Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dusters Blog
Galactic News Network
457
|
Posted - 2013.10.22 23:00:00 -
[1] - Quote
Reading through the 'fill me in on the scouts' thread was pretty enlightening. the class simply isnt asking for much. They are the other side of the spectrum when compared to the Heavy. They sacrifice hp and cpu&pg for stealth and speed. We cant allow players of any class to cheat the system and circumvent the role they choose. no suit even maxed out with all the bells & whistles should have comparable speed and stealth to a scout, as much equipment as a logi or the resilience of the heavy.
part of the problem is CCP still hasnt prevented this from happening logis can still stack armor and suits like the minmatar assault can have scouts strengths w/o any of the tradeoff. this cant happen for a number of reasons. customization is good but it needs ceilings and floors.
some of the things scouts need seem basic to their role.
1) expand on scan radius and scan profile - they should have the best passive scanning ability and should be the hardest to detect. this is basic stuff. we were shocked to learn all suits now have the same radius...lore says they have adaptive camouflage and optic sensors so
1: scouts will have the least amount of gear and CPU + PG. we all understand this.
2: they should have the highest resistance to active and passive scanning of all suits
3: we know speed has been an issue when it comes to hit detection but they need a slight buff here as fast assault suits are comparable.
4: strafing is another past issue, but if the scout strafes at the same speed of other suits the cons of low health dont outweigh the benefits. it must be significantly faster.
5: Their stamina must increase. scouts should be the fastest dropsuits but should also have the most endurance as they carry hardly any gear.
we invite longtime scouts to chime in here with good suggestions so that CCP can make the right changes so each class fills its role.
|
BARDAS
DUST University Ivy League
704
|
Posted - 2013.10.22 23:13:00 -
[2] - Quote
In my humble opinion: Pre-uprising speed, moar CPU/PG, extra equipment slot, and fix the damn nova knives and shotguns pl0x! |
Tyjus Vacca
Valor Coalition
37
|
Posted - 2013.10.22 23:18:00 -
[3] - Quote
+1 to faster strafe
slots for proto should be CA 4-2, MN 3-3, GA 2-4, AM 2-3. Amarr should have highest total health. |
Cosgar
ParagonX
6348
|
Posted - 2013.10.22 23:25:00 -
[4] - Quote
BARDAS wrote:In my humble opinion: Pre-uprising speed, moar CPU/PG, extra equipment slot, and fix the damn nova knives and shotguns pl0x! CPU/PG fitting reduction on all biotics and EWAR, and most important of all- Cloaking. |
BARDAS
DUST University Ivy League
705
|
Posted - 2013.10.22 23:29:00 -
[5] - Quote
Cosgar wrote:BARDAS wrote:In my humble opinion: Pre-uprising speed, moar CPU/PG, extra equipment slot, and fix the damn nova knives and shotguns pl0x! CPU/PG fitting reduction on all biotics and EWAR, and most important of all- Cloaking.
/agreed +1
Cloaking can't come soon enough. Will be great for my assassination/infiltrator style gameplay. |
lrian Locust
We Who Walk Alone
242
|
Posted - 2013.10.22 23:37:00 -
[6] - Quote
I think it's ridiculous that when you go proto with a Gallente scout, you actually LOSE a high slot!
The difference between standard & proto is only 30PG, 135 CPU & 1 slot. Oh, and 54.690 ISK per suit! |
Brokerib
Sebiestor Field Sappers Minmatar Republic
11
|
Posted - 2013.10.22 23:40:00 -
[7] - Quote
The main one for me would be an increase to the passive scan range for all scouts. Even an increase out to 15m would be great, 20 would be superb.
And on a more personal note, wouldn't mind seeing a change to the Mini scout racial bonus. Nova/melee damage increase is very specific, unlike most of other racial dropsuit bonus. It's only useful in 1 situation (staaaaab), where as almost all others support a range of situations. Something along the lines of a PG/CPU reduction for fittings maybe, so knifers can fit fit damage mods to make up for the change?
And while I'm at it, I'd love an extra low on the Mini scout, but that's just so I can fit a profile dampener, kincat and a cardiac regulator... |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3020
|
Posted - 2013.10.22 23:46:00 -
[8] - Quote
I used to scout all through chromosome and have recently returned to it. Now in my opinion, I definitely agree that scouts need much better passive scanning. This is something I have been begging for not too long after open beta started. As a scout, you really shouldn't need an active scanner to see what's around you, your passive scanning should be good enough. Now that doesn't make the active scanner pointless, since it will still be the only way to display info to your squad and be used by non-scouts.
Secondly, I agree that the scouts need to move much faster and have more stamina. It's kind of ridiculous that they are only mildly faster than assaults.
Lastly, I disagree that they should have the least equipment. Assaults should have the least equipment, as they should focus on slaying. But scouts are light and squishy, they are not in any way optimal for combat situations. So why do they have two weapon slots? The Type II scout from Chromosome was the best the scout ever was, trading the sidearm for an extra equipment. If scouts aren't optimal for killing, give them to tools to help out in other ways. This would not take away from logis because I am suggesting they would only ever have at maximum 2 equipment slots.
And playing onto that last point, scouts should have inherently faster hacking speeds. In fact, the Minimatar logi racial bonus should be the Minmatar scout racial bonus. Scouts get behind enemy lines unnoticed. Now even with this edge, they are not ideal for killing. Instead, let them quickly hack objectives, installations, CRUs, depots, and such so they can get in behind enemy lines, give their team assets, then get out. |
Ghost Kaisar
R 0 N 1 N
638
|
Posted - 2013.10.22 23:55:00 -
[9] - Quote
Aero Yassavi wrote:\The Type II scout from Chromosome was the best the scout ever was, trading the sidearm for an extra equipment. If scouts aren't optimal for killing, give them to tools to help out in other ways. This would not take away from logis because I am suggesting they would only ever have at maximum 2 equipment slots.
I would love the Minnie scout to have 2 sidarms, no Light weapon, and 2 equipment |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3020
|
Posted - 2013.10.23 00:11:00 -
[10] - Quote
Ghost Kaisar wrote:Aero Yassavi wrote:\The Type II scout from Chromosome was the best the scout ever was, trading the sidearm for an extra equipment. If scouts aren't optimal for killing, give them to tools to help out in other ways. This would not take away from logis because I am suggesting they would only ever have at maximum 2 equipment slots.
I would love the Minnie scout to have 2 sidarms, no Light weapon, and 2 equipment I have actually been running my scouts with 2 sidearms, dual scrambler pistols. Only just started investing in scouts again since Chromosome, so on my standard I use 2 scrambler pistols, flux grenade, flux scanner, enhanced shield extender, enhanced armor plates, and basic codebreaker. My play style has been scanning for enemies so I can specifically avoid them and hack as much stuff as I can, and flux clusters of equipment. The two scrambler pistols, meaning 22 shots before I need to reload, has been awesome, and the enhanced plate only reduces speed by 3% but adds a lot to survivability. Actually took down a proto assault suit today with this fit, felt pretty cool.
Still, I hold to all my points I listed above. And perhaps what you suggested could be considered fair as well, a Type 1 scout with 1 light weapon and 2 equipment, and a Type 2 scout with no light weapons, 2 sidearms, and 2 equipment. |
|
Sinboto Simmons
SVER True Blood Public Disorder.
1556
|
Posted - 2013.10.23 00:14:00 -
[11] - Quote
Reserved will come back when I'm not half dead |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 00:28:00 -
[12] - Quote
For you vets, if you recall in early beta scouts were common, but because the assaults were playing scouts as a slayer role, the suit literally got nerfed to the ground, and have been in the dark ever since. Repeating the process and making the forward grunts mad again would not be in our interest since they holds CCP's attention. If they can gun without any form of challenge, they keep content for the most part. Thus I think scouts need to be reworked outside of combat.
I'm going to po a few scouts here but I personally all think scouts should lose the light weapon slot, in exchange for some major upgrades.
Especially considering that the Ion Pistol will be shotgun like and the Bolt Pistol will be be a sniper esque
It would give room to really expand scout roles to something unique, by giving access to powerful support/sabatoge functions or even exclusive active modules just for the scout.
We wouldn't have to worry about about the slayerbro effect if scouts were to get buffed after losing their light weapon slot.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3023
|
Posted - 2013.10.23 00:34:00 -
[13] - Quote
Oswald Rehnquist wrote:For you vets, if you recall in early beta scouts were common, but because the assaults were playing scouts as a slayer role, the suit literally got nerfed to the ground, and have been in the dark ever since. Repeating the process and making the forward grunts mad again would not be in our interest since they holds CCP's attention. If they can gun without any form of challenge, they keep content for the most part. Thus I think scouts need to be reworked outside of combat.
I'm going to po a few scouts here but I personally all think scouts should lose the light weapon slot, in exchange for some major upgrades.
Especially considering that the Ion Pistol will be shotgun like and the Bolt Pistol will be be a sniper esque
It would give room to really expand scout roles to something unique, by giving access to powerful support/sabatoge functions or even exclusive active modules just for the scout.
We wouldn't have to worry about about the slayerbro effect if scouts were to get buffed after losing their light weapon slot.
Now I personally would be ok with that because I don't use a light weapon on my scout anyways, it's not really a suit ideal for combat in the first place. But this will only yield the same result as people suggesting the logi only get a sidearm, "But the mass driver is the weapon of the logi!" will turn to "But the shotgun is the weapon of the scout!"
Though I suppose one option would be for the basic light frames to keep the current layout and for the actual scout specialization to get changes.
|
Brokerib
Sebiestor Field Sappers Minmatar Republic
11
|
Posted - 2013.10.23 00:39:00 -
[14] - Quote
Oswald Rehnquist wrote:
I'm going to po a few scouts here but I personally all think scouts should lose the light weapon slot, in exchange for some major upgrades.
I'd be quite comfortable with losing my light weapon slot for another side arm slot + an extra fitting and/or equipment slot. |
Brokerib
Sebiestor Field Sappers Minmatar Republic
11
|
Posted - 2013.10.23 00:41:00 -
[15] - Quote
Aero Yassavi wrote:Now I personally would be ok with that because I don't use a light weapon on my scout anyways, it's not really a suit ideal for combat in the first place. But this will only yield the same result as people suggesting the logi only get a sidearm, "But the mass driver is the weapon of the logi!" will turn to "But the shotgun is the weapon of the scout!"
Though I suppose one option would be for the basic light frames to keep the current layout and for the actual scout specialization to get changes.
We've got 4 racial suits, so no reason we couldn't have one with the two side slot config while another retains the light so shotgun scouts are still viable. |
Reiki Jubo
Amarr Templars Amarr Empire
206
|
Posted - 2013.10.23 00:44:00 -
[16] - Quote
Cosgar wrote:BARDAS wrote:In my humble opinion: Pre-uprising speed, moar CPU/PG, extra equipment slot, and fix the damn nova knives and shotguns pl0x! CPU/PG fitting reduction on all biotics and EWAR, and most important of all- Cloaking.
not to get off topic, but CCP u need to get in here. pretty sure Cosgar just resolved your issue with people armoring up logis or speed stacking assaults and being as fast or as armored as scouts and heavys. gr8 idea!!!!!!!!
1. scouts should have fitting reduction from biotics/ewar. 2. heavies need fitting reduction for armor, shield and damage mods. 3. assaults need fitting reduction weapons. 4. logis need fitting reduction on equip. |
Dominus Fatali
Nox Aeterna Security
479
|
Posted - 2013.10.23 00:50:00 -
[17] - Quote
Dusters Blog wrote:...
1) expand on scan radius and scan profile - they should have the best passive scanning ability and should be the hardest to detect. this is basic stuff. we were shocked to learn all suits now have the same radius...lore says they have adaptive camouflage and optic sensors so this needs to be one of the first fixes.
1: scouts will have the least amount of gear and CPU + PG. we all understand this.
2: they should have the highest resistance to active and passive scanning of all suits
3: we know speed has been an issue when it comes to hit detection but they need a slight buff here as fast assault suits are comparable. scouts need to be significantly faster than assault dropsuits..keep in mind they sacrifice health.
4: strafing is another past issue, but if the scout strafes at the same speed of other suits the cons of low health dont outweigh the benefits. it must be significantly faster.
5: Their stamina must increase. scouts should be the fastest dropsuits but should also have the most endurance as they carry hardly any gear.
we invite longtime scouts to chime in here with good suggestions so that CCP can make the right changes so each class fills its role.
If there's someone familiar with scouts willing to do a well-written, objective piece we'll give you the space on our blog. +1. This, in my opinion, is truly all that we need. |
SupaCharge
expert intervention Caldari State
0
|
Posted - 2013.10.23 00:55:00 -
[18] - Quote
/signed |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3028
|
Posted - 2013.10.23 01:04:00 -
[19] - Quote
Brokerib wrote:Aero Yassavi wrote:Now I personally would be ok with that because I don't use a light weapon on my scout anyways, it's not really a suit ideal for combat in the first place. But this will only yield the same result as people suggesting the logi only get a sidearm, "But the mass driver is the weapon of the logi!" will turn to "But the shotgun is the weapon of the scout!"
Though I suppose one option would be for the basic light frames to keep the current layout and for the actual scout specialization to get changes.
We've got 4 racial suits, so no reason we couldn't have one with the two side slot config while another retains the light so shotgun scouts are still viable. But then you'd have people complain that their favorite race has a scout suit with the wrong configuration for them. I'm not so sure what is so wrong with having multiple variants of the same suit per race. |
Idye Lotz
xCosmic Voidx Partners of Industrial Service and Salvage
126
|
Posted - 2013.10.23 01:18:00 -
[20] - Quote
You guys are nuts, if you want to run two side arms do it. But shoe horning roles is the wrong way to go. Why do you think we only have one equipment slot? I've posted before that all roles need more diversity. I know some people get upset when people play outside of the typical role of whatever suit they are wearing, but why? What we need is more suit variants like there was in chrome.
My ideas for scout are more about stealth then speed. What is one of the big things for this game? It is hacking objectives, and generally what happens when you hack? The game lets everybody know that this objective/installion is being hacked. Which usually in turn draws every red (dead) or nearby to your current location, throwing out all the work of sneaking around lines for a behind the back hack. So all that to say we need hacking profiles as we as scanning and scouts should have next to none.
Scout squad vision: I know some scouts don't like this, and for pub matches I agree with them, so maybe have it be a toggible (or another module?) option it would be nice for scouts to be able broadcast enemy positions without an active scanner in PC.
Other than that another equipment slot would be nice. |
|
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 01:24:00 -
[21] - Quote
Idye Lotz wrote:You guys are nuts, if you want to run two side arms do it. But shoe horning roles is the wrong way to go. Why do you think we only have one equipment slot? I've posted before that all roles need more diversity. I know some people get upset when people play outside of the typical role of whatever suit they are wearing, but why? What we need is more suit variants like there was in chrome.
I don't see it as shoehorning if you are adding a whole lot of new content
Idye Lotz wrote: My ideas for scout are more about stealth then speed. What is one of the big things for this game? It is hacking objectives, and generally what happens when you hack? The game lets everybody know that this objective/installion is being hacked. Which usually in turn draws every red (dead) or nearby to your current location, throwing out all the work of sneaking around lines for a behind the back hack. So all that to say we need hacking profiles as we as scanning and scouts should have next to none.
I find it interesting, not sure what I think of this piece yet though
Idye Lotz wrote: Scout squad vision: I know some scouts don't like this, and for pub matches I agree with them, so maybe have it be a toggible (or another module?) option it would be nice for scouts to be able broadcast enemy positions without an active scanner in PC.
Other than that another equipment slot would be nice.
I'm part of the "NO" group on this one, this would just turn us into stepping stones for assaults to get more points and kills first. It would also make the active scanner useless on the scout as everything is already displayed, but without sp points.
It would also ruin any chances of our stealth kills |
Idye Lotz
xCosmic Voidx Partners of Industrial Service and Salvage
126
|
Posted - 2013.10.23 01:35:00 -
[22] - Quote
You wouldn't want to share your intel in PC? As I said it would be toggible as I wouldn't want to give kills away in pub matches either. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3033
|
Posted - 2013.10.23 01:35:00 -
[23] - Quote
Idye Lotz wrote:You guys are nuts, if you want to run two side arms do it. But shoe horning roles is the wrong way to go. Why do you think we only have one equipment slot? I've posted before that all roles need more diversity. I know some people get upset when people play outside of the typical role of whatever suit they are wearing, but why? What we need is more suit variants like there was in chrome.
My ideas for scout are more about stealth then speed. What is one of the big things for this game? It is hacking objectives, and generally what happens when you hack? The game lets everybody know that this objective/installion is being hacked. Which usually in turn draws every red (dead) or nearby to your current location, throwing out all the work of sneaking around lines for a behind the back hack. So all that to say we need hacking profiles as we as scanning and scouts should have next to none.
Scout squad vision: I know some scouts don't like this, and for pub matches I agree with them, so maybe have it be a toggible (or another module?) option it would be nice for scouts to be able broadcast enemy positions without an active scanner in PC.
Other than that another equipment slot would be nice. This is almost exactly what I've been saying. If you want to run a light weapon/side arm combo as a scout then fine, but in my opinion scouts are too squishy for combat so I'd rather only have one weapon and two equipment. Instead of forcing one or the other, do variants. In fact, Chromosome had exactly these two variants with the Type 1 and Type 2 scouts. More variants are good, even with the same race. Making variants exclusive to a race is sort of silly. Like with the Amarr logi that gets one less equipment but a sidearm, why not make that a variant for all races? Type 1 and Type 2 logis.
And the hacking thing is exactly where I think scouts can excel. Now I suggested giving scouts an inherently faster hacking speed, but I do like the thought of a "hacking profile" so to speak.
As far as squad vision though, I do believe scouts need better passive scanning so they can see everything around them without the need of an active scanner (a specific piece of equipment shouldn't be required for a suit to do it's role), but it shouldn't broadcast it to the team because that would make the scanner redundant. So by itself it can see everything passively like an active scanner, but if you actually want to communicate that to the team then either get a mic or an active scanner. |
Dachande Anasazi
DUST University Ivy League
25
|
Posted - 2013.10.23 01:35:00 -
[24] - Quote
Passive scans work????? How??? lolol |
knight of 6
SVER True Blood Public Disorder.
476
|
Posted - 2013.10.23 01:40:00 -
[25] - Quote
this is usually somebody elses job, but...
approved.
I like all of the changes proposed. I've never seen the scout as a hacker but it is an infiltrator so if I were to add something it would be a bonus to uplinks in some manner. get behind enemy lines plant an uplink and let the logis and assaults do their job, ya know? |
knight of 6
SVER True Blood Public Disorder.
476
|
Posted - 2013.10.23 01:46:00 -
[26] - Quote
Dachande Anasazi wrote:Passive scans work????? How??? lolol they don't work well maxxed skills their range is 15m but they work very well if you're skilled right. they're like wall short range wall hax, you show up on my radar and there is a chevette above you head without LoS(line of sight). once you notice it it becomes really helpful. my favorite skill by far, I just wish It was longer range. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 01:47:00 -
[27] - Quote
This isn't entirely fleshed out but I was thinking of an exchange for removing the light weapon slot make scouts the active module class. They can use any of the active modules but get a bonus to their suits preferred module
Sentinels are the heavy weapons class, the Commando is a duel light weapons class, making heavy frames the unique weapon specialists, Medium frames are the adaptable GÇ£can perform every single roleGÇ¥ class, logis being equipment/module focus and assaults being stat/weapon focused, thus Scouts should be the active module class, allowing them to explode with power in short bursts (this will also fit with how pilot suits would operate). This would replace them getting a second equipment slot and would remove the light weapon slot from their suits.
Scout suit stats arenGÇÖt that great in general to get much of an advantage from % boosting modules, and the module count is small to begin with and limited cpu/pg to stack mods, why not have unique and powerful modules just for the scout suit to have them get past this hard set limitation? They would have long cool downs when ran without bonuses and part of the racial scout bonuses could be applied to the reduction of these cool downs.
Caldari Racial: Tacnet Delusive Module cooldown
Tacnet Delusive Modules- The accuracy of targeting hostile playerGÇÖs Tacnet is dependent on precision beating out targets profile signature.
Solipsism Modules (Tacnet Jammer)- Turns off the mini map, turns off IFF (identify friend foe) indicators, cuts mic communication, prevents calling in of vehicles or strikes
Phantasm modules (decoy, false noise)- When used on the ground it creates false hostile signals on the enemies tacnet, when used on objectives, it falsely claims its being hacked
Mimatar scout active modules effect movement, filling an effective skirmisher role that can excel at hit and run tactics
Hermod Modules (chemical stimulates)- Increases speed by a large margin just as fast or faster than frame rate for a few seconds.
Olorun Modules (jump pack)-Activate the module and your jumps become boosted, you can also double jump with this. Falls can be controlled by slow ascension and dropping on an enemy causes an instant kill.
Amarr- Bonus to capacitor active modules While the capacitor stat doesnGÇÖt really exist in dust its function on how and why modules and weapons take cpu/pg do. Amarr scout would be a really good harrier by debuffing enemies
Neutralize (direct Debuff)- temporarily negates the effect of some of the modules on hostile targets (some modules would be immune for common sense purposes) also slows down enemy units
***PLACE HOLDER*** Though I was debating a teleporting function
Gallente- Bonus to Stealth/Detection Active Modules
Ghost Modules (cloak)- self explanatory
***PLACE HOLDER***
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3034
|
Posted - 2013.10.23 01:48:00 -
[28] - Quote
knight of 6 wrote:this is usually somebody elses job, but...
approved.
I like all of the changes proposed. I've never seen the scout as a hacker but it is an infiltrator so if I were to add something it would be a bonus to uplinks in some manner. get behind enemy lines plant an uplink and let the logis and assaults do their job, ya know? You have to become a Forum Warrior (Forum Warrior Level 1 unlocked at 1000 likes) before you can approve threads. Forum Warrior Level 3 lets you disapprove threads. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
76
|
Posted - 2013.10.23 02:36:00 -
[29] - Quote
I think the biggest thing for scouts is that medium suits are not balanced with light suits. Medium and Heavy suits were given a HP buff but scouts did not see anything like this. Currently the scout suit doesn't allow little to no error in mistakes. With the way weapons issue out damage, scouts I think have it much tougher than they should. For unavoidable conflict and close range conflict a scout needs their side arm, so removing the weapon slot down to one would make it very tough for players, that are playing the sniper role, or needing something as a distance weapon when the shot gun just will not do. If CCP comes out with cloaking and makes this a scout exclusive module or commando and scout exclusive module, this could really be just what these suits need. I think that the commando suit suffers from a lot of the similar issues the scout runs into but in a reverse role, in relation to the medium suits. We as players also have to understand CCP hasn't released the other variants of racial scout suits, plus the pilot suit to the light suit category. So who knows if everything we are all concerned about isn't all set-up and ready to roll out, or already being worked on and being addressed. |
OZAROW
WarRavens League of Infamy
929
|
Posted - 2013.10.23 03:03:00 -
[30] - Quote
Aero Yassavi wrote:Brokerib wrote:Aero Yassavi wrote:Now I personally would be ok with that because I don't use a light weapon on my scout anyways, it's not really a suit ideal for combat in the first place. But this will only yield the same result as people suggesting the logi only get a sidearm, "But the mass driver is the weapon of the logi!" will turn to "But the shotgun is the weapon of the scout!"
Though I suppose one option would be for the basic light frames to keep the current layout and for the actual scout specialization to get changes.
We've got 4 racial suits, so no reason we couldn't have one with the two side slot config while another retains the light so shotgun scouts are still viable. But then you'd have people complain that their favorite race has a scout suit with the wrong configuration for them. I'm not so sure what is so wrong with having multiple variants of the same suit per race. Just make it so the 2nd equipment slot is the sidearm slot and that it can move. So it's basically the chrome type 1 an 2 suit all in one |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |