HAPPY EASTER EVERYONE
Category: Clan Scrimmaging |
by
Filip_from_cod4
Apr 04, 2010 11:14 AM |
Server
Category: {USMCE} RANKINGS |
by
Badass9916
Jun 07, 2009 11:02 AM |
Help me out
Category: Clan Scrimmaging |
by
Filip_from_cod4
Jun 07, 2009 7:30 AM |
did anyone know?
Category: {USMCE} RANKINGS |
by
Filip_from_cod4
Jun 07, 2009 7:29 AM |
Ventrilo |
If ur a ghosts geto n vent asap name it fpsgs ip is 70.32.33.28 port is 3801
Posted by moseswylie
0 Comments
Aug 06, 2009 12:33 PM
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connect 69.147.238.194:28960;password ghosts |
I am now cancelling our subscription with gameservers and now using fpsgs.com the new ip is 205.234.152.82:28960 password is ghosts all members need to sign up on werbsite www.ghostsmultigaming.com to be in clan and download our ventrilo 70.32.33.28 port is 3801
Posted by moseswylie
0 Comments
Aug 01, 2009 2:36 PM
|
Vacant |
http://bashandslash.com/index.php?option=com_content&task=view&id=326&Itemid=87CoD4 Tactics: mp_vacant map Written by jockyitch Monday, 02 June 2008 In this latest article in our Call of Duty 4 map series, we explore another of the maps used by competitive gamers in CoD4. Though there are not many competitive maps in CoD4, this one could go down as an epic. While we at BASHandSlash.com think that mp_vacant is legendary, general player attitudes fall everywhere. There are some who consider this the best map in CoD4, while others think this is the worst. What would cause such a huge variation in sentiment? We will explore this question as we focus on the S&D gametype and assume a competitive tournament-style 5v5 set up. Those that love mp_vacant point to the fact that this map has something for everyone. The run'n gunners love it because of the close-in firefights that can occur in the buildings. Campers love it because of the sheltered firing positions. Heck, even snipers find that they can impact play significantly thanks to the long narrow sight lines (one can argue that snipers will find they can dominate play on here even more so than on mp_overgrown). On the flip-side, the consensus amongst those that hate it point to the sudden randomness of death that can occur here. One such example is the rain of nades that can eliminate you seconds out of spawn. Wall-spamming (shooting through walls) can get you shot by unseen enemies. And of course, snipers can shoot you without ever exposing themselves to return fire. It is clear that those who hate this map have not learned the ins-and-outs of vacant. In the competitive eSports-scene, these "random" frags are usually anything but. At the high levels of competition play, being naded or walled in mp_vacant is more than likely due to calculated and learned skills by your competitors. So lets look at the tactics that competitive teams employ on this map and hopefully, show the "haters" that they too can learn the skills it takes to pwn mp_vacant. OVERVIEW The map features the Spetsnaz force attacking a spec ops S.A.S. group in a derelict shipping facility. There is an office complex in the facility which consists of a maze of hallways, bathrooms, kitchenette and offices, including a warehouse. The place is surrounded by a parking lot on the east side and a loading/ unloading area on the south and west sides. The map is lit with a diffuse glow making it very difficult to see, especially for those in the buildings looking out. Missing roof panels and skylights allow the lighting to permeate right into the building's interior spaces. While the gaps in the roof can let the sun in - they can also let in nades, as we shall see. Some screenshots showing the Warehouse and western side of the complex. Note the gaps in the roof and the skylights in the offices. The layout of the mp_vacant is shown below. The major landmarks are labeled. The A Bomb Site The B Bomb Site STRATEGY OVERVIEW mp_vacant is a map that favours the attacking (Spetsnaz) team significantly. The defenders are forced to camp in restrictive locations which in many cases are exposed to aerial attacks (via tactical nades), flanking action and even sniper fire. Weapon Loadout For both the defending and attacking team, the SMG AK74u is the overwhelmingly popular choice on this map (iron sight only). The 74u is especially liked for its wall-piercing power, yaw-rotation rate and devastatingly effect spray when fired from the hip. The red-dotted M4 is also used by many players who are looking to project power from mid map. The M4 is typically used by the Spetsnaz player wishing to fire from the docks region - or the SAS player returning fire from inside the warehouse. M4's are less effective in-close in the offices and in the hallways. Alternatively there are quite a few using the AK47 (iron sights only). Finally, the sniper rifle is also effective on this map and any team with a player that can wield one effectively should consider this weapon in certain situations (a slow push on A for example). Offense Defense Attacking For the attackers, the A bomb-site is the preferred plant. The Warehouse which houses the A-bombsite has multiple entry and flanking points, it can be covered by a Sniper hidden in the Tanks/Containers region and it forces the defenders to camp all together and subjects them to the odd nade toss. The B bomb-site is not as well liked as there are many places for the defenders to flank the attackers. Whether the A or B sites are selected, control of the A-Hallway (for the A-plant) and the B-Hallway (for the B-plant) is a must. It is not unusual for the first battles in any match to be fought in these hallways, with flashbangs being set off and nades being released. Players hurtle towards each other here in the hopes of capturing the Bathroom region which is the chokepoint on the map -- regardless of the plant. In this screenshot, the attacker has climbed up and over a dumpster and into the A hallway. He flashbangs his way down with his goal of controlling the bathroom region. No...he does not have to "go"...the bathroom region is a main chokepoint and is one of three "cut-throughs" between the A and B bombsite. The first right leads to a hallway blocked by filing cabinets - and is a good spot for defenders to converge so as to outflank A-bomb site planters. Down the hallway to the left leads to the warehouse and a common strat is to have your bomb carrier fly through this corrider, make a sharp left and plant quickly. Down the corridor to the right leads to the bathrooms and is another key site for defenders. If they pop out too late they can be mowed down. Rather than popping out, they can and will try to wall spam the attacker - for that reason a second attacker (lagging the bomb carrier) can flash bang the end of the hallway to stop the quick defenders who pop out and then a nade can then be tossed into the bathrooms to eliminate the "slow" defenders. Flashbanging the B Hallway. Note the skylight - a perfect entry point for a set nade from the defenders. Capture the entrance into the Bathrooms and prevent the defenders from crossing to the A site. It's not "Who dares wins" on mp_vacant...it's "Who controls the Bathrooms - wins". The most important aspect, sometimes over-looked by the casual player on mp_vacant are the tactical nades - as these are effective in both attacking and defending we will discuss these separately: TACTICAL NADES While bomb sites in mp_vacant appear to be sheltered from the long-distance nade throw, they are not. Critically, defenders find themselves very exposed if they attempt to camp themselves adjacent to the bomb-sites. For both sides, tactical (or also called "set") nades can be thrown nearly out of spawn and inhibit an all out rush on one or both plant locations. For the attackers, effective set nade tossing locations include the steps going into the B site targeting the defense as it streams into the B Hallway - and somewhat more difficult spots west of the warehouse that target campers behind the A site. For the defenders, nades fired through skylights or through the gates onto the steps leading into the B site are very effective at stopping the B rush and forcing a showdown at A. There is no better way to explain tactical nades than to demonstrate them. There are excellent sites where you can learn to toss these (codjumper.com is one of the best). But here are several excellent videos showing them in action. Note that the sky (more accurately, skybox) does not change in the game - so you can learn to throw your set nade by remembering the location you are tossing from and aiming at a point in the sky. The best competitive players learn 20-30 locations on the map to toss these from. Defending The A and B hallways are as crucial for the defenders as they are for the attackers. Making this more difficult is the fact that the defenders do not know where the attack is coming from. However, you could try and use your knowledge as an attacker to thwart possible avenues of attack or even deny the attackers easy entry in the bomb site. Tactical nades can stop all out rushes into B. Another tactical piece of advice is that, given all the tiny hallways in this map, nade-cooking becomes very important. Attackers tend to pause a little before storming a room - if you know they are outside and about to come in, that pause may give you enough time to cook your nade and toss it at them. Learn to control space indirectly through the use of nades. Furthermore, learning wall spam locations also becomes highly important because more often than not on this map you will find yourself surrounded in a room with the attackers on the outside. Note: this may not be allowed next year in some competitions. STRAT SUMMARY An excellent example of how to play this map comes from the 2008 CEVO-A championship pitting Dynamic against Dynamo. Dynamic, which went on to be victorious, was simply crushed by a very prepared and very aggressive Dynamo on mp_vacant: mp_vacant: 2-10; 3-3 View the game here . Dynamo simply took charge and dominated the bathrooms. Dynamic was a bit too passive and had their heads handed to them. I highlight this match to highlight that practice on this map counts for a lot. mp_vacant was Dynamo's map. They practiced it to perfection and beat a better team on it. I use this match to illustrate the point that this map does not produce random results. You can learn it and become consistent on it. For the attacker, the keys to this map are: Be aggressive - use feints and overwhelm the defenders. Control the Hallways Dominate the Bathroom region Tactical nades For the defender: Don't be passive - you'll be naded and wallspammed if you sit still. It's a small map think about using TDM tactics and eliminate your opponent through flanking actions. Prevent the attackers from getting access to the Bathroom cut-through. Be aware of nade entry points into your camping regions. Use cooked nades and dominate space indirectly through them. Don't camp too far back EXAMPLE STRATS Attacking 1. Dynamo-esque Dominate all sightlines into A: First, the one between the Containers looking into the Warehouse, and those along the A and B hallways. Overwhelm the A hallway with 2 SMG's. The first SMG'er (and bomb carrier) rushes hard and makes the first left and heads into the Warehouse. The second SMG flashbangs the end of the hallway and throws a nade into the bathrooms. Speed here is the key - use the flashbangs to ensure you get to the bathrooms first. Two more SMG's throw set nades, then head into B hallway. One flash-bangs the end of the hallway. These players will attempt to flank the defenders and control the eastern entrance into the bathrooms. A "swing-man" with an AK47/M4 (or a sniper) hangs back and covers the docks area, throwing set nades towards the lunch room and back-barrels in the warehouse. The swing man can also knock out a defuse attempt or throw smoke towards the back of the warehouse to get the bomb carrier some cover late in the round. Defenders 1. 3-1-1 defense One SMG pushes through the B Hallway and dominate the filing cabinet cut-through hallway. Three SMGs can swarm the bathrooms and the Warehouse. Prone camp behind the boxes. A swing man can hang back at the B Bombsite and use set nades to prevent a B rush. If you are caught deep in the warehouse make a break for it by rushing out the warehouse using flashbangs and smoke. 2. Oxmoze defense The B-side is heavily camped and the A site is controlled indirectly using set nades. Get to the bathrooms first and attack (sounds contradictory for the defense). Do not sit on A - push B and flank the A attackers.
Posted by moseswylie
0 Comments
Jul 20, 2009 9:59 PM
|
Crossfire |
[img]http://bashandslash.com/index.php?option=com_content&task=view&id=407&Itemid=87[/img]CoD4 Tactics: Crossfire Written by jockyitch Friday, 10 October 2008 Last night saw Team EG take on 50|Cal Gaming on Crossfire in CEVO-P Lower Bracket Round 4 playdown action. EG had earlier lost to Pandemic and were bumped into the lower bracket where they found .50 Cal lying in wait. EG: wombat, w!$eGUy, rob-wiz, deny, juv3niLe 50|Cal: jtf2, nicolas, limitless, Gladia7or, BOND The game was expected to be somewhat close as 50|Cal (formerly Team Dynamo) had been playing well as of late. Sadly, their players were not up to the task as it seemed the EG "colossus" psyched them out even before they started play and contrary to the hopes of the Gamefire shoutcasters, it was in truth a totally lop-sided match. I am not going to diss 50|Cal though, with players such as rob-wiz and wombat on Team EG...I would be pretty psyched-out too if I had to face that crew. Defending on this map is not easy and the game quickly spiraled out of control for 50|Cal. By the time the score went 12-2 to EG, the 50|Cal guys started picking M14's and G3's for their weapons...a sure sign that they had given up and essentially giving the game to EG. Interestingly, you see this all the time in gaming. When one team is way down on points, some players will try to ease their bruised ego by selecting weak weapons as a way to sub-conciously excuse themselves for the loss. In conclusion, EG took it 13-5 and may I say that it was quite sad to see 50|Cal team slinking out of CEVO-P like that: in disgrace. If you are going to lose a game, even by a large score, have the presence of mind to go down fighting. EG goes on to play MoB on Monday and the winner takes on Team Pandemic for all the marbles in CEVO-P. You can watch the game on Gamefire where they have a VOD of the match: EG vs 50|Cal The CEVO Season 2 playdown status can be found here. After watching EG crush their opponents so easily on this tough map, I thought I would highlight some of the things that the Evil Geniuses did right on Crossfire. After all, they may have picked something up from the Europeans they played with back in August during the Euro LANs. Up until these summer LANs, I would say that mp_crossfire was a very seldom played map in North America. In Europe, it was given a bit more respect and they played it much more often. During those LANs the Europeans showed their superiority in Crossfire Strats over NA teams such as Team EG and Team Pandemic, who were shell shocked by them on this map. First off, let us get oriented a bit, here's the tactical map: And now let us get to the strats. I have called this one EG's Crossfire B-Plant Offense #1. I have shown the most common set up EG uses in this game, below. Bomb (Red) The bomb carrier (typically, team captain Wombat) starts out at his spawn and makes a bee-line straight for the plant at the B-site. The A-site is almost never used. You can see his usual route, depicted in red below. Most of the time he will launch a grenade at "2", hoping to catch a player crossing main street. At times, he will prone at "3" waiting for the defense to attempt an ingress into the watermelon buildings. At this point, he will read the opponents and decide whether to throw smoke at the bomb-site. If the enemy is a tad aggressive, a fake plant would be a good idea. EG showed lightning quick plants on this map and dared the defense to defuse them. Defusing on Crossfire is very difficult if the bomb is planted on "this" side of the offense - giving the defense no possible cover. Green SMG An aggressive penetration is made into the B-side buildings which is the most likely route for the enemy to attempt a defuse. For EG, typically this is done by the extremely talented rob-wiz. As shown by the green line above, the SMG'er can wait in the crack of the door way exiting the watermelon room and overlook the alleyway onto the building opposite the defender's spawn. By hiding in this region he may open himself up for a cooked nade; however, he has an excellent over watch of the activities across the street and it's not uncommon for a quick pick of an unsuspecting player running through the buildings on the A-side of the street. Yellow SMG Typically, EG sends their best flanker through here, Deny. Chances are slim you will make it through the round in one piece from this route, as you are exposed from every direction. But, it is very important to blunt the initial flanking attack that will come through here. You have to stop the enemy from setting up firing positions from inside the shops on the A-side of the street. Throwing a preset nade(see point "1") at the cars parked kitty-corner from the enemy spawn is a must before entering the shop-complexes. Blue SMG/Assault weapon You really need a smart player for this position and one with great long distance accuracy and on EG that can only be one player: w!$eGuY. Ted can ring up some awesome numbers from here. This is a "swing" position and the route I have drawn is somewhat misleading. Once the smoke clears from the middle of Main Street, the swing player has to quickly read the defense and either fill gaps where teammates have fallen or lay in wait for a defuse. Smoke is launched at "4" followed by an attempt at a car-nade depending on circumstances. Sniper (White) The sniper has many options on the offense. The main purpose for the sniper on this map is to defeat his counterpart on the defense. The best position for this role is to climb into the second floor overlooking Main Street. Juv3nile does this oh-so-well for EG. The enemy sniper positions typically are found at the far end of the A-side of Main Street. From the vantage point of the second floor the offensive sniper dominates the street. If executed correctly, the EG Crossfire "B" Offense plants quickly and then surrounds the bomb-site and prevents anyone getting even close to defusing it. 13-5 against a good team proves it.
Posted by moseswylie
0 Comments
Jul 20, 2009 9:58 PM
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Weapon Lowdown |
PERK 1: Bomb Squad - Locate planted C4 You won't get your butt blowed up any more; however, there's just not that much C4 lying around in CoD4 it seems and you might waste this perk on the rare chance you will trip over it. Bandolier - More ammunition for your weapons This one is great in combination with Double Tap. However, it's not a great choice if you are a sniper, for instance. Bandolier really comes into its own if you find yourself staying alive an above-average amount of time or are playing long games as it will save you countless minutes searching out ammo or other dropped firearms. C4 x 2 - Remote detonate two C4 charges. The Charges are set by using the fire button. Furthermore, you can detonate it by tapping the reload button twice. A really good idea for "possession" oriented gametypes like Domination. RPG-7 x 2 - Ponderous and clumsy weapon with a grandfatherly-slow firing rate. The big "pro" for the weapon is that it is every soldier's chopper-killer. One of the big threats in CoD4 are the sheer numbers of enemy attack helos that show up in the game. The RPG is about the only effective defense from them. Special Grenades x 3 - Stun and Flash Grenades. The influence of Counterstrike and Rainbow Six is evident in the introduction of these two new bits of CoD technology. The Stun and Flash Grenade. While they don't in and of themselves kill. They make frags possible. This Perk comes into its own in the gametypes such as "Headquarters", where a fixed target is heavily defended. Claymore x 2 - Explosive mines which well detonate when someone steps on them. The "mine" in CoD2 has been replaced by the Claymore. If CTF had been one of the stock gametypes, there would be a lot more of this strewn around (especially near the flags of course). Unfortunately, as it is not included, the Claymore is a weapon looking for an excuse to be used. PERK 2 Double Tap - Increase your rate of fire This awesome increase in firepower will allow you to get many more run'n'gun frags. This is a must have for any attacker. However, along with the Double Tap perk you will definitely need Bandolier, for the simple fact that you will go through your clip at a unbelieveble rate. Juggernaut - Additional Health For the defensive-minded and campers out there, I cannot think of a better xmas present than more health. For the run'n-gunners though, there are better Perks out there. Frankly, for the marginal amount of extra health you get, I would pass on Juggernaut. Sleight of hand - Quicker reloads A quicker reload is very useful if you are lugging around one of those LMG's, which take five seconds or more to reload. On all other weapons, this Perk is a waste of time. Stopping power - Increased weapon damage effect Punch right through body armor with this baby. Add the "Deeper Impact" Perk and there won't be a sniper or camper out there with a loose sphincter muscle. UAV Jammer - Jams enemy radar and prevents your detection A fabulous sniper tool. It might also come in handy when playing free-for all. You will know you need this perk if you find yourself being consistently fragged seconds after you fire off rounds in the game. An alternative to having to use the UAV Jammer is to "run away" after you fire - don't stand still! Sonic Boom - Bigger Bang for the buck Increased explosives range with Sonic Boom. CoD2 explosions seem thermonuclear in size compared to those in CoD4. Sonic Boom brings back the CoD2 nade blast zone. This Perk is a really bad idea if your sever has Friendly Fire turned on. PERK 3 Extreme conditioning - "Sprint" longer distances Given the tiny maps in CoD4, I don't see too many choosing this Perk. Steady Aim - Shoot from the hip more accurately. Aimed at the smart player. Combine this and M4 and Double tap and there won't be anyone that can touch you in close quarter fighting. Last Stand - The General Custer of Perks. A Hollywood ending comes to CoD. You have been put down by enemy fire but you refuse to die. Your attacker thinks your in eHeaven but you reach for you pistol and you take him out. Last Stand allows you to gain some dignity and revenge in what will be certain and eventual death as you will not be able to move, rather, you lie there bleeding on your butt until someone comes by and presents you with the coup de gras. Without a question, this is one of the two most popular Perks in CoD4 right now (the other being Martyrdom). In my opinion, Last Stand is a flash in the pan and a fad. Seasoned gamers, though initially surprised by this Perk, are now "finishing their frags" and the Last Stand is quickly becoming the "Last Lying Dead in my own Blood" Perk. Deep Impact - Penetrate walls and produce more damage In combination with an assault rifle like an AK47 or an M16, this is a formidable Perk. Add to it "Stopping Power" and you will be a formidable fighting force on the battlefield. The tactical advantage of this combination is even more pronounced if the player takes a more laid back approach and does not go in on the assault but lays down covering fire from afar. Snipers and campers are the big losers here as they literally will die by the bushel-load against anyone with this in their Perk bag. Dead Silence - Quiet your approach Possibly a lethal combination when added to Perks such as UAV Jammer. Combine this with a Silencer (Suppressor) on your weapon and no one will know you are coming. A must-have for the Snipers out there. Iron Lungs - Hold breath longer for prolonged accuracy The Viagra of Perks. It is no coincidence that this Perk, geared to the Snipers out there, will be in the same bin as Dead Silence. Clearly IW wants to keep the snipers from moving around too much. Eavesdrop - Actually listen to enemy Comms This will be useless if the enemy is using Ventrilo or Teamspeak, as it will only work if you are using CoD4's VOIP system. My guess is that this will be the most underused Perk. Great idea but ultimately pointless. Having said that...if allowed in sanctioned tournament matches, this would be an awesome idea! Martyrdom - You drop a grenade when your get fragged. A perk whose inspiration comes from today's headlines, Martyrdom has become the most popular Perk, in my opinion. The reason for the popularity is that it is *currently* very effective. There are quite a few frags every game being attributed to Martyrdom. In some cases players are finding that they can stay well above the 50/50 line (Kills:Deaths) with it. Opponents are just not used to seeing the popped nade at death. In CoD2, oddly enough, there were some "hacks" out there at one stage which actually did this very thing. In fact I have had this happen to me on numerous occasions on pub servers. Interestingly, the Martyrdom Perk is also being known as the "Anti-Tea Bag Perk", for obvious reasons that it prevents the post-frag celebration that a player would do after downing his/her opponent. My feeling is that players will adapt to the Martyrdom perk. I have. And I'm sure that much more talented players will as well. When I frag someone I now instinctively back away from the body. This not only prevents both the Martyrdom Perk and the Last Stand Perk from working, it also will prevent you from being whacked by the fragee's buddies! Recommended Classes. Here are a few combinations to consider as a function of playing style. Future articles will discuss recommended classes for gametypes. Note that, in the end, each of these classes should be tailored to your own playing style. Sniper This package of perks combines the requirements for stealth and long range power. It also contains Martyrdom which will catch a few players by surprise. Though I have dismissed Martyrdom as a useful tool, I have included it in the Sniper's tool kit. The reason for this is that Snipers in CoD4 are wonderfully disguised and sometimes you just accidentally run into them. Though they are minced meat when discovered by anyone with a pea-shooter for a gun, the surprise factor is enough to make the popped-nade at death, a useful weapon. Primary Weapon: M21 Side Arm: M9 Special Grenade: Smoke Perk 1: Deep Impact Perk 2: UAV Jammer Perk 3: Martyrdom Rusher The Rusher is usually the first into a house, the first around the blind corner and usually the first to be shot at. For this reason he needs the M4 fully automatic assault weapon. To back that up, give him Double Tap, which provides him with unparalleled fire rates. A Bandolier keeps the Rusher from looking for ammo and a Steady Aim will mean tons of run'n-gun frags! Primary Weapon: M4 Carbine Side Arm: USP .45 Special Grenade: Stun Perk 1: Bandolier Perk 2: Double Tap Perk 3: Steady Aim Assaulter Backing up the Rusher is the Assault team. While your mates storm the house, the Assault team can cover them by pounding the house and pick off the snipers and campers with their unstoppable arsenal of RPG's and M16 rounds which will go through light skinned buildings like they were made from paper mache'. The additional stopping power will be needed given the fact that the M16 only manages 3-round bursts. Primary Weapon: M16A4 Side Arm: USP .45 Special Grenade: Flash Perk 1: RPG-7x2 Perk 2: Stopping Power Perk 3: Deep Impact Heavy Gunner If you need especially stiff defensive power, the Heavy Gunner's load out might be suitable for you. I have also added Juggernaut to give some added protection from the coming onslaught. Primary Weapon: RPD Side Arm: M1911 .45 Special Grenade: Stun Perk 1: Juggernaught Perk 2: Stopping Power Perk 3: Steady Aim
Posted by moseswylie
0 Comments
Jul 16, 2009 8:56 PM
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[Gh0sTs] HybridTek
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[Gh0sTs]Redwolf
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[Gh0sTs]:)
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[Gh0sTs]Polo
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[Gh0sTs]Normi
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[Gh0sTs] KItty
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[Gh0sTs] Rain
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[Gh0sTs] Badass
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[Gh0sTs] Glock
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Fika
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[Gh0sTs] VICious
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[Gh0sTs]Awe
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[Gh0sTs] Sexxi
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[Gh0sTs] Chosin
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[Gh0sTs]Frenchy
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[Gh0sTs]Toxic
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[Gh0sTs] Joel
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[Gh0sTs]Nadim
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Rob or Capn Crunch
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[Gh0sTs] IHACK
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[Gh0sTs] Easy
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[Gh0sTs]Weevil
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[Gh0sTs] Thriller
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[Gh0sTs]Zinx
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purple[h]aze
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[Gh0sts] multigaming clan visit us at www.ghostsmultigaming.com |
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