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Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 05:41:00 -
[31] - Quote
knight of 6 wrote:bumping outside of corporate recruitment is against the rules. you might want to put some content in those bumps if you intend on keeping this thread alive until a dev posts.
as for the utilitys.
on my gunni I have a pg mod and a basic light armor rep, it's nice cause it keeps the tank almost completely self sufficient all it needs is a supply depot.
the utility lows on a gunni aren't terrible admittedly a hit and run guerrilla warfare tank would be expected to have some gank to it and I find it odd that damage mods aren't low slot items. but it's fine for now.
Let mods worry about rules.
The utility lows on a gunnlogi are non existant so im not sure how they "aren't terrible."
As far as a light armor rep, I'm not sure how that would be useful. If you ever dip into your armor youre probably dead. And if you survive, you likely need a supply depot for ammo which would repair your armor. |
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 05:45:00 -
[32] - Quote
Jason Pearson wrote:Eurydice Itzhak wrote:It's useless for shield vehicles because well you should know, if your shields are ever depleted, you're either fine or dead. It's not just extra HP like shields are for armor vehicles.And the HP difference is huge. The free shields plus better HP on armor stats.
I have not fit an armor vehicle since 1.7 but it doesn't really matter. Armor vehicles have options while shield vehicles do not. I see armor tanks with proto turrets nitrous and dmods all the time so I know its not impossible.
You also seem to think this is purely about tanks but its about all vehicles. Options vs no options. All I know is I'mma be ridiculous if I have more things for utilities, very ridiculous and then I'll be the guy on the forums demanding a nerf. Oh and that delay isn't important? I **** you not I almost died because of that delay, Armor tank chasing me down I keep weaving in and out of hills at 300 armor and no hardeners. Still wasn't ok, the shields kept me from dying and then they disappeared again and I managed to get behind something in the redline. Oh and it matters a shitton, IF YOU DON'T EXPERIENCE SOMETHING, YOU CANNOT HAVE A VALID OPINION ON IT. So go and fit an armor tank. And dude, running a Scanner, Hardener, Booster just for you, am not going to die, same as my other fits, I've got utilities :) And Ammo and an Armor Rep.
I've never had an experience where I dipped into my armor where I wasn't either 100% fine or dead. I never even wasted the points on depleted delay.
And I can see armor vehicles with more HP than me. Nitrous mods, and dmods. I know it can be done because people are doing it. If you Target a tank it will tell you if they have a dmod active.
Utility vs no utility. |
Jason Pearson
3399
|
Posted - 2013.12.15 05:50:00 -
[33] - Quote
Eurydice Itzhak wrote:Jason Pearson wrote:Eurydice Itzhak wrote:It's useless for shield vehicles because well you should know, if your shields are ever depleted, you're either fine or dead. It's not just extra HP like shields are for armor vehicles.And the HP difference is huge. The free shields plus better HP on armor stats.
I have not fit an armor vehicle since 1.7 but it doesn't really matter. Armor vehicles have options while shield vehicles do not. I see armor tanks with proto turrets nitrous and dmods all the time so I know its not impossible.
You also seem to think this is purely about tanks but its about all vehicles. Options vs no options. All I know is I'mma be ridiculous if I have more things for utilities, very ridiculous and then I'll be the guy on the forums demanding a nerf. Oh and that delay isn't important? I **** you not I almost died because of that delay, Armor tank chasing me down I keep weaving in and out of hills at 300 armor and no hardeners. Still wasn't ok, the shields kept me from dying and then they disappeared again and I managed to get behind something in the redline. Oh and it matters a shitton, IF YOU DON'T EXPERIENCE SOMETHING, YOU CANNOT HAVE A VALID OPINION ON IT. So go and fit an armor tank. And dude, running a Scanner, Hardener, Booster just for you, am not going to die, same as my other fits, I've got utilities :) And Ammo and an Armor Rep. I've never had an experience where I dipped into my armor where I wasn't either 100% fine or dead. I never even wasted the points on depleted delay. And I can see armor vehicles with more HP than me. Nitrous mods, and dmods. I know it can be done because people are doing it. If you Target a tank it will tell you if they have a dmod active. Utility vs no utility.
But I'm using utilities at no sacrifice to my tank. Damage mods on my rails, scanners on my blasters etc and still stomping armor tanks.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 05:54:00 -
[34] - Quote
I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types. |
Jason Pearson
3399
|
Posted - 2013.12.15 06:07:00 -
[35] - Quote
Eurydice Itzhak wrote:I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types.
But it has an effect on Tanks, which must not be hidden. Armor tanks have requirements in place that Shield tanks don't need, like the fact we don't need any reps, we can also get more ammo and armor tanking abilities in the low slots, which makes more eHP.
You cannot discount it, a Gunnlogi would be the only tank to use because it doesn't need reps, has better hardeners, has INSTANT health regeneration through boosters, can stick on an Armor Rep, can have double the ammo capacity, and now I can place a damage mod instead of ammo because my missiles didn't destroy maddies in a single clip fast enough.
I don't see any need to transfer current things over, I could see a use in nanofibres being brought back for lows, but nothing needs to be taken from highs to make lows better.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 06:14:00 -
[36] - Quote
Jason Pearson wrote:Eurydice Itzhak wrote:I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types. But it has an effect on Tanks, which must not be hidden. Armor tanks have requirements in place that Shield tanks don't need, like the fact we don't need any reps, we can also get more ammo and armor tanking abilities in the low slots, which makes more eHP. You cannot discount it, a Gunnlogi would be the only tank to use because it doesn't need reps, has better hardeners, has INSTANT health regeneration through boosters, can stick on an Armor Rep, can have double the ammo capacity, and now I can place a damage mod instead of ammo because my missiles didn't destroy maddies in a single clip fast enough. I don't see any need to transfer current things over, I could see a use in nanofibres being brought back for lows, but nothing needs to be taken from highs to make lows better. Ammo does not matter. It's never once been an issue for me once.
The fact that you keep bringing up armor in lows for gunnlogis just goes to show armor vehicles are better.
The only difference between shield mods and armor mods is boosters. In every other single aspect armor vehicles have the better end of the stick. Most of my gunnlogi fits don't fit boosters because i need a dmod to be competitive.
Utility vs no utility. Options vs no options. |
Jason Pearson
3400
|
Posted - 2013.12.15 06:20:00 -
[37] - Quote
Eurydice Itzhak wrote:Jason Pearson wrote:Eurydice Itzhak wrote:I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types. But it has an effect on Tanks, which must not be hidden. Armor tanks have requirements in place that Shield tanks don't need, like the fact we don't need any reps, we can also get more ammo and armor tanking abilities in the low slots, which makes more eHP. You cannot discount it, a Gunnlogi would be the only tank to use because it doesn't need reps, has better hardeners, has INSTANT health regeneration through boosters, can stick on an Armor Rep, can have double the ammo capacity, and now I can place a damage mod instead of ammo because my missiles didn't destroy maddies in a single clip fast enough. I don't see any need to transfer current things over, I could see a use in nanofibres being brought back for lows, but nothing needs to be taken from highs to make lows better. Ammo does not matter. It's never once been an issue for me once. The fact that you keep bringing up armor in lows for gunnlogis just goes to show armor vehicles are better. The only difference between shield mods and armor mods is boosters. In every other single aspect armor vehicles have the better end of the stick. Most of my gunnlogi fits don't fit boosters because i need a dmod to be competitive. Utility vs no utility. Options vs no options.
I have armor reps in my lows because I'm not an idiot, and I have ammo there because I stay out on the field without supply depots and dont recall my vehicle and then bring it out again full of ammo. Armor seriously doesn't have the better end of the stick at all, We tank so much better, we survive AV so much easier. I feel bad for Armor Tanks because Shield Tanks are better a lot of ways.
Also you keep refering to things like Damage Mods, Scanners and injectors like they're the most important options in the game, like they're a massive need not a bonus. Each tank needs incentives to be used. And lol, damage mod to stay competitive.
You have options, you just don't like them. Maybe you spec'd the wrong tank, why aren't you driving a Madrugar?
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 06:25:00 -
[38] - Quote
Jason Pearson wrote:Eurydice Itzhak wrote:Jason Pearson wrote:Eurydice Itzhak wrote:I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types. But it has an effect on Tanks, which must not be hidden. Armor tanks have requirements in place that Shield tanks don't need, like the fact we don't need any reps, we can also get more ammo and armor tanking abilities in the low slots, which makes more eHP. You cannot discount it, a Gunnlogi would be the only tank to use because it doesn't need reps, has better hardeners, has INSTANT health regeneration through boosters, can stick on an Armor Rep, can have double the ammo capacity, and now I can place a damage mod instead of ammo because my missiles didn't destroy maddies in a single clip fast enough. I don't see any need to transfer current things over, I could see a use in nanofibres being brought back for lows, but nothing needs to be taken from highs to make lows better. Ammo does not matter. It's never once been an issue for me once. The fact that you keep bringing up armor in lows for gunnlogis just goes to show armor vehicles are better. The only difference between shield mods and armor mods is boosters. In every other single aspect armor vehicles have the better end of the stick. Most of my gunnlogi fits don't fit boosters because i need a dmod to be competitive. Utility vs no utility. Options vs no options. I have armor reps in my lows because I'm not an idiot, and I have ammo there because I stay out on the field without supply depots and dont recall my vehicle and then bring it out again full of ammo. Armor seriously doesn't have the better end of the stick at all, We tank so much better, we survive AV so much easier. I feel bad for Armor Tanks because Shield Tanks are better a lot of ways. Also you keep refering to things like Damage Mods, Scanners and injectors like they're the most important options in the game, like they're a massive need not a bonus. Each tank needs incentives to be used. And lol, damage mod to stay competitive. You have options, you just don't like them. Maybe you spec'd the wrong tank, why aren't you driving a Madrugar? how is more main HP, faster repairs, faster tank, free buffer hp, and options for your utility slots the short end of the stick?
And caldari because caldari strong. |
Jason Pearson
3402
|
Posted - 2013.12.15 06:31:00 -
[39] - Quote
Eurydice Itzhak wrote:Jason Pearson wrote:Eurydice Itzhak wrote:Jason Pearson wrote:Eurydice Itzhak wrote:I dunk on armor tanks as well because I'm better than them and in a squad. I also get dunked on when someone of equal skills finds me. That's not the issue.
The issue is armor vehicles have utility options while having the better tank. As in ehp.
And again this is NOT about just tanks. It's an imbalance across all 3 vehicle types. But it has an effect on Tanks, which must not be hidden. Armor tanks have requirements in place that Shield tanks don't need, like the fact we don't need any reps, we can also get more ammo and armor tanking abilities in the low slots, which makes more eHP. You cannot discount it, a Gunnlogi would be the only tank to use because it doesn't need reps, has better hardeners, has INSTANT health regeneration through boosters, can stick on an Armor Rep, can have double the ammo capacity, and now I can place a damage mod instead of ammo because my missiles didn't destroy maddies in a single clip fast enough. I don't see any need to transfer current things over, I could see a use in nanofibres being brought back for lows, but nothing needs to be taken from highs to make lows better. Ammo does not matter. It's never once been an issue for me once. The fact that you keep bringing up armor in lows for gunnlogis just goes to show armor vehicles are better. The only difference between shield mods and armor mods is boosters. In every other single aspect armor vehicles have the better end of the stick. Most of my gunnlogi fits don't fit boosters because i need a dmod to be competitive. Utility vs no utility. Options vs no options. I have armor reps in my lows because I'm not an idiot, and I have ammo there because I stay out on the field without supply depots and dont recall my vehicle and then bring it out again full of ammo. Armor seriously doesn't have the better end of the stick at all, We tank so much better, we survive AV so much easier. I feel bad for Armor Tanks because Shield Tanks are better a lot of ways. Also you keep refering to things like Damage Mods, Scanners and injectors like they're the most important options in the game, like they're a massive need not a bonus. Each tank needs incentives to be used. And lol, damage mod to stay competitive. You have options, you just don't like them. Maybe you spec'd the wrong tank, why aren't you driving a Madrugar? how is more main HP, faster repairs, faster tank, free buffer hp, and options for your utility slots the short end of the stick? And caldari because caldari strong.
By main HP you mean HP without actives, right? in which case don't count for much. Buffer HP - We have 20% resists Faster Repairs - They need to fill slots for these "faster repairs", and we both rep every second, only we suffer a delay if we go below a damage threshold, which is like 3 seconds. Faster movement - Faster acceleration and better handling
Also, Swarms, Missiles, Rails and Forges all have additional damage against Armor and are weaker against shields.
There is no short end of the stick really, each tank has different options and different fits, no need in taking from one tank to give to the other. Rather than make a thread about how Madrugars are obviously the best, which from my input is proof enough that it's more of an opinion based thing rather than a fact, you could be making suggestions for new modules for each type of slot which benefit vehicles in different ways :)
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 06:39:00 -
[40] - Quote
I asked for ideas on lowslots. I asked for dmods to go back into where they belong. Where they used to be. Where they are in eve.
The fact that you keep saying madrugars shows that my post goes above your head. It's a vehicle imbalance. Aerial boosters are needed on dropships. Mcrus are amazing on dropships. Dmods are needed on tanks. Nitrous are awesome for lavs and tanks.
Av is useless solo and either damage type works fine for assisting in a tank battle.
No gunnlogi is accelerates as hard as a maddy with nitrous. You keep trying to deny that armor tanks have hiher ehp which is flat out wrong. But this isn't my issue.
Utility and options vs none. |
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Lorhak Gannarsein
701
|
Posted - 2013.12.15 09:22:00 -
[41] - Quote
Sorry, but I agree with Pearson.
Aerial boosters are far less relevant than they once were, so not necessary. A hardener is necessary. MCRUs are useful, but not really game changing, considering the speed with which a DS can redeploy troops without need for inboard spawning.
A swarm isn't useful against a Gunnlogi, even in tank v tank. It gives at best a marginal increase to DPS. Forge guns are viable against both types.
You're right, they don't. Fit one - it's not hard, and you don't actually need to sacrifice anything. You don't actually need two hardeners; I only run it on my rail because everyone else does, and I need to. A nitrous is irrelevant in those encounters.
Armour tanks have higher base EHP, true, but he's arguing that it's negligible at best, which is true. Furthermore, that extra 20% resist means we have higher burst EHP, so when it matters, we're tougher.
You want a scanner? Fit one.
Damage mod + hardener + scanner, and you sacrifice nothing.
Assuming, of course, that you're actually using the scanner to outflank...
ALSO PEARSON. GET ONLINE. I NEED SOMEONE TO HELP ME FIGHT NYAIN TANKSTOMPS.
>Cosgar: You know, tanks are actually paper thin once their modules are in cooldown.
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
84
|
Posted - 2013.12.15 09:27:00 -
[42] - Quote
i miss my heatsink modules where i could put out ridiculos dps befor overheat
i think a heat sink should have same fitting and bonus as damage mods.
30% reduction to heatcost.
and have same times and damge mod.
blaster maddy with heatsink/damage mod in highs = win |
Ulysses Knapse
duna corp
744
|
Posted - 2013.12.15 09:34:00 -
[43] - Quote
Here's how it should be...
HIGH SLOTS: -Shield Modules -Active Non-Tanking Modules
LOW SLOTS: -Armor Modules -Passive Non-Tanking Modules
/thread
Humanity is the personification of change.
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Lorhak Gannarsein
701
|
Posted - 2013.12.15 09:35:00 -
[44] - Quote
Racro 01 Arifistan wrote:i miss my heatsink modules where i could put out ridiculos dps befor overheat
i think a heat sink should have same fitting and bonus as damage mods.
30% reduction to heatcost.
and have same times and damge mod.
blaster maddy with heatsink/damage mod in highs = win
And fit in the lows :P
Otherwise I'd have to agree with Eurydice.
>Cosgar: You know, tanks are actually paper thin once their modules are in cooldown.
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Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 17:32:00 -
[45] - Quote
Lorhak Gannarsein wrote:Sorry, but I agree with Pearson.
Aerial boosters are far less relevant than they once were, so not necessary. A hardener is necessary. MCRUs are useful, but not really game changing, considering the speed with which a DS can redeploy troops without need for inboard spawning.
A swarm isn't useful against a Gunnlogi, even in tank v tank. It gives at best a marginal increase to DPS. Forge guns are viable against both types.
You're right, they don't. Fit one - it's not hard, and you don't actually need to sacrifice anything. You don't actually need two hardeners; I only run it on my rail because everyone else does, and I need to. A nitrous is irrelevant in those encounters.
Armour tanks have higher base EHP, true, but he's arguing that it's negligible at best, which is true. Furthermore, that extra 20% resist means we have higher burst EHP, so when it matters, we're tougher.
You want a scanner? Fit one.
Damage mod + hardener + scanner, and you sacrifice nothing.
Assuming, of course, that you're actually using the scanner to outflank...
ALSO PEARSON. GET ONLINE. I NEED SOMEONE TO HELP ME FIGHT NYAIN TANKSTOMPS.
The fact that armor vehicles have all these options for their utility slot while a shield vehicle has to sacrifice mad eHP for them is the whole point. Utility should be given to both, or neither.
Dmods specifically need to go where the belong in lore. Which is low slots. In all reality they just need to transfer their slot layout from eve to dust and everything would be fine. Everyone would have options for utility and life would be good.
EDIT: And pro swarms do between a third and a half of my gunnlogi's HP when I don't have modules up so I'd just like to say that they do perfectly fine in assisting battles. |
KEROSIINI-TERO
The Rainbow Effect
905
|
Posted - 2013.12.15 18:12:00 -
[46] - Quote
Good discussion, module slots really define vehicles roles.
Unfortunately that means that in practice either shield or armor tanks have no realistic access to one kind on supportive modules (scanners, damamods, extra ammo).
Probably you guys don't appreciate it but I still link here an idea on Vehicle Equipment slot layer (already locked thread)
Feeling the scanner is too simple and off balance?
The fix:
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Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 18:25:00 -
[47] - Quote
KEROSIINI-TERO wrote:Good discussion, module slots really define vehicles roles. Unfortunately that means that in practice either shield or armor tanks have no realistic access to one kind on supportive modules (scanners, damamods, extra ammo). Probably you guys don't appreciate it but I still link here an idea on Vehicle Equipment slot layer (already locked thread) Quickly skimming that thread and I like the idea of an equipment slot BUT
It would leave Dmods to one vehicle type or the other and without other utility being exclusive to the other type it would be even more unfair.
I'm sure theres a way to make it work though.
So I +1 your idea of "equipment" slots but I doubt that is the route they will take. |
Jason Pearson
3441
|
Posted - 2013.12.15 18:30:00 -
[48] - Quote
Wait, wouldn't removing things in the highs slots technically mean we're nerfing armor vehicles?
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
TheBLAZZED
VENGEANCE FOR HIRE
145
|
Posted - 2013.12.15 18:38:00 -
[49] - Quote
Lol... I would support this thread if maddies didn't have the CPU issue they do. Gunnies have to have a draw back. Right now,they are faster( acceleration wise) more nimble( turning wise) and have no problem fitting whatever they want because they have the option of expanding their CPU or power grid. they also do not have to fit a repper because they have one built in sense nothing damages past their threshold with the exception of a forge gun or raiIturret. I drive both, its obvious you only drive the shield version of Tanks.
"E" For effort but "F" for gathering information |
TheBLAZZED
VENGEANCE FOR HIRE
145
|
Posted - 2013.12.15 18:41:00 -
[50] - Quote
Jason Pearson wrote:Wait, wouldn't removing things in the highs slots technically mean we're nerfing armor vehicles? Yes, yes it would. |
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pegasis prime
BIG BAD W0LVES
1417
|
Posted - 2013.12.15 18:45:00 -
[51] - Quote
Commander Tzu wrote:Well considering half the maps have no supply depots a tank can get to the ammo caches might be useful. On my Maddy I have utility mods in the high slots, and on my Gunnlogi I have CPU and PG upgrade in low slots so I can fit a shield tank that makes all these butthurt AVers come to forums and quit.
dude I only have 2 fits that require both cpu and pg upgrades and that's only because I have 2 gunner seats on them . my fits that don't have gunner seats all only need an enhances pg upgrade at most and I run all complex mods in the highs.
Its gone from suck .....to blow
level 1 forum warrior
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Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 18:55:00 -
[52] - Quote
TheBLAZZED wrote:Lol... I would support this thread if maddies didn't have the CPU issue they do. Gunnies have to have a draw back. Right now,they are faster( acceleration wise) more nimble( turning wise) and have no problem fitting whatever they want because they have the option of expanding their CPU or power grid. they also do not have to fit a repper because they have one built in sense nothing damages past their threshold with the exception of a forge gun or raiIturret. I drive both, its obvious you only drive the shield version of Tanks.
"E" For effort but "F" for gathering information
Uhh madrugars are faster and have three times the acceleration with nitrous. So thats wrong.
There's no way you have enough SP to drive a fully fitted version of both. Thats well over 30m sp.
I'm at 15m and I haven't capped my turret missile skills yet.
None of this is relevant to the issue though which is Armor VEHICLES (not tanks you dimwit) have options while shield VEHICLES (not gunnlogis) do not. |
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 18:57:00 -
[53] - Quote
Jason Pearson wrote:Wait, wouldn't removing things in the highs slots technically mean we're nerfing armor vehicles?
They removed the only lowslot utility module (torque module) from the game.
Armor vehicles can learn to share =P |
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.15 20:14:00 -
[54] - Quote
Any other input/insight?
There's no real defense for one vehicle type having access to utility while another doesn't but where can the balance be found?
What does eve follow for utility slots? What would a shield ship put in its lows? an armor ship in its highs? |
Eurydice Itzhak
State Patriots Templis Dragonaors
262
|
Posted - 2013.12.16 01:16:00 -
[55] - Quote
Visibility bump. This injustice can not go un attended. |
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