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TFW I have more signal on the trail than at the top.
I'm listening to a bunch of rednecks practice death metal in a garage. Big Grin
And so I sink back into the valley of the 90s, where there is no Wi-Fi or cell service, pest control is more of an idea than practice, and the insects have been running wild crossbreeding programs.
possible upcomming vector thrust update,
[Image: 7F927FABEB18D71320C38B9CC7F028BE4962AC5B]
dem SP weapon internal bay.
Someone in the last few pages decided PA was better than SupCom.

I have played both, and you're absolutely wrong.

First off, PA has only one faction. While this does make balancing easy, strategy suffers as a result. It means there are only a handful of counters to a handful of tactics. Meanwhile, SupCom has three factions (four in Forged Alliance), each with a encapsulating theme: UEF is based around defense, being heavily armored and with superior range on their weapons for maximum base-turtle-ing. The Cybrans have weak units but make up for it with special technology, like cheap stealth and odd weapons. The Aeon go big, and deal large amounts of damage but suffer from weak armor and average speed. The Seraphim simply make tier units .5 up from the rest, costing more for a bigger package in all stats, but suffer from generalized units that lack the ability to deal with some strategies efficiently.

PA strategy boils down to which one of the generic units you want to use today. Fun. SupCom even has some units with more than one purpose!

SupCom's campaign is big, even though each faction has six missions in the original, these missions can take a while if you don't know what you're doing, even on easy mode. Some parts of the campaign even sync up with other factions.

Tiers and upgrading are different. The way PA does tiers is weird, by instead of upgrading your factories (and requiring you have defenses up beforehand, as it means the factory can't produce), you simply place down a larger factory while your original T1 is still pumping out. SupCom has 3 tiers, each with a focus: T1 is basic, T2 is tactical, T3 is strategical, and you even got fun experimentals if you want to rub your victory in your opponent's face. PA simply dumps all the cool stuff in T2 and declares it done.

SupCom's grid system meant each building fits, PA's free building means you have to wiggle around to fit it in.

And while infinite units was a good idea on paper, when adding up with cheap units it means swarming is a legitimate tactic, while in SupCom it was simply desperate when faced with a impenetrable defense that defies strategy, costing you tons of mass, time and a good chunk of your unit cap just to shut down a single torpedo tower next to AA that can only be taken out by your boats.

And while PA has big, solar systems of planets, the terrain was more noticeable, diverse in SupCom, which meant sometimes your defense for half of your base boiled down to the huge mountain that blocked tactical missiles. SupCom meant you had to work with the map you have to deal with problem you have at hand, in PA you can simply go around or even fuck off to another planet where you won't be bothered.

PA has ideas that sounded amazing on paper, but in practice it's worse.
(07-19-2015, 07:41 PM)SilverOtter Wrote: [ -> ]Someone in the last few pages decided PA was better than SupCom.

I have played both, and you're absolutely wrong.

First off, PA has only one faction. While this does make balancing easy, strategy suffers as a result. It means there are only a handful of counters to a handful of tactics. Meanwhile, SupCom has three factions (four in Forged Alliance), each with a encapsulating theme: UEF is based around defense, being heavily armored and with superior range on their weapons for maximum base-turtle-ing. The Cybrans have weak units but make up for it with special technology, like cheap stealth and odd weapons. The Aeon go big, and deal large amounts of damage but suffer from weak armor and average speed. The Seraphim simply make tier units .5 up from the rest, costing more for a bigger package in all stats, but suffer from generalized units that lack the ability to deal with some strategies efficiently.

PA strategy boils down to which one of the generic units you want to use today. Fun. SupCom even has some units with more than one purpose!

SupCom's campaign is big, even though each faction has six missions in the original, these missions can take a while if you don't know what you're doing, even on easy mode. Some parts of the campaign even sync up with other factions.

Tiers and upgrading are different. The way PA does tiers is weird, by instead of upgrading your factories (and requiring you have defenses up beforehand, as it means the factory can't produce), you simply place down a larger factory while your original T1 is still pumping out. SupCom has 3 tiers, each with a focus: T1 is basic, T2 is tactical, T3 is strategical, and you even got fun experimentals if you want to rub your victory in your opponent's face. PA simply dumps all the cool stuff in T2 and declares it done.

SupCom's grid system meant each building fits, PA's free building means you have to wiggle around to fit it in.

And while infinite units was a good idea on paper, when adding up with cheap units it means swarming is a legitimate tactic, while in SupCom it was simply desperate when faced with a impenetrable defense that defies strategy, costing you tons of mass, time and a good chunk of your unit cap just to shut down a single torpedo tower next to AA that can only be taken out by your boats.

And while PA has big, solar systems of planets, the terrain was more noticeable, diverse in SupCom, which meant sometimes your defense for half of your base boiled down to the huge mountain that blocked tactical missiles. SupCom meant you had to work with the map you have to deal with problem you have at hand, in PA you can simply go around or even fuck off to another planet where you won't be bothered.

PA has ideas that sounded amazing on paper, but in practice it's worse.
Exactly this.

PA is a nothing more than dumbed down SupCom with prettier explosions and a bigger map.
(07-19-2015, 05:02 PM)Battle Bee Wrote: [ -> ]
(07-19-2015, 04:57 PM)UnamusedAvali Wrote: [ -> ]Shhhh, 'flawless' logic.



That's your opinion.

It has only one faction, atrocious performance problems and no actual campaign.
These aren't opinions.


(07-19-2015, 07:41 PM)SilverOtter Wrote: [ -> ]Someone in the last few pages decided PA was better than SupCom.

I have played both, and you're absolutely wrong.

First off, PA has only one faction. While this does make balancing easy, strategy suffers as a result. It means there are only a handful of counters to a handful of tactics. Meanwhile, SupCom has three factions (four in Forged Alliance), each with a encapsulating theme: UEF is based around defense, being heavily armored and with superior range on their weapons for maximum base-turtle-ing. The Cybrans have weak units but make up for it with special technology, like cheap stealth and odd weapons. The Aeon go big, and deal large amounts of damage but suffer from weak armor and average speed. The Seraphim simply make tier units .5 up from the rest, costing more for a bigger package in all stats, but suffer from generalized units that lack the ability to deal with some strategies efficiently.

PA strategy boils down to which one of the generic units you want to use today. Fun. SupCom even has some units with more than one purpose!

SupCom's campaign is big, even though each faction has six missions in the original, these missions can take a while if you don't know what you're doing, even on easy mode. Some parts of the campaign even sync up with other factions.

Tiers and upgrading are different. The way PA does tiers is weird, by instead of upgrading your factories (and requiring you have defenses up beforehand, as it means the factory can't produce), you simply place down a larger factory while your original T1 is still pumping out. SupCom has 3 tiers, each with a focus: T1 is basic, T2 is tactical, T3 is strategical, and you even got fun experimentals if you want to rub your victory in your opponent's face. PA simply dumps all the cool stuff in T2 and declares it done.

SupCom's grid system meant each building fits, PA's free building means you have to wiggle around to fit it in.

And while infinite units was a good idea on paper, when adding up with cheap units it means swarming is a legitimate tactic, while in SupCom it was simply desperate when faced with a impenetrable defense that defies strategy, costing you tons of mass, time and a good chunk of your unit cap just to shut down a single torpedo tower next to AA that can only be taken out by your boats.

And while PA has big, solar systems of planets, the terrain was more noticeable, diverse in SupCom, which meant sometimes your defense for half of your base boiled down to the huge mountain that blocked tactical missiles. SupCom meant you had to work with the map you have to deal with problem you have at hand, in PA you can simply go around or even fuck off to another planet where you won't be bothered.

PA has ideas that sounded amazing on paper, but in practice it's worse.

(07-19-2015, 07:43 PM)Battle Bee Wrote: [ -> ]
(07-19-2015, 07:41 PM)SilverOtter Wrote: [ -> ]Someone in the last few pages decided PA was better than SupCom.

I have played both, and you're absolutely wrong.

First off, PA has only one faction. While this does make balancing easy, strategy suffers as a result. It means there are only a handful of counters to a handful of tactics. Meanwhile, SupCom has three factions (four in Forged Alliance), each with a encapsulating theme: UEF is based around defense, being heavily armored and with superior range on their weapons for maximum base-turtle-ing. The Cybrans have weak units but make up for it with special technology, like cheap stealth and odd weapons. The Aeon go big, and deal large amounts of damage but suffer from weak armor and average speed. The Seraphim simply make tier units .5 up from the rest, costing more for a bigger package in all stats, but suffer from generalized units that lack the ability to deal with some strategies efficiently.

PA strategy boils down to which one of the generic units you want to use today. Fun. SupCom even has some units with more than one purpose!

SupCom's campaign is big, even though each faction has six missions in the original, these missions can take a while if you don't know what you're doing, even on easy mode. Some parts of the campaign even sync up with other factions.

Tiers and upgrading are different. The way PA does tiers is weird, by instead of upgrading your factories (and requiring you have defenses up beforehand, as it means the factory can't produce), you simply place down a larger factory while your original T1 is still pumping out. SupCom has 3 tiers, each with a focus: T1 is basic, T2 is tactical, T3 is strategical, and you even got fun experimentals if you want to rub your victory in your opponent's face. PA simply dumps all the cool stuff in T2 and declares it done.

SupCom's grid system meant each building fits, PA's free building means you have to wiggle around to fit it in.

And while infinite units was a good idea on paper, when adding up with cheap units it means swarming is a legitimate tactic, while in SupCom it was simply desperate when faced with a impenetrable defense that defies strategy, costing you tons of mass, time and a good chunk of your unit cap just to shut down a single torpedo tower next to AA that can only be taken out by your boats.

And while PA has big, solar systems of planets, the terrain was more noticeable, diverse in SupCom, which meant sometimes your defense for half of your base boiled down to the huge mountain that blocked tactical missiles. SupCom meant you had to work with the map you have to deal with problem you have at hand, in PA you can simply go around or even fuck off to another planet where you won't be bothered.

PA has ideas that sounded amazing on paper, but in practice it's worse.
Exactly this.

PA is a nothing more than dumbed down SupCom with prettier explosions and a bigger map.
Yeeees!
(07-19-2015, 07:41 PM)SilverOtter Wrote: [ -> ]Someone in the last few pages decided PA was better than SupCom.

I have played both, and you're absolutely wrong.

First off, PA has only one faction. While this does make balancing easy, strategy suffers as a result. It means there are only a handful of counters to a handful of tactics. Meanwhile, SupCom has three factions (four in Forged Alliance), each with a encapsulating theme: UEF is based around defense, being heavily armored and with superior range on their weapons for maximum base-turtle-ing. The Cybrans have weak units but make up for it with special technology, like cheap stealth and odd weapons. The Aeon go big, and deal large amounts of damage but suffer from weak armor and average speed. The Seraphim simply make tier units .5 up from the rest, costing more for a bigger package in all stats, but suffer from generalized units that lack the ability to deal with some strategies efficiently.

PA strategy boils down to which one of the generic units you want to use today. Fun. SupCom even has some units with more than one purpose!

SupCom's campaign is big, even though each faction has six missions in the original, these missions can take a while if you don't know what you're doing, even on easy mode. Some parts of the campaign even sync up with other factions.

Tiers and upgrading are different. The way PA does tiers is weird, by instead of upgrading your factories (and requiring you have defenses up beforehand, as it means the factory can't produce), you simply place down a larger factory while your original T1 is still pumping out. SupCom has 3 tiers, each with a focus: T1 is basic, T2 is tactical, T3 is strategical, and you even got fun experimentals if you want to rub your victory in your opponent's face. PA simply dumps all the cool stuff in T2 and declares it done.

SupCom's grid system meant each building fits, PA's free building means you have to wiggle around to fit it in.

And while infinite units was a good idea on paper, when adding up with cheap units it means swarming is a legitimate tactic, while in SupCom it was simply desperate when faced with a impenetrable defense that defies strategy, costing you tons of mass, time and a good chunk of your unit cap just to shut down a single torpedo tower next to AA that can only be taken out by your boats.

And while PA has big, solar systems of planets, the terrain was more noticeable, diverse in SupCom, which meant sometimes your defense for half of your base boiled down to the huge mountain that blocked tactical missiles. SupCom meant you had to work with the map you have to deal with problem you have at hand, in PA you can simply go around or even fuck off to another planet where you won't be bothered.

PA has ideas that sounded amazing on paper, but in practice it's worse.

Oh and let's not forget the game was launched incomplete, has a microtransactions store in a non F2P game, an orbital layer that's absolutely unsatisfying to play with once you've finally gotten there and overall most of the game feels more like a chore. The cardinal sin for any piece of entertainment is to be boring, and boredom is what PA provides in spades.

I'll be sitting in the corner with my copies of Forged Alliance and Total Annihilation kaythanks.
Humanity's Debt
(07-19-2015, 08:01 PM)Ippikos Wrote: [ -> ]
(07-19-2015, 07:41 PM)SilverOtter Wrote: [ -> ]-rantsnip-

Oh and let's not forget the game was launched incomplete, has a microtransactions store in a non F2P game, an orbital layer that's absolutely unsatisfying to play with once you've finally gotten there and overall most of the game feels more like a chore. The cardinal sin for any piece of entertainment is to be boring, and boredom is what PA provides in spades.

I'll be sitting in the corner with my copies of Forged Alliance and Total Annihilation kaythanks.

Oh yes, and let's not forget multiplayer mechanics and strategy.

When you overflow on energy and mass, it goes to the other players. Seriously. This means one guy can reclaim a ton of wreckage and boost his allies.

And the limits of the map means there's a guy who is basically "in the back", who needs very little defenses and usually goes straight to Air. Players can work together rather than all just being individuals with a common goal, as it seems to be with PA.

Oh, and commanders can be upgraded, you can call in support Commanders who can also be upgraded (RamboCom goooooo), you can choose winning conditions, whether civilians are on the map, what happens when a player dies and he still has allies...

SupCom launched incomplete too, but it was only missing map tools, and I think proper modding, as opposed to PA which basically is still in Beta.
(07-19-2015, 08:16 PM)SilverOtter Wrote: [ -> ]Oh yes, and let's not forget multiplayer mechanics and strategy.

When you overflow on energy and mass, it goes to the other players. Seriously. This means one guy can reclaim a ton of wreckage and boost his allies.

And the limits of the map means there's a guy who is basically "in the back", who needs very little defenses and usually goes straight to Air. Players can work together rather than all just being individuals with a common goal, as it seems to be with PA.

Oh, and commanders can be upgraded, you can call in support Commanders who can also be upgraded (RamboCom goooooo), you can choose winning conditions, whether civilians are on the map, what happens when a player dies and he still has allies...

SupCom launched incomplete too, but it was only missing map tools, and I think proper modding, as opposed to PA which basically is still in Beta.

Admittedly, I couldn't tell with SupCom because it still felt like a finished and polished product. PA by contrast has half the promised units missing - looking 
at you, Unit Cannon (a unit promised that was delayed for months and was only added some time after PA left Early Access on Steam).

And then there's also the Glitches. From personal experiance, I've had Sub-Commanders glitch out and sit there twiddling their thumbs because I deleted tech I didn't need. A friend of mine also had one rather...colorful encounter. To quote him:


Quote:The first and most common one for me started with me spawning in my Commander in Galactic War, building my base and my first few unit factories and sending off scout units to gather intel, only to find… absolutely nothing. ABSOLUTELY FUCKING NOTHING!! The game derped so badly that it forgot to spawn in the enemy Commander. It had essentially left me there on an abandoned dustball in the middle of the Fuck-Alll quadrant of the galaxy doing nothing but sitting there ordering units to drive around in circles like lunatics.
(07-19-2015, 08:23 PM)Ippikos Wrote: [ -> ]
(07-19-2015, 08:16 PM)SilverOtter Wrote: [ -> ]Oh yes, and let's not forget multiplayer mechanics and strategy.

When you overflow on energy and mass, it goes to the other players. Seriously. This means one guy can reclaim a ton of wreckage and boost his allies.

And the limits of the map means there's a guy who is basically "in the back", who needs very little defenses and usually goes straight to Air. Players can work together rather than all just being individuals with a common goal, as it seems to be with PA.

Oh, and commanders can be upgraded, you can call in support Commanders who can also be upgraded (RamboCom goooooo), you can choose winning conditions, whether civilians are on the map, what happens when a player dies and he still has allies...

SupCom launched incomplete too, but it was only missing map tools, and I think proper modding, as opposed to PA which basically is still in Beta.

Admittedly, I couldn't tell with SupCom because it still felt like a finished and polished product. PA by contrast has half the promised units missing - looking 
at you, Unit Cannon (a unit promised that was delayed for months and was only added some time after PA left Early Access on Steam).

And then there's also the Glitches. From personal experiance, I've had Sub-Commanders glitch out and sit there twiddling their thumbs because I deleted tech I didn't need. A friend of mine also had one rather...colorful encounter. To quote him:



Quote:The first and most common one for me started with me spawning in my Commander in Galactic War, building my base and my first few unit factories and sending off scout units to gather intel, only to find… absolutely nothing. ABSOLUTELY FUCKING NOTHING!! The game derped so badly that it forgot to spawn in the enemy Commander. It had essentially left me there on an abandoned dustball in the middle of the Fuck-Alll quadrant of the galaxy doing nothing but sitting there ordering units to drive around in circles like lunatics.

Overall, SupCom is a tighter game: it requires immediate attention, and will wipe the floor with you if you're incompetent. If you can't handle what the game has in front of you right now, you will fail. PA is terribly forgiving, requiring little attention or strategy to effectively use one's units. Seriously, you can just order units in PA to randomly patrol a given area, making normal, careful patrols useless.
(07-19-2015, 06:13 PM)Battle Bee Wrote: [ -> ]TFW Keen Software adds faster than light travel to Space Engineers but refuses to add laser weapons and energy shields because they're not realistic.

I think they're loosening up on those ideals, hence the FTL drive. Let's face it, gravity generators aren't realistic either and neither is artificial mass or cryo-chambers that don't kill you.
Besides, there's mods that add practically everything now so there's that.
(07-19-2015, 08:34 PM)SilverOtter Wrote: [ -> ]Overall, SupCom is a tighter game: it requires immediate attention, and will wipe the floor with you if you're incompetent. If you can't handle what the game has in front of you right now, you will fail. PA is terribly forgiving, requiring little attention or strategy to effectively use one's units. Seriously, you can just order units in PA to randomly patrol a given area, making normal, careful patrols useless.

Quite. Or you can - y'know - spend years dicking around with Skirmish and the Single Player Campaign and never really touch the Multiplayer. Also Experimental Units are hilarious.

Quick Edit - I can attest to this as someone who can usually be rather slow to deploy forces or mount any kind of offence.
(07-19-2015, 08:34 PM)SilverOtter Wrote: [ -> ]-words-
(Psssssssssssssssssssssssssssssssssssssssssssssst.)
(07-19-2015, 08:40 PM)Ippikos Wrote: [ -> ]
(07-19-2015, 08:34 PM)SilverOtter Wrote: [ -> ]Overall, SupCom is a tighter game: it requires immediate attention, and will wipe the floor with you if you're incompetent. If you can't handle what the game has in front of you right now, you will fail. PA is terribly forgiving, requiring little attention or strategy to effectively use one's units. Seriously, you can just order units in PA to randomly patrol a given area, making normal, careful patrols useless.

Quite. Or you can - y'know - spend years dicking around with Skirmish and the Single Player Campaign and never really touch the Multiplayer. Also Experimental Units are hilarious.

Quick Edit - I can attest to this as someone who can usually be rather slow to deploy forces or mount any kind of offence.

Oh yes... Oooh yes~!
I had fun not too long ago with setting up on a small 8 player FFA with all the enemy AI set to be as powerful as possible, have ground based tactics and then ban the use of everything that isn't a either a ground unit, factory, point defense or ground experimental every started with all tech unlocked. And with randomized factions too.
Ooooh man... It was fun as hell to see 8 king kryptors duke it out against an assortment of other ground units all on a tiny little bridge.
I'm back after a busy weekend.

Did I miss anything?
(07-19-2015, 09:05 PM)Gonzogonz Wrote: [ -> ]
(07-19-2015, 08:40 PM)Ippikos Wrote: [ -> ]Quite. Or you can - y'know - spend years dicking around with Skirmish and the Single Player Campaign and never really touch the Multiplayer. Also Experimental Units are hilarious.

Quick Edit - I can attest to this as someone who can usually be rather slow to deploy forces or mount any kind of offence.

Oh yes... Oooh yes~!
I had fun not too long ago with setting up on a small 8 player FFA with all the enemy AI set to be as powerful as possible, have ground based tactics and then ban the use of everything that isn't a either a ground unit, factory, point defense or ground experimental every started with all tech unlocked. And with randomized factions too.
Ooooh man... It was fun as hell to see 8 king kryptors duke it out against an assortment of other ground units all on a tiny little bridge.

Psst...that's SupCom 2 ^^;
(07-19-2015, 09:08 PM)Ippikos Wrote: [ -> ]
(07-19-2015, 09:05 PM)Gonzogonz Wrote: [ -> ]Oh yes... Oooh yes~!
I had fun not too long ago with setting up on a small 8 player FFA with all the enemy AI set to be as powerful as possible, have ground based tactics and then ban the use of everything that isn't a either a ground unit, factory, point defense or ground experimental every started with all tech unlocked. And with randomized factions too.
Ooooh man... It was fun as hell to see 8 king kryptors duke it out against an assortment of other ground units all on a tiny little bridge.

Psst...that's SupCom 2 ^^;

Yes indeed it is. SupCom 2 is a pretty great game too, and personally I prefer it to the original SupCom, but that due to silly things like ground unit AI, the unit design, and the slower build rates. The over all feel of the game is a little different, and on the finer details I prefer SupCom 2.
(07-19-2015, 09:15 PM)Gonzogonz Wrote: [ -> ]
(07-19-2015, 09:08 PM)Ippikos Wrote: [ -> ]Psst...that's SupCom 2 ^^;

Yes indeed it is. SupCom 2 is a pretty great game too, and personally I prefer it to the original SupCom, but that due to silly things like ground unit AI, the unit design, and the slower build rates. The over all feel of the game is a little different, and on the finer details I prefer SupCom 2.

SupCom 2 is downgraded to the tactical level. It plays out more like -craft style RTSes, at least in the campaign. It's a good game, it's just not SupCom. There would have been less backlash if it had a different IP attached to it.
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