Monthly Archives: February 2012

War2 Glory Rekindles the Flames of War with New Phoenix Server

War2 Glory Rekindles the Flames of War with New Phoenix Server

 

 

Just A Game, rapidly expanding worldwide publisher of interactive multiplayer games for browser and mobile devices, today announced the launch of their next server for WAR2 Glory, a browser game set in the World War II conflict.  WAR2 Glory is a strategic game that allows you to build your own town and defend it.

 

 

Current WAR2 Glory servers are so full they’re burning up!  Rising from the ashes is “Phoenix”, the newest server for players to leap into the action.  Named after the Phoenix Breakwaters used in World War II to follow up several naval landings including the Normandy landings; breakwaters were also used to save Ouwerkerk, Netherlands in 1953. The Phoenix Breakwaters are still used to this day in Britain.

 

 

The new Phoenix server also allows players both new and veteran to jump into the fray, allowing the formation of new alliances, shaking up the leaderboards and creating a furious, fun-filled battlefield.  Starting today, players will be racing to see who dominates in this new environment.  With over one million players, the push for a new server came not from Just A Game, but from the community itself, where players of all levels of competitiveness wanted to stretch themselves into a new space. OnRPG will be offering a giveaway shortly to celebrate the rise of the Phoenix!

 

 

“Phoenix is a great new addition to the WAR2Glory experience, most importantly because it was something the community demanded through its constant growth,” said Kris Litson, senior game manager.  “A new server is not only a great benefit to current players but is a great way to offer new players a level playing ground to join in on the fun.”

 

 

Just A Game isn’t done yet.  Soon WAR2 Glory players will find the option to construct all-new ocean fortresses named “Strongholds” and from there, launch the most violent and cunning attacks yet on other alliances!  Soldiers should prepare themselves for the most intense Alliance combat to date. When Strongholds launches, players will be able to utilize new and unique items and officer equipment to out-gun, out-last and out-manoeuvre all who would oppose them. Strongholds are best held as a group.  Alliances – a group of players who band together for protection and dominance – must work closer together than ever before to ensure victory whilst defending and crushing defeat for their opponents when attacking.  Donate resources, units, items and the most powerful officers, because true cohesion is the key to victory and each Alliance is only as strong as its weakest member.

 

 

WAR2 Glory is a strategic game that allows you to build your own empire of cities and defend it. The only browser game that allows the players to recreate original units from WWII and recruit soldiers and workers. Players will find more than 40 real units, such as Tiger tanks or Katyusha missile launchers.  Players must also conquer new territories and complete missions to progress, Players will increase their rank, develop massive armies and command multiple cities. Compete with thousands of other players from all over the world as players meet the many challenges placed before them in this innovative and realistic game, based on skillful management of resources.

Uncharted Waters Online Splashes Special Giveaways to Newbie Sailors

Uncharted Waters Online Splashes Special Giveaways to Newbie Sailors

 

 

 

Today Netmarble announced a special giveaway for new comers to Uncharted Waters Online. Following a full month, new players will receive Novice Sailor’s Packs simply by logging in. This novice package includes the essential items to help new players; basic water and food, Sailing and Surveying Skill Handbook, an Anti-Natural Disaster Item, Fishing Skill, LifeSavers and more. Beside the Novice Sailor’s Item giveaway, players will also have a chance to win 3 more packaged items and even a vessel just by leveling up. The first voyage is never easy for new comers, but those who perceiver will be rewarded greatly as masters of exploration.

 

 

Event Detail (Feb 22nd ~ Mar 21st, 2012)

 

Receive Novice Sailor’s Item: As soon as you log-in to the game, you will receive a Novice Sailor’s Item.

 

 

Acquire 3 Additional Sailor’s Item Packages: Get some mastery of each skill (Adventure, Trade, Battle) to receive more packaged items. Adventurer’s Item, Soldier’s Item, and Merchant’s Items are available to obtain.

 

 

Win a Vessel: When a player reaches Lv20 of all 3 skill criteria will receive a vessel.

 

 

Uncharted Waters Online is well-known for its rich content and sophisticated system, and this will challenge new comers at the beginning. This Novice Sailor’s Item will help new players to adapt in the wide oceans and lands of Uncharted Waters Online.

 

 

Relive the Age of Discovery and become a historic voyager!

E-Sports @ OnRPG: February 22nd Report

E-Sports@ OnRPG: February 22nd Report

By Umar Farooq (Kluey), OnRPG Journalist

 

 

 

This week was a hectic week yet one of the most important in my opinion. E-Sports organizers haven’t taken a big step towards expanding in a long time. Growth so far has been spurred by the community and players. This week, MLG decided to make their event a PPV only event. I have listened to all sides of the argument, mainly Sundance on Live On Three, and think that overall, it is a good move by MLG for E-Sports in general.

 

 

MLG PPV-Only

MLG winter arena qualifiers are wrapping up and the final event is on its way. A few days back, MLG announced that the event would be PPV-Only with a price of $20. People went nuts in the TL thread at first but eventually calmed down into constructive criticism. There were a few concerns and either Sundance or another professional had something to say about them.

 

 

The first major concern was that $20 is excessively expensive for the average customer. We are all either students or part time workers and $20 every event is unaffordable. Most people reacted by organizing events with their friends to share one PC or join up at a bar hosting it. While this is great, not all my friends watch Starcraft and some of us do not have a barcraft near us or simply are not allowed in. Sundance had a much more professional response. As this is the very first PPV-only event in Starcraft history, they do not have a benchmark to follow. Simply put, they chose the highest reasonable number and are experimenting with it. If MLG used, say $5 they would be in a rough spot when they announce to people that they have to raise the price whereas if they announce they are lowering the price, people will love that.

 

 

An average sized Barcraft watching MLG.


Another major concern is the fact that Gold Member’s do not get what they were promised. Almost everyone had accepted the fact that Gold Members should be getting access to the live stream. MLG had fired many employees a few months back and some of the people in charge of Gold Member had been laid off as well. This makes it near impossible for MLG to track the number of buyers of PPV who are Gold Members. In addition, the Gold Member had not been promised that this new season would be free. Gold Member’s were promised the Pro Circuit in 1080p but not the Seasonal MLG this year. Lastly, the number of Gold Members is not as high as it may seem. Sundance told us “the majority of people used the hot pockets Silver Membership offer on Facebook” and the number of Gold Members are few. This means that people who are not willing to pay the $20 are pretending to be Gold Members just to get something done.

 

 

The last and most valid concern is that events happen all the time and paying $20 each time will ruin E-Sports. In my opinion, this simply cannot happen. If all the leagues expect money to come in each time, they will stop making money and destroy E-Sports. If it is constricted to only 2-4 leagues, this business model will work. The fact that we won’t be paying for every event creates competition between the leagues that will force them to add more features.

 

 

Overall, this new business model of PPV-only should be a huge success, given that the leagues use it responsibly. Not every league can use this business model, and they have to acknowledge that fact.

 

GSL Season 1: Ro4 is near!

 


GSL Season 1: Code S. Round of 4

 


The second time in GSL history that MC, NesTea or MVP has not been in the Ro.4. That being said, these players are currently the top players and deserve to be here. Fnatic_aLive, MVPDRG and MVPGenius are currently playing the best in each respective race. My predictions? DongRaeGu will absolutely crush GuMiho using a bear maul. aLive and Genius will be a bit more interesting though. I think that aLive is playing extremely well but as Tasteless pointed out, he’s been TvT’ing his way up. If aLive practices for his TvP well enough he should be able to pull out a 3-2 win over Genius. In the finals, DongRaeGu will finally get his long awaited and well-deserved GSL trophy.

 

 

Michael Pachter – Consumer Analyst predicts future of E-Sports.

Michael Pachter is a consumer analyst at Wedbush Morgan, a leading financial services and investment firm. It is safe to assume that he has an unbiased opinion towards gaming and E-Sports and has made reasonable predictions. As summarized by ‘confusedcrib’ on Team Liquid:

 

1. Audience size will double every two years over the next 10 years

2. E-sports is comparable to College Baseball

3. An active, playing community is key to growth

4. E-sports will eventually be on TV

 

 

We will take MLG as an example for prediction 1. The current audience size is around 250,000 concurrent online viewers. If we double this 5 times, we get 8,000,000 people watching at the same time. Now, if we have 8,000,000 people watching, what company would not sponsor that? That is potentially a huge endorsement deal on TV (we will get to this at prediction 4). Prediction 2 says E-Sports are comparable to College Baseball. In 2008, Baseball World Series got 13 million viewers. Because E-Sports is not only Starcraft II at MLG, 13 million viewers is not too farfetched. Thus, I think “2. E-Sports are comparable to a national sports league” is a better fit. Prediction 3 is obvious and in my opinion is what we are maintaining now. Prediction 4 is the most interesting. E-Sports will eventually be on TV. I am a believer of the fact that Internet will take over Television in the near future and that an Internet live-streamed event should be much more successful. If Television does make it through the next dozen years, then the average viewer will have played video games of some sort and it will make perfect sense for networks to capitalize on E-Sports broadcasts.

Kill3rCombo Reveals Fighters Club

Kill3rCombo Reveals Fighters Club

 

 

 

Online game publisher Kill3rCombo takes street brawling to a virtual level with its latest MMORPG, Fighters Club. Slated for commercial launch in summer 2012, Fighters Club will offer players a robust gaming experience through frenetic skirmishes, wild scuffles and frenzied combat. Kill3rCombo will reveal the competitive battle in Fighters Club at the 2012 Game Developers Conference (GDC).

 

 

“Following the positive response to our first game, Elsword, we felt the time was right to introduce North American audiences to our second title, Fighters Club,” said Ben Colayco, CEO of Kill3rCombo. “Through the use of distinctive gameplay mechanics, such as intense martial arts-based combos and outrageous special moves, we expect Fighters Club to strike a chord with fans of fast-paced fighting games, while also appealing to players who desire a more hardcore experience.”

 

 

In Fighters Club, players can choose from three playable characters, then use their exceptional fighting skills to vanquish adversaries through the unique positional combat system (PCS) to deliver high, low and mid-range blows. Warding off rivals through a myriad of challenging stages, players will have the opportunity to customize characters to be more realistic martial arts masters or more outrageous arcade-style heroes. Providing a truly multiplayer experience, social gamers can team up in co-operative parties, while hardcore gameplay enthusiasts can participate in intense PvP action.

 

 

Fighters Club is currently planned for a Summer 2012 release. Check out this new trailer for to get a feel for the game!

Fighters Club Online

Take to the streets: Fighters Club places you as one of three fighters in an intense, martial-arts brawler. Punch and kick your way to the top with special combos, unique moves, and positional blows. Play on your own, team up with others, or go head-to-head in realistic settings.

Features

Customizable Characters: Choose from one of three player characters and specialize them to focus on the skills and combos you prefer.

Positional Combat System: Use high-, mid-, and low-range blows to defeat your opponent – just like an arcade fighter.

Multiplayer: Join in co-op parties, or face off in player-versus-player modes.

League of Legends: Leagues Under the Sea

League of Legends: Leagues Under The Sea

By Jason Harper (Hhean), OnRPG LoL Reporter

 

 

Welcome summoners, to the patch v1.0.0.134 article for League of Legends, the game that isn’t afraid to sail into dark water. This patch includes a reworked Shen and Nautilus, The Titan of the Depths.

 

 

Nautilus is a walking wall; A near unkillable tank that spews area of effect damage in all directions while putting his enemies on full lockdown. This is counter balanced by making him one of the slowest characters in the game. He fits somewhere between Blitzcrank and Malphite in terms of kit, with very strong initiation, and high durability. He’s best suited as either a top laner or jungler on summer’s rift. While he can be used as a support in a kill lane on bottom, his numerous AoE abilities make him likely to steal minion kills from his carry.

 

 

His cornerstone ability is Titan’s Wrath [W], a highly resilient shield that also grants significant splash damage to his basic melee attacks. The catch is that while it makes him both durable and deadly for some time, it also has a very, very long cooldown, so you have to be careful when to pick your fights. Enemies familiar with Nautilus will try to bait out the shield, back off and then commit to an assault while he’s vulnerable, so be aware of feints from your foes.

 

 

While active, this shield allows him to bully his lane in a similar manner to Rumble. He simply walks forward, shield up, and uses his area of effect melee attacks to farm his wave. The massive AoE and slow from Riptide [E] works great in combination with these hits, blowing up minions and trapping anyone in the lane who wanders too close. If an enemy gets in reach, smacking them in place with his passive, Staggering Blow, before unleashing any available abilities on them is a great way to tell them in no uncertain terms who’s in charge.

 

 

Riptide is best used when an enemy is about two steps away from Nautilus, preferably while they’re running away. That positioning and timing ensures that they’ll be hit by all three blasts from the expanding explosion, doing some hideous amounts of damage while also slowing them to a crawl. This will allow for a few auto attacks as they walk away, and buys time for the rest of his kit to come off cooldown. Just as the slow wears off, be sure to grab them with his Dredge Line [Q], to ensure no hope of escape.

 

 

Dredge Line is his most unique ability, a skill shot that interacts both with enemy units and terrain. Nautilus hurls his dirty great anchor where you aim, and if he hits an enemy he’ll drag himself forward, and his target back, with them both meeting in the middle. When they collide, it briefly knocks your target airborne, which buys enough time for you to smack them with your passive. This should be always be saved for late in a fight to grab fleeing enemies whenever possible. Unless you absolutely cannot help it, never use this ability early. Ideally, you also want to be hitting people with the absolute tip of the ability, to drag them the furthest distance. Even if you can’t, try stepping a little back before using it to drag the enemy just that little bit further out for your team.

 

 

All of that sounds pretty standard until you realize that this ability has another very important component. If the anchor hits terrain, Nautilus will be dragged towards his anchor, flying a very long distance, and the cooldown on the ability will be halved. This makes for some nail biting escapes, and will keep your foes guessing as your extremely slow movement speed can suddenly skyrocket. This mechanic also makes jungle chases more forgiving as missing your Q will still pull you right next to them, allowing you to hold them I place with W and your passive until Dredge Line is available again.

 

 

His ultimate, Depth Charge [R], is a ranged initiation tool, knocking up and stunning its target, while also knocking up any enemies between Nautilus and his intended victim. This ultimate is simple and straightforward to use, but its simplicity disguises a dangerous catch 22 situation that will result in most players extending the collateral damage for you. When you target someone in the back of the enemy team, usually a ranged carry or mage, the rest of the team has to either move out of the way or suffer its effects. If they get knocked up, you simply walk past them and grab hold of your intended target. If they move, fire a Dredge Line straight down the newly created opening, and drag your target straight into the middle of their team before unleashing his AoE barrage.

 

 

Playing Nautilus is more about attitude than skill. He doesn’t require much in the way of timing or precision with most of his abilities, so most successful play with him is more about having the confidence to walk headlong into enemy teams, or under towers to secure kills. Nautilus doesn’t care about cautious play, he has the means to survive near enough anything the game can throw at him, so evaluating your enemies’ damage output and knowing, for a certainty, you can survive in the most ridiculous of situations is critical to success. This doesn’t mean he should be throwing his life away, quite the opposite, it means he should be walking into just enough danger to survive, then pulling himself out of trouble exactly when he needs to.

 

 

Take a level in Titan’s Wrath to begin with when jungling or laning against a melee enemy. Dredge Line works as a starting ability if you’re laning against a ranged foe. Max Titan’s Wrath first. Your next pick after Titan’s Wrath should be Riptide, which should be leveled second. Pick up Dredge Line at either level 3 or 4 when jungling, depending on how aggressive you need to be, and level it last.

 

 

If you’re going top, take boots and potions. In some highly aggressive match ups it can be worthwhile to get more defense, but in most cases you’re going to find Titan’s Wrath enough to stave off nearly any attack in the early game, while boots will compensate for his horrible base movement speed. In the jungle, start with cloth armour and health potions. On dominion, go with a pair of Doran’s Shields, boots and health potions.

 

 

Your main focus is going to be on durability, plain and simple. You can take a few more mage focused things if you think the enemy simply aren’t hurting you, so AP and cooldown can be good secondary concerns. The only items that could be considered ‘core’ on him would be Philosopher’s Stone and Heart of Gold to up his gold gain, and even those aren’t really essential, just useful to have. His base stats are so high overall though that you really could put custard cream on his head and call it armour, so really just build whatever seems good in a particular match and you’ll do fine.

 

 

21 in defense is essential on his masteries. The remaining 9 are best put in utility when jungling, but in the lane they’re only needed if you’re trying to get more movement speed out of him. For his runes, armour seals and magic resistance glyphs are the only things that are essential on him, helping his durability. Attack speed marks will help with his jungling, but if you’re going into the lane with him you can use whatever you please. Useful quintessences for him are in the range of movement speed, flat health, gold gain or any resistance.

 

 

Nautilus is looking like a very strong character at the moment. Not game breaking, but still a very good pick, regardless of what he’s being used for. He doesn’t seem to need items to become tanky, instead becoming more difficult to kill as he levels. Once you have a few ranks in his shield he simply wanders through his lane/jungle, murdering anyone dumb enough to come across his path. He’s pretty fun to use, with plenty of different situational combos, even if he feels a bit simple to play. If you’re looking for a new tank or jungler, and were unsatisfied with Sejuani, who is a worse character by far, then Nautilus might be a good purchase.

 

 

Not much to talk about this patch. The usual string of slight tweaks and fixes, with only the big rework to Shen being of note. His changes are pretty crazy, with the rework shunting him into a burly damage dealing role rather than a pure tank, as he was originally designed. His new self seems best suited to top lane, especially since he can teleport out to support his team whenever he needs to, while still bossing about his own lane.

 

 

To discuss some of the changes yourselves, post in the massive League of Legends thread in the free to play MMOs section. If you haven’t tried League of Legends yet, you’re missing out.

The Secret World to Launch June 19th!

The Secret World to Launch June 19, 2012

 
Secret World

 

 

Independent developer and publisher of online games, Funcom, today announced that the highly anticipated massively multiplayer online role-playing game The Secret World will launch on June 19th, 2012. Originally slated for an April launch, Funcom has decided to invest more development time into the title in order to apply even more polish before launch.

 

 

Feedback from hands-on press events and beta testing has proven very positive, and Funcom intends to spend the additional development time focusing on polish and tweaking to maximize the potential of the game. The beta feedback so far is showing very positive reactions to core game features such as the role-playing systems, combat, missions, dungeons, story and immersion. Among the beta testers surveyed, almost 9 out of 10 say they will play the game at launch.

 

 

More than 750,000 gamers are now registered as beta testers, which is significantly higher than Funcom’s previous MMO ‘Age of Conan’ had at the same point in development. Funcom expects the number of beta registrations to grow significantly in the coming months, as the company ramps up its major PR and marketing initiatives towards launch.

 

Secret World

 

“Allowing for even more time to polish the game really shows just how much faith Funcom as a company has in ‘The Secret World’ and how committed we are to making it the best it can be,” says Creative Director and Senior Producer Ragnar Tørnquist. “The additional time will also allow us to carry out even more quality beta testing, and soon we will also be announcing several public beta events where hundreds of thousands of gamers will get to test the game prior to launch.”

 

 

‘The Secret World’ is consistently mentioned as one of the most anticipated MMO’s in development. Mainstream publications such as Forbes and The Guardian have both listed ‘The Secret World’ as a game to watch out for in 2012, and the game has also been singled out as one of the most anticipated games of 2012 by gaming sites such as G4TV, VideoGamer, and RockPaperShotgun. Leading technology website VentureBeat highlighted ‘The Secret World’ as one of the top new game brands of 2012, and over at MMORPG.com the game was given the ‘Rising Star’ in the site’s Reader’s Choice Awards.

 

 

Following the first hands-on press event last year, ‘The Secret World’ was heralded as “one of the most distinctive MMO’s of the last 10 years” (Videogamer) and MMORPG.com went on to predict that “The Secret World is going to take the world by storm and set new standards in excellence in gameplay.” This month, Funcom is doing another extensive round of hands-on sessions with select press, showcasing all new content and mechanics. New press previews are expected to hit later this week following the hands-on events held throughout February where journalists from over 50 outlets worldwide attended.

World of Warplanes Pre-Beta Interview

World of Warplanes Pre-Beta Interview

Questions by Bryan King (Bryan), OnRPG Journalist

Answered by Anton Sitnikov, Producer, World of Warplanes

 

 

 

OnRPG: Thank you so much for sitting down with us today to talk about your development team’s newest title, World of Warplanes. Can you introduce yourself and your development team to our readers?

 

Anton: Hello, I’m Anton Sitnikov, Producer of World of Warplanes.

 

 

The team for this project is quite large, divided between Minsk and Kiev.  The majority of the game development is taking place in Kiev, where more than 100 people are involved including programmers, game designers, artists and testers. The Minsk team mainly deals with the development and operation of the services that support WoT and WoWP.

 

 

OnRPG: How is the game’s storyline set parallel to events in World War II?

 

Anton: The “tech trees” start with vehicles from the 1930s, up to the warplanes of Korean War. Planes from different nations can join the same team. So the storyline is not set parallel to WWII but instead on clashes of the mercenary short-time unions in different time eras.

 

 

OnRPG: At launch it looks like American, Russian, and German planes are available. Do you have any plans of adding future countries to the list?

 

Anton: The game will feature three nations at launch, and we will continue to introduce new branches and nations down the line. Germany, USA and USSR will be followed by Great Britain and Japan. That’s just the beginning. Many other countries had an interesting range of aircraft which we are looking to incorporate into the game; enough for a full tech branch.

 

 

 

OnRPG: Can you go into greater detail on the correlation between World of Tanks and World of Warplanes?

 

Anton: There will be different levels of correlation between World of Tanks and World of Warplanes. Players will be able to share their premium account advantages between games, including sharing Gold and Free Experience between the games. Clan level will cover Clan Wars on the Global Map and clans of the two titles will be able to aid each other with different abilities. For example, tank clans will be able to purchase an Airstrike from an aerial clan.

 

 

OnRPG: One of the plane archetypes seems to specialize in combating ground targets. Can you discuss how ground based objects will impact the gameplay?

 

Anton: The impact depends on the game mode. We are testing several modes and will introduce as many as we can before the release. Some of the planned modes will feature convoy and interception, naval combats, etc. Ground targets will be very important in “Assault,” the mode we are currently working on.  The role of the ground-attack planes in this mode is to destroy important ground objects, especially AA guns and turrets.  These are objects that other classes of planes have little chance of destroying. In addition to defensive objects, there will be vehicles, ships and other targets as well. Players will gain points for the destruction of enemy targets. The more points a team has, the closer is the victory.

 

 

OnRPG: What archetypes of airplanes will be available at launch? What does each specialize in?

 

Anton: We are planning three classes: fighters, heavy fighters and ground-attack planes. Fighters are mostly light, single-engine vehicles, focused on aerial combats. Ground-attack planes possess heavy weaponry and armor, but lack flying performance compared to the other classes. Ground targets are their main priority, so they participate in air combat only for self-defense. Heavy fighters will take the middle place between the first two classes.

 

 

OnRPG: Will there be any collector’s edition available?

 

Anton: Yes, players will definitely see a WoWP collector’s edition.

 

 

OnRPG: As of right now, what is your favorite feature in the game?

 

Anton: One of my favorite features is the flight gameplay, which we call “brisk plane clash.”  We have high expectations for our gameplay, and flying really is our main focus. A player’s skills and abilities matter, but we make sure that every battle brings tremendous fun for players at all levels.

 

OnRPG: Can users (like myself) utilize flight sticks and joypads at launch? These tend to enhance experience with flight games.

 

 

Anton: Our alpha testers use a keyboard, mouse, joystick and gamepad controls to ensure that all methods work properly and comfortably, without allowing for combat advantages. Some controls have nuances that should be taken into account, but we are continuing to test each to provide players with as many options as possible.

 

 

OnRPG: How many players can we expect to see in your average match?

 

Anton: The number of teams, map dimensions, quantity and type of additional objects will depend on the tier of vehicles and game mode. For example, “Assault” mode contains two teams consisting of 15 players each.

 

 

OnRPG: A recent trailer for German planes showed some of the aircraft to be manned by multiple people. Will these functions all be controlled by a single player or are these multiplayer aircraft?

 

Anton: Many vehicles can be manned by multiple crew, mostly heavy fighters and ground-attack planes. Crews can include both pilots and gun operators, but the vehicle will be controlled by a single player. The other crew members will be AI-controlled. Skilled players control their vehicle in such a way to provide their gunners with good firing opportunities that will help them to bring down attacking enemies.

 

 

 

OnRPG: When can we expect to see beta?

 

Anton: Soon! We cannot tell you the exact date but you can heat up you engines.

 

 

OnRPG: Is there anything else you’d like to tell our readers?

 

Anton: We are looking forward to sharing this amazing aerial experience with virtual pilots from around the globe. We hope that our “brisk plane clashes” in World of Warplanes will bring together lots of people infatuated with sky and adrenaline, bringing lots of fun to everyone.

 

 

OnRPG: Thank you for your time!

 

Anton: Thank you for your questions and interest in World of Warplanes!