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D legendary hero
Ultramarine Corp
1420
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Posted - 2014.02.03 17:11:00 -
[1] - Quote
my only suggestion is nerfing their initial movement speed to make escaping harder.
Any nerf to their shields, armor, ammo, etc would ruin them. Any buff to dropship weaponry although much needed could cause other unforseen issues (dropships however are still easy to down). Any buff to AV would put us right back at the start of 1.6.
So, what can be done that won't undue the tank buff but balance them?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Delta 749
Kestrel Reconnaissance
2459
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Posted - 2014.02.03 17:14:00 -
[2] - Quote
Remove blaster turrets and replace them with a tank version of the plasma cannon Its not perfectly balancing things but its a start
Im not drunk, the planet just happens to be especially wobbly today.
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
56
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Posted - 2014.02.03 17:30:00 -
[3] - Quote
Do they actually have to accelerate, or do they just instantly attain their max speed? I haven't noticed. If they had to accelerate, that wouldn't be a breaking change which would make their run-away tactic not quite as useful.
Really, I think the big change needed is on us. There needs to be more teamwork. More communication.
It should be second nature that a tank is announced on comms and that 2-4 people quickly discuss how they're going to counter it, and then implement that counter. Anti-tank tanks, heavies, skilled swarms, whatever.
Work together to deprive that red of so many tanks he stops bringing them in.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Makuta Miserix
Better Hide R Die
233
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Posted - 2014.02.03 17:35:00 -
[4] - Quote
Webifier grenades/mines, would help fix a large majority of vehicle related problems in my opinion.
No vehicles in Ambush might be more fun...
Dust 514 Private Beta
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Switchback Dawn
SVER True Blood Public Disorder.
57
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Posted - 2014.02.03 17:46:00 -
[5] - Quote
Eliminating enemy infantry whilst driving in a HAV is too easy. I say significantly reduce the war point rewards when killing on foot infantry whilst driving your HAV.
I mean just think about it.
Seriously.... a¦á_a¦á
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Billi Gene
450
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Posted - 2014.02.03 17:55:00 -
[6] - Quote
webbers and ECM/TACNET disruption (no chevrons).......grenades, mines and hand held variants.
Invisi-scout EWAR anyone? ...."ACK i can't move!?!....where's that damn ECM coming from? ..damn no radar...omg.. two forge gunners...."
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Al the destroyer
NECROM0NGERS The CORVOS
53
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Posted - 2014.02.03 17:58:00 -
[7] - Quote
Teamwork that's what will kill tanks. I die to tanks all the time. I have a heavy investment in AV, it takes time but with some tactics and some teamwork you can kill tanks easily. I had a madruger pull up on us he thought we were going to be easy kills. I threw down a k-2 nano and two of us started throwing exos at him he had put his hardeners on too late we destroyed him in about five seconds that was fun. Keep tanks the way they are I enjoy when they think they are indestructible |
Adelia Lafayette
Science For Death
594
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Posted - 2014.02.03 18:02:00 -
[8] - Quote
other people have clued in what we need. Communication. We need a way to communicate without voice comms because not everyone has a mic.
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Thor Odinson42
Molon Labe. Public Disorder.
2728
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Posted - 2014.02.03 18:03:00 -
[9] - Quote
I don't think it'll be possible to balance tanks without capacitors
ML Director
Eve Toon - Raylan Scott
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The Headless Horseman
Paladin Survey Force Amarr Empire
5
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Posted - 2014.02.03 18:03:00 -
[10] - Quote
OP tanks.........LMAO I kill 3+ solo every match. |
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
136
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Posted - 2014.02.03 18:08:00 -
[11] - Quote
Balance is impossible.
If you take tanks down a peg, while buffing AV, then they go back to being pi+¦atas. If you keep them as they are, AV is relatively ineffective.
Now, that seems pretty simple to fix, either buff AV or take tanks down a bit.
Problems occur when you look toward the future, in particular webifiers/stasis grenades and pilot suits. Balancing for things that may not come out for months or years, heck decades, means you either have to change things again when those things come out, or leave imbalance. And what do we do if pilot suits come out tomorrow, but webs take 6 months? 6 months of super vehicle modules, or nerf them into the ground, creating another giant SP sink.
Even then, modules aren't exclusively for tanks, so balancing for LAVs, DSs, and ADSs comes into play. Course, you could just mess with tanks CPU/PG or health or whatever, but then you gimp people just starting out, as if they already weren't.
Movement speed, well, I think speed tanking on vehicles needs to become a real thing, just as it needs to have a purpose on suits again. This game has a speed mechanic, but it has been sorely neglected since Uprising.
P.A.I.R.- Pilot Against Invisible RDVs.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
529
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Posted - 2014.02.03 18:08:00 -
[12] - Quote
Tanks - Balancing turrets
That's a start.
I don't think it's as easy as saying, oh we need webs to slow them down or let's reduce speed so we can better kill them. So you want tanks to move as slow as infantry? Because currently they don't move that incredibly fast. They used to move like bricks btw.
Why is it SOOO important that you KILL a tank? Duh because tank spam hello. Well fellas, doesn't that sound like a separate issue.
Did you know, a MLT tank fit will only run you about 60K. Do you think that maybe the blaster is too efficient at killing infantry, while being nearly impossible to take down. And what does it matter when a tank costs 60K a pop. Get 10 kills with it, and it's already done the job of 10 suits.
Does it really seem like a good idea, to put a infantry killing large turret, on a tank. Infantry suits don't even come close to comparing with a tank. Why is it that a tank isn't some how hampered against infantry if he chooses a turret that kills infantry.
I mean come on guys, you hate ALL tanks. Do you understand what a railgun is or missiles? You are all looking at this THE WRONG WAY. Your issues with tanks are very specific, but you still choose broad changes that negatively affect the other tank types of which you DON'T have a problem with.
Another thread to check out Tanks - A real balance thread
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
529
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Posted - 2014.02.03 18:16:00 -
[13] - Quote
ResistanceGTA wrote:Balance is impossible.
If you take tanks down a peg, while buffing AV, then they go back to being pi+¦atas. If you keep them as they are, AV is relatively ineffective.
Now, that seems pretty simple to fix, either buff AV or take tanks down a bit.
Problems occur when you look toward the future, in particular webifiers/stasis grenades and pilot suits. Balancing for things that may not come out for months or years, heck decades, means you either have to change things again when those things come out, or leave imbalance. And what do we do if pilot suits come out tomorrow, but webs take 6 months? 6 months of super vehicle modules, or nerf them into the ground, creating another giant SP sink.
Even then, modules aren't exclusively for tanks, so balancing for LAVs, DSs, and ADSs comes into play. Course, you could just mess with tanks CPU/PG or health or whatever, but then you gimp people just starting out, as if they already weren't.
Movement speed, well, I think speed tanking on vehicles needs to become a real thing, just as it needs to have a purpose on suits again. This game has a speed mechanic, but it has been sorely neglected since Uprising.
Balance IS possible.
And I don't think a broad statement like BUFF AV or NERF tanks quite cuts it.
People need to be more specific when they identify a problem. Sure I can easily say TANKS ARE OP, THEREFORE THEY NEED A NERF. But that is why we STILL don't have balance. That is no kind of solution.
And I think it's utterly foolish that they try to balance Tanks and Dropships around each other. Why are the modules not separated as they are 2 TOTALLY DIFFERENT VEHICLES. They both act on different principles.
And yes, I've said it before, movement needs to play an actual viable role. Everyone thinks, resistance resistance resistance. But that is NOT the ONLY form of damage mitigation. Being able to dodge shots plays just as important a role as direct damage mitigation.
Nuff Said
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Vulpes Dolosus
SVER True Blood Public Disorder.
845
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Posted - 2014.02.03 18:29:00 -
[14] - Quote
Dropships are balanced.
High maneuverability and damage potential (missiles) are balanced by instability and low health. Every for of AV aside from grenades threaten dropships in one way or another effectively. I am worried that any "balancing" done to AV due to tanks will be harmful to dropships, so please think holistically about proposed changes.
Dropship Specialist
Kills- Incubus: 4; Pythons: 3 Gêå1; Other DS: 31 Gêå2; Tanks: 33 Gêå2
2/2
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Billi Gene
451
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Posted - 2014.02.03 18:36:00 -
[15] - Quote
Tebu Gan wrote:Tanks - Balancing turretsThat's a start. I don't think it's as easy as saying, oh we need webs to slow them down or let's reduce speed so we can better kill them. So you want tanks to move as slow as infantry? Because currently they don't move that incredibly fast. They used to move like bricks btw. Why is it SOOO important that you KILL a tank? Duh because tank spam hello. Well fellas, doesn't that sound like a separate issue. Did you know, a MLT tank fit will only run you about 60K. Do you think that maybe the blaster is too efficient at killing infantry, while being nearly impossible to take down. And what does it matter when a tank costs 60K a pop. Get 10 kills with it, and it's already done the job of 10 suits. Does it really seem like a good idea, to put a infantry killing large turret, on a tank. Infantry suits don't even come close to comparing with a tank. Why is it that a tank isn't some how hampered against infantry if he chooses a turret that kills infantry. I mean come on guys, you hate ALL tanks. Do you understand what a railgun is or missiles? You are all looking at this THE WRONG WAY. Your issues with tanks are very specific, but you still choose broad changes that negatively affect the other tank types of which you DON'T have a problem with. Another thread to check out Tanks - A real balance thread
have you done the fittings costs run down per skills?
you seem to think that fitting double proto hardeners is an easy choice .... 7mil into vehicles and I'm still nutting around trying to get more cpu/pg for my gunnlogi, and I'm only running adv.turrets.
lowering hardener %'s might seem like a good idea for tank balance, but it will neuter DS/ADS into the ground.
Webbers are being thrown around as a general good idea, BECAUSE of the way that vehicle modules currently work. Sure it is possible to cycle hardeners but if your tank cant get away to regen.. its Toast. Which is why people are asking for Webbers, and seems to be the point you are missing.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
57
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Posted - 2014.02.03 19:15:00 -
[16] - Quote
Adelia Lafayette wrote:other people have clued in what we need. Communication. We need a way to communicate without voice comms because not everyone has a mic. You don't need one. But you do need to be on comms, and the SQ needs a mic to coordinate attacks and tactics.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Jakar Umbra
Altyr Initiative
504
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Posted - 2014.02.03 19:21:00 -
[17] - Quote
I'm curious about whether or not people actually realise that HAVs are supposed to be effective against infantry, or if they realise that rails can also take out infantry or that missiles are incredibly potent anti-infantry weapons, or are people just on the good **** and blind as ****? People aren't seeking balance anymore they're just rattling off bullshit because they're angry.
By the way this is coming from a mostly infantry player.
Author of Umbra's Short Stories.
Reading General Discussions kills brain cells.
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D legendary hero
Ultramarine Corp
1420
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Posted - 2014.02.03 19:24:00 -
[18] - Quote
Vulpes Dolosus wrote:Dropships are balanced.
High maneuverability and damage potential (missiles) are balanced by instability and low health. Every for of AV aside from grenades threaten dropships in one way or another effectively. I am worried that any "balancing" done to AV due to tanks will be harmful to dropships, so please think holistically about proposed changes.
exactly. Well, dropships i think need a 5% buff to their weapon damage, or a skill to increase it. Dropships epitomize the "glass cannon". Still dropships are extremely easy to 'neutralize', so im not concerned about them.
(*I use neutralize because dropships can fly up high enough not to get hit, but in doing so remove themselves from the game and from being effective for their team)
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RKKR
The Southern Legion The Umbra Combine
713
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Posted - 2014.02.03 19:26:00 -
[19] - Quote
Penalties for using hardeners, ISK adjustments for vehicle and AV-infantey and a look at AV weapons. |
D legendary hero
Ultramarine Corp
1420
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Posted - 2014.02.03 19:28:00 -
[20] - Quote
Jakar Umbra wrote:I'm curious about whether or not people actually realise that HAVs are supposed to be effective against infantry, or if they realise that rails can also take out infantry or that missiles are incredibly potent anti-infantry weapons, or are people just on the good **** and blind as ****? People aren't seeking balance anymore they're just rattling off bullshit because they're angry.
By the way this is coming from a mostly infantry player.
Well, I'm just concerned that the only way to take out a tank is with other tanks. I beleive reducing vehicle acerleration will make them more succeptible to conentrated AV attacks.
1 guy with AV is meh vs tanks. but 4 guys with AV can WTF PWN tanks. problems is you get 4 guys with AV in an area where a tank is and the tank just drives away at light speed and you nt do anything about it...
yes, in RL tanks can do that. but also in RL infantry anti vehicular weapons can kill tanks in one shot and helicopters can kill tanks as well. sine this obviously isnt happening in dust, something else must be done to make tanks feel like tanks but make AV feel like AV and not wasted SP
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Jakar Umbra
Altyr Initiative
504
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Posted - 2014.02.03 19:49:00 -
[21] - Quote
D legendary hero wrote:Jakar Umbra wrote:I'm curious about whether or not people actually realise that HAVs are supposed to be effective against infantry, or if they realise that rails can also take out infantry or that missiles are incredibly potent anti-infantry weapons, or are people just on the good **** and blind as ****? People aren't seeking balance anymore they're just rattling off bullshit because they're angry.
By the way this is coming from a mostly infantry player. Well, I'm just concerned that the only way to take out a tank is with other tanks. I beleive reducing vehicle acerleration will make them more succeptible to conentrated AV attacks. 1 guy with AV is meh vs tanks. but 4 guys with AV can WTF PWN tanks. problems is you get 4 guys with AV in an area where a tank is and the tank just drives away at light speed and you nt do anything about it... yes, in RL tanks can do that. but also in RL infantry anti vehicular weapons can kill tanks in one shot and helicopters can kill tanks as well. sine this obviously isnt happening in dust, something else must be done to make tanks feel like tanks but make AV feel like AV and not wasted SP Sorry if I come across as somewhat frustrated about the matter but here's the thing, real life or not tanks are supposed to be effective against infantry. When a tank shows up infantry are supposed to hide. Now here's the thing about tank speed, we need a more direct way, as infantry, of dealing with it. A stasis Webifier of some sort would suffice, perhaps a grenade variant that creates a short term stasis field and a more powerful sustainable module to fit on a vehicle that would slow down another vehicle's speed (including turret rotation), but requires a lock on and can only be used on other vehicles.
Now, I personally don't believe that a single person on foot should be able to take out a tank without some creativity on the person's part, or in my case Wiyrkomi Swarms and EX-11 Packed AV, (MLT tanks should be easier to deal with with lower level AV btw), but the problem is that people seem to think that tanks should only be effective against other tanks, at which point, you might as well take tanks out of the game entirely. Tanks are supposed to be the faces of near impenetrable walls or nigh unstoppable assaults, but they're not indestructible. That said, the current modules need to be toned down as well as retiered for something other than cooldown time. MLT tanks also need to be weaker naturally than standard.
They are also other issues which need to be addressed such as the map designers changing their direction so that the redline ceases to be a problem. Actual physical barriers need to be put in place to prevent shooting into and out of the redline, to stop redline tankers. I've seen assault dropships, our "helicopters" (which in my opinion by definition of being a dropship should not have a weapon bonus) take out tanks but only outside of the redline.
One of the problems is people try to come up with the simplest short term solutions but don't realise that there could be unneccessary consequences to some of their solutions. Rather than slow down vehicle acceleration use the opportunity to add something else to the arsenal of infantry, something that would slow down tanks.
Author of Umbra's Short Stories.
Reading General Discussions kills brain cells.
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Logi Stician
The Vanguardians INTERGALACTIC WARPIGS
194
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Posted - 2014.02.03 19:52:00 -
[22] - Quote
REs.
"...and I'm the seventh out of seven sons, my pappy was a pistol, I'm a son of a gun. "
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True Adamance
Kameira Lodge Amarr Empire
6537
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Posted - 2014.02.03 20:28:00 -
[23] - Quote
D legendary hero wrote:my only suggestion is nerfing their initial movement speed to make escaping harder.
Any nerf to their shields, armor, ammo, etc would ruin them. Any buff to dropship weaponry although much needed could cause other unforseen issues (dropships however are still easy to down). Any buff to AV would put us right back at the start of 1.6.
So, what can be done that won't undue the tank buff but balance them?
Remove tank Anti infantry capacity from main large turrets and make it so tanks require gunners to kill marauding infantry...however tankers need to be able to skill shot infantry.
Increase active module cool downs.
As you say a slight speed nerf.
AV buff.
And an ISK increase on MLT and STD hulls.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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True Adamance
Kameira Lodge Amarr Empire
6537
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Posted - 2014.02.03 20:31:00 -
[24] - Quote
Jakar Umbra wrote:D legendary hero wrote:Jakar Umbra wrote:I'm curious about whether or not people actually realise that HAVs are supposed to be effective against infantry, or if they realise that rails can also take out infantry or that missiles are incredibly potent anti-infantry weapons, or are people just on the good **** and blind as ****? People aren't seeking balance anymore they're just rattling off bullshit because they're angry.
By the way this is coming from a mostly infantry player. Well, I'm just concerned that the only way to take out a tank is with other tanks. I beleive reducing vehicle acerleration will make them more succeptible to conentrated AV attacks. 1 guy with AV is meh vs tanks. but 4 guys with AV can WTF PWN tanks. problems is you get 4 guys with AV in an area where a tank is and the tank just drives away at light speed and you nt do anything about it... yes, in RL tanks can do that. but also in RL infantry anti vehicular weapons can kill tanks in one shot and helicopters can kill tanks as well. sine this obviously isnt happening in dust, something else must be done to make tanks feel like tanks but make AV feel like AV and not wasted SP Sorry if I come across as somewhat frustrated about the matter but here's the thing, real life or not tanks are supposed to be effective against infantry. When a tank shows up infantry are supposed to hide. Now here's the thing about tank speed, we need a more direct way, as infantry, of dealing with it. A stasis Webifier of some sort would suffice, perhaps a grenade variant that creates a short term stasis field and a more powerful sustainable module to fit on a vehicle that would slow down another vehicle's speed (including turret rotation), but requires a lock on and can only be used on other vehicles. Now, I personally don't believe that a single person on foot should be able to take out a tank without some creativity on the person's part, or in my case Wiyrkomi Swarms and EX-11 Packed AV, (MLT tanks should be easier to deal with with lower level AV btw), but the problem is that people seem to think that tanks should only be effective against other tanks, at which point, you might as well take tanks out of the game entirely. Tanks are supposed to be the faces of near impenetrable walls or nigh unstoppable assaults, but they're not indestructible. That said, the current modules need to be toned down as well as retiered for something other than cooldown time. MLT tanks also need to be weaker naturally than standard. They are also other issues which need to be addressed such as the map designers changing their direction so that the redline ceases to be a problem. Actual physical barriers need to be put in place to prevent shooting into and out of the redline, to stop redline tankers. I've seen assault dropships, our "helicopters" (which in my opinion by definition of being a dropship should not have a weapon bonus) take out tanks but only outside of the redline. One of the problems is people try to come up with the simplest short term solutions but don't realise that there could be unneccessary consequences to some of their solutions. Rather than slow down vehicle acceleration use the opportunity to add something else to the arsenal of infantry, something that would slow down tanks.
That's debatable Jakar. Since RL tanks are crewed by multiple people working together to create on baddass mutha ****** on the battlefield. In Dust we don't work together to achieve tank effectiveness.
Sure a tanks main gun can kill infantry, but by its design it is present to combat strong point and enemy vehicles. Secondary gunners are what gives tanks their primary anti infantry capacity.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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D legendary hero
Ultramarine Corp
1421
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Posted - 2014.02.03 23:46:00 -
[25] - Quote
Jakar Umbra wrote:Sorry if I come across as somewhat frustrated about the matter but here's the thing, real life or not tanks are supposed to be effective against infantry. When a tank shows up infantry are supposed to hide. Now here's the thing about tank speed, we need a more direct way, as infantry, of dealing with it. A stasis Webifier of some sort would suffice, perhaps a grenade variant that creates a short term stasis field and a more powerful sustainable module to fit on a vehicle that would slow down another vehicle's speed (including turret rotation), but requires a lock on and can only be used on other vehicles.
just to clearify: 1.) I never said infantry are supposed to survive tank attacks. Tank vs infantry = dead infantry. This must always remain like that. If tanks can not kill infantry then there is no point to tanks. So, just so you see we are on the same page. Tanks should always kill infantry.
2.) AV vs tanks = tank should die. i am going to be very clear AV should NEVER insta-kill tanks. because infantry weapons dont instakill infantry, AV weapons shouldnt instakill vehicles.
3.) This is the most important line. Just as it is difficult for infantrymen to escape from a battle they commited to, tanks should have difficult escaping from AV. How so? Think of it this way, If to people with ARs are fighting each other if one gets weaker, its not easy for him to just up and leave the engagement.... likewise, when tanks drive into groups of infantry armed with AV, it shouldnt be so easy for them to disengage. It becomes low risk, high reward.
the webifier idea sounds great. but, I also beleive tank acceleration must be reduced by a reasonable percentage.
Quote: Now, I personally don't believe that a single person on foot should be able to take out a tank without some creativity on the person's part, or in my case Wiyrkomi Swarms and EX-11 Packed AV, (MLT tanks should be easier to deal with with lower level AV btw), but the problem is that people seem to think that tanks should only be effective against other tanks, at which point, you might as well take tanks out of the game entirely. Tanks are supposed to be the faces of near impenetrable walls or nigh unstoppable assaults, but they're not indestructible. That said, the current modules need to be toned down as well as retiered for something other than cooldown time. MLT tanks also need to be weaker naturally than standard.
They are also other issues which need to be addressed such as the map designers changing their direction so that the redline ceases to be a problem. Actual physical barriers need to be put in place to prevent shooting into and out of the redline, to stop redline tankers. I've seen assault dropships, our "helicopters" (which in my opinion by definition of being a dropship should not have a weapon bonus) take out tanks but only outside of the redline.
One of the problems is people try to come up with the simplest short term solutions but don't realise that there could be unneccessary consequences to some of their solutions. Rather than slow down vehicle acceleration use the opportunity to add something else to the arsenal of infantry, something that would slow down tanks.
I am going to be very clear:
1. No sole infantrymen should every be able to single handedly take out a tank effiiently. Because then its 1.6 all over again. (However, I do beleive AV grenades should get a bonus for being thrown on a tank in close proximity. This will discourage tanks from running into groups of infantry and firing everywhere without concequence. If my infantrymen is close enough to stand ontop of your tank I should be able to do signifiant damage... a molotov cocktail type deal...)
2. you are 100% correct. If tanks dnt affect infantry and only interat with other tanks, then there is no point to tanks. Tanks were originally onstructed in WWI to over run infantry trenches and take out infantry. Tanks are designed to be anti-vehicle and anti-perssonel.
3. The modules are perfectly fine. The problem is that when the modules are no longer active the tank can simple disengage and recover. Then need to be slower to accelerate, then they will have to play more tactically.
4. DS need a weapon bonus. They are glass cannons without the cannon. They can barely takeout militia tanks (properly modded) without using ADV and PROTO turrets. Plus, helicopters kill tanks so, DS killing a tank is balanced because Rail cannons can kill DS even with its hardeners active in 3-4 hits from accross the map.
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