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  1. #101
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  3. #102
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    Muito legal o update, logo quando liberarem os veículos vai vai ficar bem foda.

  4. #103
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    ta fazendo falta os veiculos hein !

  5. #104
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    Saiu o update hoje, sem veiculos ainda.

    Não da pra desligar sombras mais, o que acho bom mas faz cair a performance.

  6. #105
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    Citação Citando Yankee Ver mensagem
    Saiu o update hoje, sem veiculos ainda.

    Não da pra desligar sombras mais, o que acho bom mas faz cair a performance.
    putz, isso explica pq não consegui jogar.

  7. #106
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    Citação Citando Matanza Ver mensagem
    putz, isso explica pq não consegui jogar.
    Ta rolando um conflito entre as opcoes q vc tinha e como sao as opcoes agora tbm, entao eh bom mexer e reaplicar algumas vezes. Recomendo desligar o ambient occlusion e dexar o viewrange no maximo no high. No meu caso eu vi que as vezes eu mexia e as configs voltavam até fixarem de vez, talvez esteja mudando conforme o mapa que joga ou algo assim, ja que a UE4 qdo voce faz um jogo voce configura essas coisas por mapa, eles devem ter feito alguma merda que criou esse bug qdo volta pro menu.

    Mas tao aparecendo alguns bugs que não tinha antes nos menus, crash ao iniciar e gente reclamando do jogo literalmente travar por uns segundos intermitentemente.

    Alpha, é a vida, mas tinha uns 25 negos no server BR e deu pra dar uma jogada.
    Última edição por Yankee : 27-05-2016 às 0:51

  8. #107
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    Mega update hardmobbers versão 6 ta live.

    Hi Squaddies,
    It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development. Alpha 6 is now upon us and we would like to take the time to share with you the changes you will experience since the last Alpha version.
    Note: Due to a major change in the way we do Graphics Settings, all of your custom settings will reset upon first launch of Alpha 6.
    Major Changes

    Unreal Engine 4.11 Update

    We've updated to Unreal Engine 4.11, pulling in a good number of engine features and performance updates. Take a look at the massive changelog for the engine to get an idea of the scope of all things that changed: HERE.




    Alpha Version 6 Incoming!

    The release will go live at 1700 UTC.

    middle_separator.png

    Hi Squaddies,
    It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development. Alpha 6 is now upon us and we would like to take the time to share with you the changes you will experience since the last Alpha version.
    Note: Due to a major change in the way we do Graphics Settings, all of your custom settings will reset upon first launch of Alpha 6.
    Major Changes

    Unreal Engine 4.11 Update

    We've updated to Unreal Engine 4.11, pulling in a good number of engine features and performance updates. Take a look at the massive changelog for the engine to get an idea of the scope of all things that changed: HERE.

    411_banner-770x250-2120500257.jpg

    New Deployable: Emplaced Heavy Machine Gun

    The first iteration of Vehicles are here! The Emplaced Browning M2 .50 caliber rifle is a beast of a heavy machine gun, capable of tearing apart even the most determined of infantry attackers. Placeable as a FOB deployable by Squad Leaders, the Browning M2 is your new best friend when locking down an open field on Chora, or creating a kill-zone on a Sumari road. Its effective range for target suppression is well over a kilometer and can easily stop a soldier with just one shot. But due to its limited traverse and elevation angles, operators be careful of your flanks and be sure to have backup!




    The Browning M2 consumes FOB Ammo Points (which will regenerate over time) when you reload, and you can only have 3 deployed per FOB (2 in Bunker Configuration and 1 Self-Standing). Sustained fire will overheat the weapon, denoted by how much smoke is pouring out of the front of the weapon. The emplacement itself can be damaged and destroyed with rockets, UGLs, incendiary grenades and hand grenades. Employ it wisely in defence or as a means of fire support, and it will prove invaluable in the firefights to come.




    New Map: Gorodok

    We are proud to include in this release a new map that we've been teasing in previous news posts. Gorodok is an eastern european inspired map, with large expansive terrain. While Squad is still primarily infantry focused, we will launch with one AAS gameplay layer focusing on a segment of the larger map, pitting Russian and Militia forces against one another in open forest style engagements.









    Map Update: Sumari

    A much expanded Sumari is finally ready to be released after many months in the oven, and it's looking absolutely gorgeous. More than twice in size with hundreds of enter-able buildings, this map will continue to provide endless tactical challenges to any Squad trying to navigate its narrow corridors and many firing lanes. Below is a quick look at the various layouts.







    Map Update: Fools Road Tunnels

    Fools Road has undergone a drastic change, underground that is. A completely new Militia fortress has been carved out of the mountain, with crisscrossing tunnels serving to act as a means for defenders to further entrench themselves. Designed not only as a showcase of our new capabilities to show enclosed underground areas, but to also provide an intense close quarter battle experience for Squads willing to venture into the depths of the fortress.





    Effects Update: Foliage and Water interaction

    We have now added foliage and water particle and sound effects, be mindful when moving through both of these terrain obstacles as those around you can now see and/or hear you.



    General Performance Improvements

    We've fixed a number of performance issues in the game on top the engine performance changes that came with UE4.11.
    On the server, we've done a full pass of over all of our networked objects, reducing their networking footprint and replication cost, making things overall more efficient. We've also fixed inventories so that weapons that are not equipped no longer tick and are only updated to client once every second. We've fixed an issue where spawning a soldier hitched the server, and removed a large number of networked properties that were not needed.
    On the client, we've been making passes on every map, merging many small meshes into one big detailed meshes to reduce shadow casting overhead. We've also implemented Distance Field Shadows (More Info here) while reducing the distance of the highly detailed Cascade Shadow Maps, which has given us a major performance boost on maps with a lot of trees like Fools Road and Operation First Light.
    In addition, we have reduced bones on the player skeleton so that players farther away will consume fewer resources for animations. We have also eliminated a lot of excess animation nodes and cleaned up our animation code to be more efficient across the board.
    AMD CPU Specific Performance Improvements

    We've implemented a Low Quality sounds toggle in the Game Settings on top of general cleaning up of the soundscape, which should help many users with poor audio performance on AMD CPU hardware, as well as in general. If you are having very low FPS with AMD CPU systems, turn on Low Quality Sounds and you should see a nice performance bump. We actively encourage those that do have AMD CPU hardware to try this new update out, and to provide with us feedback on your play experience.
    Server Update: RCON support for Servers

    We have now added in a standard implementation of the valve R-CON or remote console protocol. This protocol will allow server admins to issue console commands for things like broadcasting messages and kicking players remotely via an R-CON application of their choice. In addition to this. Our initial rollout for Alpha v6 includes the standard aspects of R-CON like specifying the port / password, connecting, and authenticating, and will be expanded in a minor upgrade with the ability to issue specific commands. Additionally, with the help of Disposable Hero from the Tactical Gamer community, an open source Squad Remote Admin tool is being developed which will feature basic R-CON functionality specialized for use with the Squad server.
    Founders Perks: Skin Additions

    Founders Skins have been added back to the game! If you backed us on Kickstarter or pre-ordered at the Founders level, you now have access to your ingame item rewards. They are disabled by default, so you need to go into your Game Settings and enable the skins you want to use. Note: The Founders Patches for the character models are still being worked on, so while the options are there in the menu, they are nonfunctional.


    Full Changelog

    Spoiler:
    Full Changelog


    Gameplay

    Deployables now no longer can be stacked one on top of the other
    Decreased Construction point and Ammo point income on FOBs
    Increased time necessary to take down a friendly FOB
    Tweaked recoil on some weapons
    Stamina now stops recharging while falling or jumping
    Insurgency tweaks. Minimum cache distance is now 300m on 2k maps and 400m on 4k maps, Insurgents now loose tickets if they get killed and there is a high but finite number of insurgent tickets (500 tickets) as a secondary win condition (make FOB placement and medics a little bit relevant again)
    Tweaked minimum arming range on rocket projectiles
    Speed up the time it takes to show the nametags above peoples head
    Smoke grenades no longer kill you with direct hits
    You can no longer focus while moving (within reason, there is a small velocity buffer)
    Updated recoil zoom modifier on ACOGs
    Systems

    Added Foliage bending on some maps, partial implementation at this stage
    Fixed an issue with soldiers standing when dead if you connect to a server with a game already in progress.
    Fixed weapon disappearing after using medic bag or field dressings.
    Fixed a number of crashes related to VOIP
    Added LODs to the soldier skeletons, improved performance on the animation-side when rendering multiple characters at a distance on screen
    Added Low Quality Sounds, which should help some AMD CPU users who are having stuttering issues related to sounds.
    Fixed issues with grenades exploding too late when you are dead
    Fixed a bug in AAS where lattice links would incorrectly look the wrong direction when looking for home links (fixes a potential locked in main situation).
    Mains now always contest their neighbors in AAS, which should prevent potential locked-in-main situations
    Fixed a PAAS issue where too many flags could be contested.
    Fixed an issue when leaning and sprinting while wounded would get the player stuck in that state
    Fixed an issue while jumping out of gun while holding fire allowed you to jump in the gun and fire without pressing a button.
    Tweaked MP443 pistols hit detection settings
    Fixed an issue where players are using more field dressings than are in their inventory
    Fixed players being able to spawn on other squads rally points when changing squad
    Adjusted projectiles so they overlap instead of block on water collisions, causing projectiles to now enter water
    Fixed weapon reloading desyncing between clients
    Fixed return to origin of the weapon reload being too slow/fast/various times
    Fixed an issue where the field dressings and medic bags would dissapear on weapon switch.
    Fixed enemies markers occasionally being visible during the first moments when you join a server
    Fixed some cases where the server list was not updating properly
    Fixed suppression effects not firing off under certain hit detection conditions
    Reworked code for healing yourself and someone else. This should prevent you from healing yourself and someone else at the same time with the medic bag
    Updated scalability to force distance field shadows on all graphics settings
    Fixed grenades from showing unequipping animation when there are no grenades left
    Fixed grenades not showing 1p and 3p in Listen Servers
    Fixed Shovel and patches being displayed below player
    NetUpdateRate optimizations. All spawn points down from 100 to 1, FOB spawns from 100 to 10, CameraMan from 100 to 10
    Improved performance on shovels, they now use a timer instead of ticking and only tick the timer when they are equipped
    Prevent reloading if your input is disabled. This prevents a bug that is caused by deploying and reloading at the same time
    All weapons now only tick when they are equipped, and unequipped network update rates have been drastically decreased
    UI

    Server Browser no longer kicks you back to main with a server full message after you have completely loaded the map, instead you should see this message pop up within a few seconds of trying to join a server.
    Updated inventory slider, you can now disable auto switching between weapons as well as confirm and cancel weapon switches that are only still highlighted in the UI.
    Fixed Purple smoke grenades having blue UI icon
    Optimised the Main Menu UI
    Optimised the in-game HUD
    Fixed Squad Leader icon number disappearing when he goes incapacitated
    Simplified the code for and added more validity checking to the team switch confirmation widget
    Fixed an issue where multiple toasts could crash the game due to incorrect garbage collection safety
    Fixed Tickets not always showing at rounds end
    Fixed an issue where overlapping Capture Zones would cause the capture widget to not show while you were in a capture zone.
    Fixed Sergeant Chevrons and Squad Leader Number overlapping
    Fixed the map timer not always showing the text in the correct format
    Fixed an issue where the Map Timer would desync between server and client
    Fixed keyboard not getting automatic focus on password dialog box when entering passworded servers
    Updated Minimaps on all maps to show fields, bodies of water, gameplay boundaries and also a distance scale
    Fixed toast messages being cut off by a smaller than normal dialogue box
    Fixed Fools Road and Sumari minimaps being out of alignment
    Updated Militia and Russian faction radial menu to use the Russian radio instead of US or INS
    Added map icon for HMGs
    Sounds

    Added Sound collisions to most passable vegetation, as you move through foliage you will make a noticeable sound
    Modified bullet hit dirt sounds
    Updated main menu music
    Added reverb volumes in tunnels on Fools Road
    Fixed attenuation and increased volume on healing sounds.
    Added Bleeding and Wounded/Incap EQ filters that adjust based upon your health.
    Modified SVD fire sounds
    Modified default M4 fire sounds to later fit for dynamic reflections
    Fix to crack flyby sounds
    Art

    Improved LODs on various static props
    Added window bar props to various maps
    Added water interactivity, collisions and impact effects by the player, small arms and explosives
    Fixed corrugated metal fences and scrap with double sided geometry settings
    Updated metal fences and log trenches to have proper materials and impact effects
    Overhauled bullet impacts on Dirt to use new gpu debris and random dust animations
    Fixed Smoke Grenade effects not rendering at far distances
    Fixed Smoke Grenade effects not always colliding with the surrounding environment
    Fixed tracer rounds showing too close or behind the gun barrels.
    Fixed several physmats having wrong footstep dirt effect, causing weird excessive foot fx on plastic, rubber etc.
    Added small working tool props as map decoration
    Relocated all shell ejection sockets to their right position, and improved the visual look of them spinning out of the ejection port
    Resized dirt bullet hits and improved random dirt animations
    Updated blast shockwaves relevant to dirt, grass and wood
    Fixed hescos disappearing at a distance
    Added small bulletholes for Makarov and other 9mm pistols
    Fixed RPG7 low quality geometry sight being mis-aligned
    Fixed misaligned rocket on the RPG7 during the reload
    Adjusted Particle Bounds of RPG7 rocket concrete explosion
    Maps

    Fixed issue where you could get stuck under the hopper car on Fools Road
    Fixed issue where you could use prone to get into the pipe on the gas silo Fools Road/First Light
    Fixed Op First Light warehouse door collisions from being borked
    Updated lighting on all maps
    Added more cache locations that are outside of buildings
    Fixed players falling through mine roof on Fools Road
    Fixed players spawning on the hesco bunker roof on Fools Road
    Updated playable boundaries on a number of maps
    Updated max tickets for BLUFOR on Logar Insurgency
    Added Chora Insurgency Layer
    Added Sumari Insurgency Layer
    Updated cap zone names for some maps
    Ambient sound fixes on Gorodok, Logar and Firing Range maps.
    Admin

    Added RCON Server plugin
    Added map icon for admin cam
    Fixed crashing on Admin-Camera as soon as you reload your weapon
    Fix for crash caused by jumping in admin cam while reloading on listen server and non-networked games.
    AdminRestartMatch command should now restart the map and stay on the same level

    middle_separator.png

    We hope that you all enjoy this latest Squad update, as always your feedback and bug reports are always welcome on the Forums.
    Offworld Out.


    KNOWN ISSUES

    -Gorodock has some distance field issues we will patch when we can
    -Graphics settings are kicking some people to windowed
    -Graphics settings sometimes kicking out of shadow settings when changing other options
    -Bugged compound on Chora near small blue roofed temple

  9. #108
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    Hoje saiu o patch com vários veículos, finalmente!

    http://store.steampowered.com/news/?appids=393380


  10. #109
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    Ainda esta meio bugado mas tudo vai se acertando com o tempo, os models dos btr's estão muito bons coisa linda de se ver.

  11. #110
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    Depois que mais algumas atualizações e um driver novo lançado pela AMD fixando os problemas entrei no jogo ontem e de 70 houve um salto muito grande para 120 fps's o jogo agora esta liso nas placas AMD já não posso dizer sobre as outras marcas, mas imagino que esteja da mesma forma para ambos.

    Quem não estava jogando pela perda de performance nos ultimos patchs pode retornar que agora esta tudo 100%, lembrando que o jogo continua em desenvolvimento mas já esta completinho mesmo em alpha.

  12. #111
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    Meio desanimado com o squad, esperando ver se os graficos vao melhorar. Eu acho os sprites 2d de grama, flores e o LOD das arvores muito escroto comparado com outros jogos e pessoalmente eu faria melhor, o que é triste.

    Outra coisa que me desanima é a quantidade de gente jogando, em média uns 500 players e quase não tem server. Pelo que o project reality era eu achei que ia bombar bem mais.

  13. #112
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    Citação Citando Yankee Ver mensagem
    Meio desanimado com o squad, esperando ver se os graficos vao melhorar. Eu acho os sprites 2d de grama, flores e o LOD das arvores muito escroto comparado com outros jogos e pessoalmente eu faria melhor, o que é triste.

    Outra coisa que me desanima é a quantidade de gente jogando, em média uns 500 players e quase não tem server. Pelo que o project reality era eu achei que ia bombar bem mais.
    Eu particularmente tbm não curto os LODs 2d mas ainda ta em alpha espero que de uma melhorada, os graficos no meu pt tem rodado tranquilo tudo no epic com 70 fps variando até 50 na hora das tretas e muita gente na tela.

    Aconselho você ir no fórum do desenvolvedor do squad e procurar um tópico chamado Tweaks, são comandos que você vai editar na sua config e melhoram o jogo 80% tanto nos gráficos quanto na performance.

    Esse jogo requer uma placa de vídeo de alta performance qualquer coisa mediana vai lagar demais, mesmo eles otimizando quando lançarem os veículos pesados e aéreos vai ficar mais pesado ainda, tenho jogado nos 2 servidores que tem e estão sempre full.

    Mas ainda não larguei o PR e nem vou largar nunca kkkk

  14. #113
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    pr demorou 8 anos pra ficar pronto

    esse aí ta indo pelo mesmo caminho....

  15. #114
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    Lançamento do Alpha 3 galera vale a pena conferir é muita coisa para eu postar aqui.

    http://joinsquad.com/readArticle?articleId=123

  16. #115
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    os servers brazucas tavam meio parado... hj denoite rola jogatina ?

  17. #116
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    Citação Citando Matheusoc Ver mensagem
    os servers brazucas tavam meio parado... hj denoite rola jogatina ?
    ta rolando inclusive eu estou entrando no server br agora, depois desse update o jogo esta com um desempenho muito melhor que antes, 3 gigas de update praticamente tudo novo.

    junto com o update vieram mais alguns 10 servers novos que estão na maioria do tempo lotados, nesse update entrou a parte de penetração balistica que .50 e armas de grosso calibre podem penetrar paredes e muitas outras coisas.

  18. #117
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    Um videozinho mostrando com o esta a ultima versão ( Alpha 8 ).

  19. #118
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    deram uma boa melhorada na performance... servidor lotado sexta denoite
    @itsmeMario qual teu nick na steam mesmo?

  20. #119
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    Citação Citando Matheusoc Ver mensagem
    deram uma boa melhorada na performance... servidor lotado sexta denoite
    @itsmeMario qual teu nick na steam mesmo?
    Aqui ta acom 80 fps e quando fica muito tumultuado cai pra 70 mas nunca abaixo disso, antes estava bem ruim mesmo agora melhorou 80% outros jogo praticamente pois baixei 3 gigas de update.

    mandei pm com o steamid.

  21. #120
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    Preciso de um PC novo.

  22. #121
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    Jogamos ontem por mais de 4 horas no servidor BR que estava lotado, quem tiver interessado da um toque estamos em 5 e ainda tem 4 lugares no esquadrão, jogamos sempre no período da noite após as 20:00.

  23. #122
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    A HORA É AGORA!

  24. #123
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    jeçus

  25. #124
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    Aos caros amigos que desejam jogar favor deixarem aqui seus devidos IDs da steam para agilizarmos a jogatina noturna, sei que muita gente comprou e esta jogando sozinha no momento, hardmob squad ready to duty.

    Vou adicionar todos e depois criar um grupo no steam para a galera ficar informada sobre o desenvolvimento, updates e jogatinas, sempre noturnas após as 19:00.

  26. #125
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    Já tenho você no steam! To baixando o jogo.

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