To Catch A Criminal LTQ: Walk through

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Thread: To Catch A Criminal LTQ: Walk through

  1. #1
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    May 2012
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    To Catch A Criminal LTQ: Walk through

    For a summary of this and prior LTQ events, and links to the respective walk throughs, see the LTQ Historical Summary post: http://www.funzio.com/forum/showthre...orical-Summary

    Boost Situation Update
    - May 26: CJ54 posts update. Thank you CJ54. Summary is GREE may run a script to find those who received a duplicate boost effect and reward with some unit or gold, the gold being more likely. http://www.funzio.com/forum/showthre...l=1#post782234

    - May 25: no update before event ended.

    - May 24: no update.

    - May 23: no update.

    - May 22: CJ54 posts update. Summary is that recycled units with boosts should not have been used in this LTQ (or last), that these boosts cannot/will not be made to stack as it would have consequences, and they're looking at what they can do about the situation. Thank you CJ54 for updating. http://www.funzio.com/forum/showthre...l=1#post773198

    - May 21: Sirius confirms they're collecting more information about boosts not working and/or not displaying. Thank you to Sirius for updating. http://www.funzio.com/forum/showthre...l=1#post772253

    Requirements (normal mode only):
    Note, I will bold and identify if new requirements are discovered. These appear to be complete.

    Level required: Likely lvl 40. The LTQ event will show up in your Goals, and will have a small 'limited' icon next to it.

    Barracks: lvl 7 for Flamethrower Soldier
    War Factory: lvl 7 for Leopard Tank
    Air Field: lvl 7 for Pavelow Helicopter
    Shipyard: lvl 4 for Cruiser

    Elite Training Facility: lvl 1 for Heavy Gunner
    Robotics Facility: n/a
    Advanced Airbase: n/a
    Dry Docks: n/a

    I have 1200 energy, and energy refreshes have usually been the full +1000 energy. Energy requirements are documented discretely based on feedback and requests.


    ===NORMAL MODE===

    1/42: Enemy Outpost: sam launcher (20)
    Energy Required: 20
    Gazelle Recon Chopper (air, 43/99)

    2/42: Enemy Outpost: sam launcher (11), turret (16), ruined fighter plane (10)
    Energy Required: 37
    Concrete, 15000 cash

    3/42: Enemy Outpost: turret (21), helipad (12), barracks (22)
    Energy Required: 55
    Armored Assault Tank (ground, 90/60)

    4/42: Enemy Outpost: military tent (17), guard tower (18), guard tower (14), installation sentry (19)
    Energy Required: 68
    Concrete, 150 valor

    5/42: Enemy Outpost: battle tank (3x 23), jungle trooper (14), missile officer (16)
    Energy Required: 99
    Spetsnaz (infantry, 90/71, strong against ground)

    6/42: Offshore Drilling Rig: drilling rig (22), drilling rig (2x 25), hapless civilian (15), larger bunker (22)
    Energy Required: 109
    Concrete, 40,000 cash

    7/42: Offshore Drilling Rig: battleship (27), aircraft carrier (3x 28), cruiser (17), frigate (20)
    Energy Required:148
    Arctic Radar (ground, 40/125, strong against sea)

    8/42: Dictators Compound: desert house (22), blown up car (20), border guard (30), sam launcher (2x 36), police truck (31)
    Energy Required: 175
    Concrete, 400 valor

    9/42: Dictators Compound: guard tower (27), modern palace (30), dictator's palace (4x 34)
    Energy Required: 193
    Heavy Combat Boat (sea, 88/92)

    10/42: Shipyard: marine trooper (53), shipwright (40), gunner hakim (2x 50), naval officer (45)
    Energy Required: 238
    Concrete, 65,000 cash

    11/42: Shipyard: shipyard guard (42), shipwright's apprentice (2x 50), shipwright (40), naval architect (52), ship yard (43)
    Energy Required: 277
    Mortar Marksman (infantry, 116/98)

    12/42: Mountain Pass: satellite uplink (3x 100)
    Energy Required: 300
    Concrete, 650 valor

    13/42: Mountain Pass: mountain garrison (3x 108)
    Energy Required: 324
    Infantry Transport Tank (ground, 89/108)

    14/42: Mountain Pass: sandbag bunker (4x 93)
    Energy Required: 372
    Concrete, 90,000 cash

    15/42: Mountain Pass: general dustom (3x 103), medieval palace (110)
    Energy Required: 419
    Veteran Mauler (ground, 103/94)

    16/42: Suspicious Village: village hovel (4x 120)
    Energy Required: 480
    Concrete, 900 valor

    17/42: Suspicious Village: sandbag bunker (3x 114), regime gunman (2x 95)
    Energy Required: 532
    T-80 Manned Tank (ground, 82/115)

    18/42: Suspicious Village: sandbag bunker (3x 130), henrik van der waals (2x 100)
    Energy Required: 590
    Concrete, 115,000 cash

    19/42: Suspicious Village: family home (5x 122)
    Energy Required: 610
    Recommissioned Sub (sea, 99/99)

    20/42: Suspicious Village: sandbag bunker (3x 130), anika ahrens (2x 104), painted house (92)
    Energy Required: 690
    Concrete, 1150 valor

    21/42: Docks: docks warehouse (5x 140)
    Energy Required: 700
    Task Force Jet (air, 121/104)

    22/42: Docks: enemy marine (100), docks warehouse (5x 140)
    Energy Required: 800
    Concrete, 140,000 cash

    23/42: Docks: blue shipping container (4x 110), red shipping container (3x 115), green shipping container (84)
    Energy Required: 869
    Jungle SAM (ground, 200/117)

    24/42: Emir Island: luxury villa (4x 125), tug boat (3x 152)
    Energy Required: 956
    Concrete, 150,000 cash, 1400 valor

    25/42: Border Guard Complex: supply silo (4x 102), commander idris (7x 94)
    Note: the green arrow might not show above commander idris- I had this problem, as did several others. Make sure to select the mission in the ltq, and complete the mission. It worked as expected for myself and others.
    Energy Required: 1066
    Covert Jet Fighter (air, 200/124, +2 Energy Regeneration)

    26/42: Oil Refinery Plant: refinery platform (4x 176), commando sharpshooter (2x 148)
    Energy Required: 1000
    Concrete, 165,000 cash

    27/42: Oil Refinery Plant: distillation column (4x 172), refinery warehouse (3x 170)
    Energy Required: 1198
    Nighthawk (air, 187/146, strong against air)

    28/42: Oil Refinery Plant: refinery platform (6x 196), gas processing plant (118)
    Energy Required: 1294
    Concrete, 1650 valor

    29/42: Oil Refinery Plant: storage tank (5x 156), refinery platform (4x 150)
    Energy Required: 1380
    Polar Recon HSV (sea, 230/161, strong against sea)

    30/42: High Mountain Village: jungle truck (4x 178), satellite uplink (4x 195)
    Energy Required: 1492
    Concrete, 190,000 cash

    31/42: High Mountain Village: mountain hut (5x 210), covert fighter (3x 172)
    Energy Required: 1566
    Desert Cobra (air, 227/194)

    32/42: High Mountain Village: stone hut (94), stone hut (6x 184), regime die-hard (3x 158)
    Energy Required: 1672
    Concrete, 1900 valor

    33/42: Naval Battle: oil drilling rig (5x 264), destroyer (2x 236)
    Energy Required: 1792
    Phantom Striker (air, 238/261)

    34/42: Naval Battle: nuclear submarine (4x 340), stealth boat (167), transport boat (2x 176)
    Energy Required: 2239
    Concrete, 215,000 cash

    35/42: Naval Battle: torpedo boat (4x 280), advanced destroyer (2x 370), combat boat (145)
    Energy Required: 2005
    First Strike Tomcat (air, 347/186, -20% health regen time)

    36/42: Naval Battle: battleship (5x 318), drilling rig (3x 158)
    Energy Required: 2064
    Concrete, 2150 valor

    37/42: Government Area: recruitment facility (5x 240), battle tank (4x 256)
    Energy Required: 2224
    Air Defense Carrier (sea, 215/334, strong against air)

    38/42:
    Government Area: sam launcher (5x 288), zuma mbeki (3x 310) (leapard tank)
    Bomb Maker Compound: sandbag bunker (6x 318), cargo truck (4x 250) (flamethrower soldier, heavy gunner)
    Energy Required: 5278
    Concrete, 240,000 cash

    39/42: Insurgent Block: guerrilla commander (12x 233)
    Energy Required: 2796
    2400 Valor
    Land Stalker (ground, 562/441)

    ...hmm, odd... I'm a level forward??? maybe lvl 38 was 2 levels somehow??

    41/42: Bomb Maker Compound: seamus mctaggart (13x 244)
    Energy Required: 3172
    Concrete

    42/42: International Quarter: ghost operative (13x 252)
    Energy Required: 3276
    250,000 cash, 2500 valor
    DEA Airborne Support (air, 1500/1000)


    NORMAL MODE COMPLETE

    TOTALS FOR NORMAL MODE:
    Raw gains (a/d): 4,867/4,029
    Bonus gains: +2 energy regen, -20% health regen time
    Valor gain: Approx. 15,250
    Gold spent: 580*
    Enery Used: 44,575
    XP gained: 9,812*

    *Note: I pre-staged several missions, which reduced xp gained and gold spent.


    === PRESTIGE MODE ===
    ... in next post, continued
    Last edited by Devin; 05-27-2013 at 09:55 AM.

  2. #2
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    For a summary of this and prior LTQ events, and links to the respective walk throughs, see the LTQ Historical Summary post: http://www.funzio.com/forum/showthre...orical-Summary

    Note: With knowledge of the entire event, I might have considered stopping at lvl 31/53 prestige. See Note #2 also. A quick glance of the units vs costs suggests a fair premium for limited gains to complete lvl 32-53 in prestige mode. Stopping after completing lvl 31/53 also means that it is not necessary to upgrade unit buildings above what is needed for normal mode.

    Note #2: With the unfolding bonus stacking situation and that boosts don't stack, but that Gree might do something about it, I have no good advice. It depends on (a) if Gree does something, (b) if they do something that correlates to levels in the LTQ, and (c) if you already have the boost units or not. Gree could create awards to directly replace those won at each specific level, in which case going to lvl 31 makes sense. Gree could make some magical award for everyone that finishes prestige as compensation, in which case stopping at 31 would be a problem. Gree could do nothing at all, in which case the rewards in prestige are very light compared to prior LTQs and going free would appear to make sense.


    Requirements (prestige mode- additional to normal mode, i.e. lvl 43-53):
    These requirements appear to be complete. The bolded items are new increases above all prior LTQs.[/i]

    Barracks: lvl 8 for SEAL
    War Factory: lvl 9 for Mobile Artillery (Overrun Airbase)
    Air Field: lvl 9 for Stealth Surveillance Drone
    Shipyard: lvl 6 for Mine-Launcher

    Elite Training Facility: lvl 2 for Commando
    Robotics Facility: lvl 2 for Stryker
    Advanced Airbase: lvl 2 for Osprey VTOL
    Dry Docks: n/a

    I have 1200 energy, and energy refreshes have usually been the full +1000 energy. Energy requirements are documented discretely based on feedback and requests.


    === PRESTIGE MODE ===

    1/53: Enemy Outpost: sam launcher (20)
    Energy Required: 20
    15,000 cash
    Long Distance Bomber (air, 154/103)

    2/53: Enemy Outpost: sam launcher (11), turret (16), ruined fighter plane (10)
    Energy Required: 37
    Concrete, 150 valor

    3/53: Enemy Outpost: turret (21), helipad (12), barracks (22)
    Energy Required: 55
    Concrete

    4/53: Enemy Outpost: military tent (17), guard tower (18), guard tower (14), installation sentry (19)
    Energy Required: 68
    MG-26 Main Striker (air, 116/141)

    5/53: Enemy Outpost: battle tank (3x 23), jungle trooper (14), missile officer (16)
    Energy Required: 99
    Concrete, 400 valor

    6/53: Offshore Drilling Rig: drilling rig (22), drilling rig (2x 25), hapless civilian (15), larger bunker (22)
    Energy Required: 109
    Light Mortar Tank (ground, 93/121)

    7/53: Offshore Drilling Rig: battleship (27), aircraft carrier (3x 28), cruiser (17), frigate (20)
    Energy Required:148
    Concrete, 65,000 cash

    8/53: Dictators Compound: desert house (22), blown up car (20), border guard (30), sam launcher (2x 36), police truck (31)
    Energy Required: 175
    Concrete, 650 valor

    9/53: Dictators Compound: guard tower (27), modern palace (30), dictator's palace (4x 34)
    Energy Required: 193
    Black Eagle (air, 133/82)

    10/53: Shipyard: marine trooper (53), shipwright (40), gunner hakim (2x 50), naval officer (45)
    Energy Required: 238
    Concrete, 120,000 cash

    11/53: Shipyard: shipyard guard (42), shipwright's apprentice (2x 50), shipwright (40), naval architect (52), ship yard (43)
    Energy Required: 277
    900 Valor
    LRB Specialist (infantry, 180/95)

    12/53: Mountain Pass: satellite uplink (3x 100)
    Energy Required: 300
    Concrete

    13/53: Mountain Pass: mountain garrison (3x 108)
    Energy Required: 324
    Silent Thunder (air, 164/120, not-indestructible)

    14/53: Mountain Pass: sandbag bunker (4x 93)
    Energy Required: 372
    Concrete, 1150 valor

    15/53: Mountain Pass: general dustom (3x 103), medieval palace (110)
    Energy Required: 419
    Marine Sniper (infantry, 224/126)

    16/53: Suspicious Village: village hovel (4x 120)
    Energy Required: 480
    Concrete, 170,000 cash

    17/53: Suspicious Village: sandbag bunker (3x 114), regime gunman (2x 95)
    Energy Required: 532
    1400 valor
    Storm Tank (ground, 115/245)

    18/53: Suspicious Village: sandbag bunker (3x 130), henrik van der waals (2x 100)
    Energy Required: 590
    Concrete

    19/53: Suspicious Village: family home (5x 122)
    Energy Required: 610
    205,000 cash
    Blue Striker (air, 215/150, +2 valor from attacks)

    20/53: Suspicious Village: sandbag bunker (3x 130), anika ahrens (2x 104), painted house (92)
    Energy Required: 690
    Concrete, 1650 valor

    21/53: Docks: docks warehouse (5x 140)
    Energy Required: 700
    Cold-Weather Fighter (air, 255/145, strong against sea)

    22/53: Docks: enemy marine (100), docks warehouse (5x 140)
    Energy Required: 800
    Concrete, 230,000 cash

    23/53: Docks: blue shipping container (4x 110), red shipping container (3x 115), green shipping container (84)
    Energy Required: 869
    1900 valor
    Armed Infirmary (ground, 125/305, 20% casualty reduction)

    24/53: Emir Island: luxury villa (4x 125), tug boat (3x 152)
    Energy Required: 956
    Concrete

    25/53: Border Guard Complex: supply silo (4x 102), commander idris (7x 94)
    Energy Required: 1066
    265,000 cash
    Prototype Fighter (air, 257/178)

    26/53: Oil Refinery Plant: refinery platform (4x 176), commando sharpshooter (2x 148)
    Energy Required: 1000
    Concrete, 2150 valor

    27/53: Oil Refinery Plant: distillation column (4x 172), refinery warehouse (3x 170)
    Energy Required: 1198
    Sea Destroyer (sea, 300/212)

    28/53: Oil Refinery Plant: refinery platform (6x 196), gas processing plant (118)
    Energy Required: 1294
    Concrete, 310,000 cash

    29/53: Oil Refinery Plant: storage tank (5x 156), refinery platform (4x 150)
    Energy Required: 1380
    2400 valor
    Falcon Supersonic (air, 327/197, +2 Energy Regeneration)

    30/53: High Mountain Village: jungle truck (4x 178), satellite uplink (4x 195)
    Energy Required: 1492
    Concrete

    31/53: High Mountain Village: mountain hut (5x 210), covert fighter (3x 172)
    Energy Required: 1566
    325,000 cash
    First Strike Tomcat (air, 347/186, -20% health regen time)

    Yes, a second one, no I cannot tell if they stack - my gui definitely doesn't show all the health regen time reductions I have, let alone if they are stacking

    32/53: High Mountain Village: stone hut (94), stone hut (6x 184), regime die-hard (3x 158)
    Energy Required: 1672
    Concrete, 2650 valor

    33/53: Naval Battle: oil drilling rig (5x 264), destroyer (2x 236)
    Energy Required: 1792
    Covert Ops Mercenary (infantry, 326/241)

    34/53: Naval Battle: nuclear submarine (4x 340), stealth boat (167), transport boat (2x 176)
    Energy Required: 2239
    Concrete, 390,000 cash

    35/53: Naval Battle: torpedo boat (4x 280), advanced destroyer (2x 370), combat boat (145)
    Energy Required: 2005
    2900 valor
    Wavebreaker (sea, 370/255 not-indestructible)

    36/53: Naval Battle: battleship (5x 318), drilling rig (3x 158)
    Energy Required: 2064
    Concrete

    37/53: Government Area: recruitment facility (5x 240), battle tank (4x 256)
    Energy Required: 2224
    415,000 cash
    Elite Ops Specialist (infantry, 361/290, strong against sea)

    38/53: Government Area: sam launcher (5x 288), zuma mbeki (3x 310) (leapard tank)
    Energy Required: 2370
    Concrete, 3150 valor

    39/53: Insurgent Block: guerrilla commander (12x 233)
    Energy Required: 2796
    Siege Tank (ground, 410/290 not-indestructible)

    40/53: Bomb Maker Compound: sandbag bunker (6x 318), cargo truck (4x 250) (flamethrower soldier, heavy gunner)
    Energy Required: 2908
    Concrete, 440,000 cash

    41/53: Bomb Maker Compound: seamus mctaggart (13x 244)
    Energy Required: 3172
    3400 valor
    Soldier Assassin (infantry, 440/316, strong against infantry)

    42/53: International Quarter: ghost operative (13x 252)
    Energy Required: 3276
    Concrete

    ...NOTE: the prior 42 prestige mode levels are identical to the 42 levels in normal mode. Now for the additional ending!...

    43/53: International Quarter: sneaky subversionist (4x 312), masked bomber (6x 244), destroyed car (3x 224)
    Energy Required: 3384
    545,000 cash
    Executive Chinook (air, 450/325 not-indestructible)

    44/53: Steel Plant: magnetic crane (5x 332), factory (6x 276), cargo truck (170)
    Energy Required: 3486
    Concrete, 3650 valor

    45/53: Financial District: personnel carrier (4x 258), patrol vehicle (4x 270), armored truck (5x 318)
    Energy Required: 3702
    Elite Base Defense (air, 336/464)

    46/53: Capital City: personnel carrier (3x 280), patrol vehicle (5x 340), armored truck (4x 310) - NEEDS SEAL, stryker
    Energy Required: 3780
    Concrete, 650,000 cash

    47/53: Steel Plant: the foreman (14x 280)
    Energy Required: 3920
    3900 valor
    Diamondhead Bomber (air, 550/450 not-indestructible)

    48/53: Financial District: commtek agent (14x 288)
    Energy Required: 4032
    Concrete

    49/53: DMZ: lt. jae park (15x 326) - comanche heli
    Energy Required: 4890 ...oh yeah, now the energy requirements are up there!...
    735,000 cash
    Mine Recon Submarine (sea, 463/724)

    50/53: Overrun Airbase: air traffic control (5x 320), aircraft hangar (3x 265), turret (215), assault bunker (6x 365), airfield (3x 264)
    Energy Required: 5592
    Concrete, 4150 valor

    51/53: Overrun Airbase: communication center (2x 242), fighter hangar (2x 210), armored truck (4x 255), personnel carrier (2x 278), heavy bomber (272), aircraft carrier (7x 410) - comanche, harrier
    Energy Required: 5622
    APC Demolisher (infantry, 479/718)

    52/53: Overrun Airbase: destroyer (235), aircraft mechanic (244), armed flagger (3x 290), traffic officer (2x 219), bomber pilot (2x 248), squadron leader (3x 338) - stealth surveillance drone, mine launcher
    Energy Required: 3297
    Concrete, 800,000 cash

    53/53: Overrun Airbase: msgt. tetsubane (16x 334)
    Energy Required: 5344
    4500 valor
    DEA Interceptor Tank (ground, 3900/2600)


    PRESTIGE MODE COMPLETE - LTQ EVENT COMPLETE


    TOTALS FOR PRESTIGE MODE
    Raw gains (a/d): 9,146/7,639**
    Bonus gains: +2 valor from attacks, 20% casualty reduction, +2 energy regeneration, -20% health regen time (unknown stacking)
    Valor gain: 41,050
    Gold spent: 1560*
    Enery Used: 91,624
    XP gained: 30,432*

    *Note: I pre-staged several missions, which reduced xp gained and gold spent.
    **Raw gains only include stats from indestructible units (i.e. non-indestructible units are excluded).

    TOTALS FOR ENTIRE EVENT (both NORMAL and PRESTIGE MODE):
    Raw gains (a/d): 14,013/11,668**
    Bonus gains: +2 energy regen, -20% health regen time, +2 valor from attacks, 20% casualty reduction, +2 energy regeneration, -20% health regen time (unknown stacking)
    Valor gain: 56,300
    Gold spent: 2,140
    Enery Used: 136,199
    XP gained: 40,244

    **Raw gains only include stats from indestructible units (i.e. non-indestructible units are excluded).



    This one is *definitely* tougher folks!

    And to reiterate what I said at the beginning of this prestige mode info:

    Note: With knowledge of the entire event, I might have considered stopping at lvl 31/53 prestige. See Note #2 also. A quick glance of the units vs costs suggests a fair premium for limited gains to complete lvl 32-53 in prestige mode. Stopping after completing lvl 31/53 also means that it is not necessary to upgrade unit buildings above what is needed for normal mode.

    Note #2: With the unfolding bonus stacking situation and that boosts don't stack, but that Gree might do something about it, I have no good advice. It depends on (a) if Gree does something, (b) if they do something that correlates to levels in the LTQ, and (c) if you already have the boost units or not. Gree could create awards to directly replace those won at each specific level, in which case going to lvl 31 makes sense. Gree could make some magical award for everyone that finishes prestige as compensation, in which case stopping at 31 would be a problem. Gree could do nothing at all, in which case the rewards in prestige are very light compared to prior LTQs and going free would appear to make sense.


    Enjoy
    Last edited by Devin; 05-23-2013 at 04:43 PM.

  3. #3
    Articulate Author
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    Jan 2013
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    383
    THE MAN is gonna do it again!!

  4. #4
    Consistent Contributor
    Member Since
    Jan 2013
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    185
    REG for the win!!!!

    +2 energy regen unit on lvl 25!

    -20% health regen time on lvl 35


    Looks like Gree is pushing inflation like crazy this time around =)

    + the units dont stack, so all the people who managed to get them through the first set of collect 10 events will miss out....
    Last edited by pelle plutt; 05-20-2013 at 12:57 PM.

    REG at heart

    SUPU - GHOSTS

  5. #5
    Banned
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    Go dude !!!! Goooooooo

  6. #6
    Articulate Author Allday's Avatar
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    Feb 2013
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    Devin, Thanks man

  7. #7
    Prominent Poet Miner's Avatar
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    1,618
    Greatest Faction Member EVER!

    Oh and... ON THE FIRST PAGE!

    Normal Mode Mission #26 comes with a +2 Energy Boost!
    Last edited by Miner; 05-20-2013 at 12:35 PM.


  8. #8
    Newbie MajorPain's Avatar
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    Feb 2013
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    Get em' Devin!

  9. #9
    Articulate Author
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    Quote Originally Posted by Miner View Post
    Greatest Faction Member EVER!

    Oh and... ON THE FIRST PAGE!
    haha LMAO xD good luck devin

  10. #10
    Steady Scribe Some Random Clown's Avatar
    Member Since
    Feb 2013
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    93
    Did you prestage any multi hit targets this time? I did a few just to try and get farther as a free player.
    Some Random Clowns
    506 627 210

    "Don't join some other random clowns faction, Join the real 'Some Random Clowns' faction today!"

    We've merged!
    SRC is now a Farm team for "The Shades" faction. SRC is now for people wanting to play faction LTQs.

  11. #11
    Lurker tac00's Avatar
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    Jan 2013
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    All heil the Devin!

    The man. The myth. The legend. He is back again to help the rich and greedy and poor alike!

    Our hero Devin!

  12. #12
    Consistent Contributor
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    Feb 2013
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    149
    Devin, you are awesome

  13. #13
    Master of Musings Thief's Avatar
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    What you haven't finished yet? Hahaha just kidding thanks again Devin! You are the man!
    VFF Legends

  14. #14
    Banned
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    Thanks Devin!

  15. #15
    Banned
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    Mar 2013
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    So far this is not showing up for my level 31 player. Also, it seems that Gree may be on to the pre-staging, as it seems that this is not following quite like previous LTQ's. Could just be me though.

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