste.

  20. #780
    Old Merits
    Join Date
    Jan 2007
    Posts
    1,218
    BG Level
    6
    FFXIV Character
    Zap Brannigan
    FFXIV Server
    Balmung
    FFXI Server
    Bahamut

    Quote Originally Posted by Kaisha View Post
    Yeah, still need that too. I just want to get all the online trophies out of the way asap before the sequel comes out and rapes what's left of the people that still play CT online. I don't want my efforts towards platinum'ing this game going to waste.
    well if u need help with some online trophy send me a invite, i'm playing shit here and there till modern warfare 2

Page 39 of 51 FirstFirst ... 29 37 38 39 40 41 49 ... LastLast