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Topics - redria

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1
General Discussion / Nostalgia
« on: April 14, 2021, 06:09:40 pm »
A recent video gave me nostalgia so I thought I'd come back to the forums to reminisce.

Looking back to the pub games, scrimmages, tournament days. Playing casual and competitive. Writing stupidly long guides/explanations of things.
Wandering the different maps looking for places to race through, gaps barely wide enough to fit through, and places that shouldn't be accessible (looking at you canyon ambush cliffs).
Meeting my future wife, and a group of crazy friends.

Apparently the average player base is a single lobby now. I should hop on sometime and play a few rounds again. For old times sake.

2
The Signal Tower / redria7 streaming goio!
« on: December 10, 2015, 06:30:11 pm »
Hey everyone. Been a while since I've played GoIO, but I've been itching to fly since I got new internet that can handle streaming!

Come swing by and hang out.  :D

I'll be starting in about 15 minutes!

http://www.twitch.tv/redria7

3
The Lounge / Single Use Monocles
« on: March 17, 2015, 12:47:44 pm »
This is the best place I can think of to have a laugh about this. The creator of Saturday Morning Breakfast Cereal (webcomic) has apparently taken part in designing a single use wrapped monocle:
http://www.smbc-comics.com/index.php?id=3674 (comic)
https://www.kickstarter.com/projects/weiner/the-gentlemans-single-use-monocle (kickstarter)

I'm not saying go buy one or back it or whatever. I probably won't. But if ever there were a target audience, this forum is probably it. Thought I would share.

4
General Discussion / Thoughts on Game Design [Discussion Thread]
« on: September 29, 2014, 04:16:57 pm »
I saw this video in a thread a few days ago and did some thinking on it, and on retention and some of the things that the video mentions. Specifically, skip to the 2:30 mark to see Extra Credits describe something that sounds eerily familiar.

The point that the video makes is that new players should be able to kill experienced players using techniques/weapons/skills that are very easy, but that there should be techniques/weapons/skills that are stronger but require more skill. This gives new players an in to compete against skilled players without feeling helpless, and it rewards skilled players for taking the time to learn skills.

There are several places where GoIO fails in this regard, though not through individual efforts. In fact, GoIO does a pretty good job of following those concepts on an individual basis. However, it fails on a team diagnosis.

Consider: as a gunner, experience shows you how to use ammo types and improves your aim, making you better with harder to hit weapons that deal more damage (mines, lumberjeck, heavy flak, hades, etc). Another gunner will still do serviceably well, and could still beat you with a lucky shot, but you are distinctly better. As an engineer, experience shows you how to maintain chem sprays, how to balance shooting and repairing, how to optimize your repairs, etc. An opposing engineer might get lucky and hit a critical repair just before you, but probably not. As a pilot, your ship depends heavily on arcs. An experienced pilot will be very good at staying out of arcs an maintaining their own arcs, but may occasionally be caught and killed by a less experienced pilot.

Now consider, in the video there is a reference to the CoD noob tube (? I never played CoD...). Presumably, a less experienced player can get a kill through a lucky shot or a mistake by the more experienced player. It probably wouldn't turn the tide of the battle, but it feels like progress.

In this instance, success is had through luck and/or mistakes by a single individual.

Looking back at GoIO. A gunner may make mistakes, but an experienced pilot/engineer will keep the ship alive until the gunner fixes their mistakes. An engineer may mess up, but a good pilot and good gunner will keep the ship out of fire or finish the kill before the ship goes down. A pilot may temporarily find themself in a bad position, but a good engineer can help keep the ship alive long enough to put the gunner in a position to end the engagement.

In GoIO, success is had through luck and/or mistakes by an entire ship.

On top of this, consider that often experienced ships stick together to support each other. You have added an extra dimension of safety from teamwork.

Individually, GoIO seems to meet the standards of a game that provides an in for new players. You may cite flamethrowers or gat-mortar builds as examples of how new players can beat experienced players. But these kills really only happen when an entire team makes a series of mistakes. They minimize the window a team has to recover from these mistakes, but they do not open the window in the first place.

Question being, is GoIO a game that can be conventionally balanced to offer new players an opportunity to defeat experienced players, or is the teamwork too intricate to ever provide that opportunity in a way that makes a game big?


Does this make sense to you? Am I wrong? Can you think of a way GoIO could better entice newer players to stick around? Discuss! :D

5
Community Events / Room for Improvement
« on: July 14, 2014, 03:53:39 pm »
I am going to go ahead and kick this thread off. The idea here is that this is only Season 1 of Hephaestus. While season 2 might not happen immediately, I would like to see it picked up and continued for several more seasons, evolving to match the needs and desires of the community and the audience. Whether this includes me or any of the current admins is outside the scope of this thread. This thread is to get a head start on evolving the Hephaestus Challenge so it can come back with Season 2, bigger and badder than ever.

So what I want from you guys is an analysis of how things have gone for you so far. Be as critical as you need to be. What are things that went wrong? Problems you ran into? Highlights? Things you might suggest?

The Season isn't over, and a Champion is yet to be crowned, and the Hell that is the Silver Playoffs looms just around the corner. But it is never too soon to look towards the future and start crafting a masterpiece.

I will update this post as we go with topics of discussion.

A few starting points might be...
  • Is the HC League too long, too short, or just right? Why do you feel this way?
  • Much of the league uses a best of 1 system. Would a best of 3 system have felt better, or was the best of 1 option a good way to protect your time and the audience's time?
  • The HC League (re?)introduced a separation of casting and administration, but failed (largely due to me) to separate administration and referees. Was the separation good? Would you have liked to see more separation between administration and referees?
  • Time limit rules came into play multiple times. Were these rules a good way to end the match, both as a player and as a viewer? Is there a different format that you feel might better protect the ability to bring any style to competition?
  • Were the set start times a good or bad thing? Did you feel you were left waiting in full lobbies too long waiting for your match to start? Did you enjoy knowing exactly when your match would start? Did it allow you to schedule better and get friends to watch you? Would a rolling start time or a different format work better?
  • Did the lobby time limit provide an adequate arena for selecting your ship without opening the match to excessive ship swapping? Did you feel safe to take unusual builds, or would a different system make you feel safer in taking unusual builds?
  • Were the pause time rules fair, and fairly enforced? Were you ever concerned that server problems or player disconnects would ruin a match for your team?
  • Were the substitution rules sufficiently flexible to allow you to make all needed substitutions? Did you ever feel the substitution rules were too lax, allowing a player or team to abuse them?
  • Were there any rules you felt strongly for or against? Something you felt harmed the integrity of the match or League?
  • Do you feel that the map pool provided sufficient variety, and that the maps each added something beneficial to the map pool? Was there a map that detracted from the quality of the League that you felt should have been removed?
  • Would you be intrigued by a restructuring of the regular season to allow more fluid participation, or would you prefer a second season to maintain a more strict adherence to current structuring?
  • Would you be interested in playing more than one match per day (Bo1) even if your matches were not scheduled consecutively?
  • Would you be interested in taking an axe to the pause rules and removing official pauses?

I open this thread up to everyone. If you have any feedback to give about the structure and administration of the Hephaestus Challenge, we would love to hear it. If you would like to bring up something you feel would be best not approached in public, feel free to message me or another of the admins about it. Thank you to everyone.

6
Feedback and Suggestions / The Gunner "Problem" - Range
« on: July 11, 2014, 09:36:53 am »
Incoming wall of text.
TL;DR: Add an "arming time" to all guns - unarmed shots deal ~80% of current damage, armed shots deal ~120% of current damage - and make ammo types focus more on modifying the armed range of the gun. This would fix gunners but possibly be too big of a change.



A lot of attention is being given to gunners and the lack of desire for gunners on some ships. Proposed buffs to the gunner class include new ammo types (supported by devs as the easy temporary fix), new gunner tools (supported by several players as a "real" solution), and altering the classes to carry different quantities of items (not heavily discussed yet).

I propose that these will not, and cannot, make the gunner any more desirable than it currently is.

Consider the pilot and his tools. He has tools that alter his movement speed. He has tools that alter his turning. He has tools that alter his vertical mobility. He even has a tool he can use to damage an enemy. A gunner or engineer trying to replace a pilot is insufficient in most cases because they don't have the variety of tools needed to do the job well enough - they can only carry one type of all these types of pilot tools.

Consider the engineer and his tools. He has tools that rebuild faster. He has tools that repair faster. He has tools that handle fire. He even has a tool that he can use to increase the damage of guns. A pilot or gunner trying to replace an engineer is insufficient in most cases because they don't have the variety of tools needed to do the job well enough - they can only carry one of all these types of engineer tools.

Now consider the gunner and his tools. He has tools that alter the way his gun deals damage.

That's it.

No matter what, the gunner tools in the current state of the game focus around the idea of optimizing the way you are dealing damage to the enemy. Greased ammo lets you deal damage faster in a single clip. Burst lets you deal damage in a greater area. Charged lets you deal lots of damage with a single shot.

When a captain designs his ship, he can select a certain way to deal damage for each weapon, and whatever crew member will be on that gun takes the ammo that best fits that damage style. No other ammo types are needed simply because they deal damage in a way that the captain doesn't need - it doesn't fit the style of his ship. A pilot or an engineer on a gun works just as well as a gunner in most cases because they can deal damage in the way desired with just their one ammo type.

Going into why the proposed changes won't solve this:

New Ammos
In theory, adding new niche ammo types will make a captain want to have those ammo types on his ship. However, we are still left in the situation where captains will design their ship in a certain way and one ammo type will deal damage in a way that is ideal for their style. Captains will still only need the one ammo type for each gun, making gunners no more desirable than before.

New ammos that alter the health of the gun have more potential. A captain might want that extra protection and not be willing to sacrifice the shiny ammo type that fits their style. However, normal ammo is still remarkably good, and the health boost ammo would undoubtedly have downsides to damage output requiring the crew to reload to be able to win a fight. The concept is interesting and has potential, but is still limited.

New Gunner Tools
The player proposed solution of adding new gunner tools similar to the buff hammer would, in theory, make gunners more desirable. A gunner could increase their damage output while also using one of the fancy ammo types that benefit their captain's style. However, this is defeated by both the utility of normal ammo and the ingenuity of captains. Why would a gat-mortar pyramidion take a gunner for a gunning buff tool when they could take 2 engineers - one with the tool and one with greased? Crews have already shown that they can handle taking care of each others guns in terms of buffs. Now you just have a buffgineer and a gun loading engineer.

Even in situations where crew couldn't assist each other like that, normal ammo in a gun is never a bad thing. It deals greater DPS than a few ammo types and has no drawbacks. An engineer taking a gunner tool and just using normal ammo wouldn't see significant drawbacks by not having more specialized ammo.

New Class Loadouts
Altering the number of tools taken by each class would maybe do the trick. It would be closer than the other 2 options. But it would be a big change and need a lot of coding. Discussions seem to touch on it then shy away from it, so maybe I will just leave it alone for the time being.

---------------------------------------------------------------------------------------------------------------------------------

There is a common theme in the problems with most solutions proposed. And the problem isn't that engineers are too good. It's that normal ammo is too good, or rather, that the guns themselves are too good.

Take for instance the gatling gun. You can shoot to the limit of brawling range and only get better as your enemy gets closer. You shred armor absurdly fast and allow for the 1-2 punch of the metamidion to be a thing. Greased ammo lets you shoot even faster and can often be used as the only ammo on the gatling gun. Even without greased, normal ammo does an excellent job of stripping armor. Why take anything but an engineer?

Now let's add a new mechanic, or maybe alter an old one.

Every gun gets an arming time.
An "unarmed" shot deals -20% damage of current production.
An "armed" shot deals +20% damage of current production.
Arming times and gun ranges are altered to allow each projectile for each weapon an armed range that naturally extends, depending on the weapon, anywhere from 50 meters to several hundred meters.
Current production damages on guns with an arming time would need extra attention and revision to determine a satisfactory resting point.

Yes, this sounds crazy. Yes, this is crazy.

Consider - a crew with no knowledge of what is going on will still deal close to current damage and will still be able to kill, albeit somewhat slower. A crew with knowledge of how the arming works will deal extra damage, but not exceedingly so. Between the two, the ship dealing armed damage should win, but the difference may not be enough to make up for a surprise attack or focus fire from the unarmed ships. Maybe the percentages would be looked at and adjusted, but the concept is there.

Now consider that all ammos are revised around the concept of range control. Lesmok gets a larger armed range, but much further out. Greased may get a smaller armed range much closer in. Charged can have a smaller armed range at standard distance with no clip or fire rate reduction. New ammos could be added that play with the range in different ways.

Looking again at the gatling gun. Normal ammo could have an armed range of 200-350 meters (arms at 200 meters, max range is 350). Lesmok ammo might then have an armed range of 400-600. Greased ammo could have an armed range of 50-150. Charged ammo could have an armed range of 250-300. A new ammo might give an armed range of 10-90.

Now consider this new gatling gun with an engineer. If your engineer takes greased ammo they can fight effectively at ranges of 50-150 and 200-350. That's not bad, but an enemy could get inside your range gaps with a better ammo and easily out-damage you. Your extra engineering capabilities wouldn't be sufficient to handle the damage gap.

Now instead take a gunner with the new ammo, greased, and lesmok. Your effective ranges are now 10-90, 50-150, 200-350, and 400-600. Suddenly your job as a pilot becomes much easier and more interesting. You can stay effective at nearly any range a comparable ship will be fighting at, and now you can coordinate reloads with your gunner to try to move into your gunner's effective range as he finishes reloading and simultaneously move out of your opponent's effective range.

This is a crazy solution, yes. It turns a lot of things upside down, and throws a lot of things out the window. It also makes gunner a much more interesting role since since they now can deal damage in different ways and at different ranges. A pilot or engineer can't match their utility on a gun because they can't maintain damage output over as wide of a range. It would take a gutsy, confident pilot to not take a gunner. You really think you can keep the enemy in a such a small window of damage?

A good gunner also becomes immensely valuable. The ability to judge ranges and communicate plans with the pilot to load the appropriate ammo would be prized, as their ships would out-perform others.

Is this the right solution? Is such a large change even viable with a game nearly 2 years old? Would it be too difficult for new players to grasp?
I don't have the answers to these questions. But I do know that I don't foresee any other changes really making the gunner as interesting as this would.

7
Community Events / Week 2 June 07th, Maps and Spawns
« on: June 04, 2014, 03:39:01 pm »


(All times listed as Eastern Daylight Time - EDT)

For the Hammer Division streamed by The Rob and Dan Show

At 4:20 PM at Paritan Rumble, Overwatch in the red spawn will face Ryder in the blue spawn.
At 5:05 PM at Duel at Dawn, Museosaurs in the red spawn will face Glowwater Thralls in the blue spawn
At 5:50 PM at Northern Fjords, The Clamour in the red spawn will face Mad Hatters in the blue spawn.

For the Anvil Division, streamed by Imagine

At 4:00 PM at Canyon Ambush, Black Flight Squadron in the red spawn will face Holy Roman Army in the blue spawn
At 4:45 PM at Battle on the Dunes, Sacrilege in the red spawn will face Cake in the blue spawn
At 5:30 PM at Northern Fjords, Sky Invading Rhinos in the red spawn will face The Art of Warfare in the blue spawn

The Cross Division Match will be at 6:15 PM at Paritan Rumble and be between Deadpool's Army from Hammer in the red spawn and Zill's Merry Men from Anvil in the blue spawn.

For the big ole google doc for the rest of the season click these words

Apologies for the delay in posting today. Sammy lost power and I ended up stuck in meetings right as I found out about it.
Team pages should be updated with times and maps.

*Note* Some times changed by about 20 minutes. Matches for each division will be offset by 20 minutes so short matches like those from last week will allow a viewer to watch every match without prolonged breaks where neither stream is active. We hope this is a good change.

8
Community Events / [Hammer] Rydr
« on: May 29, 2014, 12:33:44 pm »
Hammer Division

RydrCompeting Members
Hillerton
GeoRmr
Llamas united
Allien
Jarmenkell
RolandTelcontar
Astako
Aayra
Lueosi
Deltajugg
FredTheFifth
Schedule
May 31:
From
Red
Spawn vs
DeadPool's Army
on
Paritan Rumble
at
1645
EDT
-----
Win
5 - 0
-----
June 07:
From
Blue
Spawn vs
Overwatch
on
Paritan Rumble
at
1620
EDT
-----
Win
5 - 3
-----
June 14:
From
Red
Spawn vs
Holy roman Army
on
~TBD~
at
1815
EDT
-----
Loss
1 - 5
-----
June 21:
From
Red
Spawn vs
Mad Hatters
on
~TBD~
at
1600
EDT
June 28:
ByeWeek
July 05:
From
Red
Spawn vs
The Clamour
on
~TBD~
at
1620
EDT
July 12:
From
Red
Spawn vs
Museosaurs
on
~TBD~
at
1730
EDT
July 19:
From
Blue
Spawn vs
Glowwater Thralls
on
~TBD~
at
1750
EDT

9
Community Events / [Hammer] Overwatch
« on: May 29, 2014, 12:33:38 pm »
Hammer Division

OverwatchCompeting Members
Ightrril
Sir Yosh
RottedBeef
HappyDoom
forestsprite
VomAct
Zyem
FuzzOfDeath
FluffyHetsche
PhoenixFall
Schedule
May 31:
From
Red
Spawn vs
Black Flight Squadron
on
Canyon Ambush
at
1815
EDT
-----
Win
5 - 3
-----
June 07:
From
Red
Spawn vs
Rydr
on
Paritan Rumble
at
1620
EDT
-----
Loss
3 - 5
-----
June 14:
From
Red
Spawn vs
DeadPool's Army
on
~TBD~
at
1730
EDT
-----
Loss
4 - 5
-----
June 21:
ByeWeek
June 28:
From
Blue
Spawn vs
The Clamour
on
~TBD~
at
1600
EDT
July 05:
From
Blue
Spawn vs
Mad Hatters
on
~TBD~
at
1750
EDT
July 12:
From
Blue
Spawn vs
Glowwater Thralls
on
~TBD~
at
1600
EDT
July 19:
From
Red
Spawn vs
Museosaurs
on
~TBD~
at
1620
EDT

10
Community Events / [Hammer] Mad Hatters
« on: May 29, 2014, 12:33:33 pm »
Hammer Division

Mad HattersCompeting Members
Katherine Scarborough
Foxx
Rhythm Rogue
D. Strought
Mizta WildCard
Schwerbelastung
ToraTsuki
Sareth Steambullet
Schedule
May 31:
From
Red
Spawn vs
Museosaurs
on
Battle on the Dunes
at
1600
EDT
-----
Win
5 - 3
-----
June 07:
From
Blue
Spawn vs
The Clamour
on
Northern Fjords
at
1750
EDT
-----
Loss
2 - 5
-----
June 14:
From
Blue
Spawn vs
Glowwater Thralls
on
~TBD~
at
1600
EDT
-----
Forfeit
-----
June 21:
From
Blue
Spawn vs
Rydr
on
~TBD~
at
1600
EDT
June 28:
ByeWeek
July 05:
From
Red
Spawn vs
Overwatch
on
~TBD~
at
1750
EDT
July 12:
From
Blue
Spawn vs
DeadPool's Army
on
~TBD~
at
1645
EDT
July 19:
From
Blue
Spawn vs
The Art of Warfare
on
~TBD~
at
1815
EDT

11
Community Events / [Hammer] DeadPool's Army
« on: May 29, 2014, 12:33:27 pm »
Hammer Division

DeadPool's ArmyCompeting Members
TheRealDeadPool
KitKatKitty
Affrayer
MacBernick
CatChan
SalemMcGee
Horatio Tibbs
Sasquawnch L'Orawnge
Shadow Reaper
Shoxaju
Jawjee
Kau
Marza
Schedule
May 31:
From
Blue
Spawn vs
Rydr
on
Paritan Rumble
at
1645
EDT
-----
Loss
0 - 5
-----
June 07:
From
Red
Spawn vs
Zill's Merry Men
on
Paritan Rumble
at
1815
EDT
-----
Loss
2 - 5
-----
June 14:
From
Blue
Spawn vs
Overwatch
on
~TBD~
at
1730
EDT
-----
Win
5 - 4
-----
June 21:
From
Blue
Spawn vs
Museosaurs
on
~TBD~
at
1645
EDT
June 28:
ByeWeek
July 05:
From
Blue
Spawn vs
Glowwater Thralls
on
~TBD~
at
1705
EDT
July 12:
From
Red
Spawn vs
Mad Hatters
on
~TBD~
at
1645
EDT
July 19:
From
Blue
Spawn vs
The Clamour
on
~TBD~
at
1705
EDT

12
Community Events / [Hammer] The Clamour
« on: May 29, 2014, 12:33:18 pm »
Hammer Division

The ClamourCompeting Members
Nhbearit
Mini-Gunner
Illmatar
Steelking
Jason McMorgan
Arilo
Fyraxis
Gorath
Schedule
May 31:
From
Red
Spawn vs
Glowwater Thralls
on
Northern Fjords
at
1730
EDT
-----
Loss
3 - 5
-----
June 07:
From
Red
Spawn vs
Mad Hatters
on
Northern Fjords
at
1750
EDT
-----
Win
5 - 2
-----
June 14:
From
Red
Spawn vs
Museosaurs
on
~TBD~
at
1645
EDT
-----
Loss
4 - 5
-----
June 21:
ByeWeek
June 28:
From
Red
Spawn vs
Overwatch
on
~TBD~
at
1600
EDT
July 05:
From
Blue
Spawn vs
Rydr
on
~TBD~
at
1620
EDT
July 12:
From
Red
Spawn vs
Sky Invading Rhinos
on
~TBD~
at
1815
EDT
July 19:
From
Red
Spawn vs
DeadPool's Army
on
~TBD~
at
1705
EDT

13
Community Events / [Hammer] Museosaurus
« on: May 29, 2014, 12:33:12 pm »
Hammer Division

MuseosaurusCompeting Members
Bubbles
Keyvias
Frogger
evodoc
Ressorius
Swallow Sama
CaptainSeal
LeoMaliki
Schedule
May 31:
From
Blue
Spawn vs
Mad Hatters
on
Battle on the Dunes
at
1600
EDT
-----
Loss
3 - 5
-----
June 07:
From
Red
Spawn vs
Glowwater Thralls
on
Duel at Dawn
at
1705
EDT
-----
Loss
2 - 5
-----
June 14:
From
Blue
Spawn vs
The Clamour
on
~TBD~
at
1645
EDT
-----
Win
5 - 4
-----
June 21:
From
Red
Spawn vs
DeadPool's Army
on
~TBD~
at
1645
EDT
June 28:
ByeWeek
July 05:
From
Red
Spawn vs
Cake
on
~TBD~
at
1815
EDT
July 12:
From
Blue
Spawn vs
Rydr
on
~TBD~
at
1730
EDT
July 19:
From
Blue
Spawn vs
Overwatch
on
~TBD~
at
1620
EDT

14
Community Events / [Hammer] Glowwater Thralls
« on: May 29, 2014, 12:33:01 pm »
Hammer Division

Glowwater ThrallsCompeting Members
Skrimskraw
Viktor wallace
Mattilald Anguisad
Fiasco total
Frostbound
Mezhu
Leria
Nidh
Crafeksterty
Grayknight
Schedule
May 31:
From
Blue
Spawn vs
The Clamour
on
Northern Fjords
at
1730
EDT
-----
Win
5 - 3
-----
June 07:
From
Blue
Spawn vs
Museosaurs
on
Duel at Dawn
at
1705
EDT
-----
Win
5 - 2
-----
June 14:
From
Red
Spawn vs
Mad Hatters
on
~TBD~
at
1600
EDT
-----
Opponent Forfeit
-----
June 21:
ByeWeek
June 28:
From
Red
Spawn vs
Sacrilege
on
~TBD~
at
1645
EDT
July 05:
From
Red
Spawn vs
DeadPool's Army
on
~TBD~
at
1705
EDT
July 12:
From
Red
Spawn vs
Overwatch
on
~TBD~
at
1600
EDT
July 19:
From
Red
Spawn vs
Rydr
on
~TBD~
at
1750
EDT


15
Community Events / [Anvil] Holy Roman Army
« on: May 29, 2014, 12:32:49 pm »
Anvil Division

Holy Roman ArmyCompeting Members
Jub Jub
Thomas
AngryWalnuts
HaZ-MiDNight
LazyPandas
Allison
Heldigris
Celti
The Valz
Schedule
May 31:
From
Blue
Spawn vs
Zill's Merry Men
on
Duel at Dawn
at
1645
EDT
-----
Win
5 - 0
-----
June 07:
From
Blue
Spawn vs
Black Flight Squadron
on
Canyon Ambush
at
1600
EDT
-----
Win
4 - 2
-----
June 14:
From
Blue
Spawn vs
Rydr
on
~TBD~
at
1815
EDT
-----
Win
5 - 1
-----
June 21:
From
Red
Spawn vs
The Art of Warfare
on
~TBD~
at
1600
EDT
June 28:
ByeWeek
July 05:
From
Blue
Spawn vs
Sky Invading Rhinos
on
~TBD~
at
1600
EDT
July 12:
From
Red
Spawn vs
Cake
on
~TBD~
at
1750
EDT
July 19:
From
Blue
Spawn vs
Sacrilege
on
~TBD~
at
1730
EDT

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