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Lorhak Gannarsein
Science For Death
1864
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Posted - 2014.03.03 02:58:00 -
[1] - Quote
So I hear that damage mods are going to be nerfed.
That's fine, I don't really mind.
Here's the thing, though: CCP is pretty clearly against dual tanking. I think the shield extender depleted delay penalty is evidence of that.
With that in mind, what exactly am I supposed to put in my high slots, again?
Maybe I'll go punching people instead.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1017
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Posted - 2014.03.03 03:00:00 -
[2] - Quote
NERF SHIELDS!!!!!1!1111!!!!!!!! IF SOMEONE CAN DUAL TANK, NERF THE INFERIOR HP SOURCE!!!!!111!!!!!11!!!!!!
Kills- Archduke Ferdinand
Balance!
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
210
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Posted - 2014.03.03 03:01:00 -
[3] - Quote
If DMG mods are getting nerfed, they better fking increase the dmg of the sniper rifles!! and Tac Ars!!
B
Double O
T
Y
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4734
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Posted - 2014.03.03 03:17:00 -
[4] - Quote
Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7058
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Posted - 2014.03.03 03:21:00 -
[5] - Quote
Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot.
Can't have literally everything.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7058
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Posted - 2014.03.03 03:21:00 -
[6] - Quote
Vegetation Monster wrote:If DMG mods are getting nerfed, they better fking increase the dmg of the sniper rifles!! and Tac Ars!! It's part of a TTK increase. Doing that would achieve nothing now would it?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Lorhak Gannarsein
Science For Death
1864
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Posted - 2014.03.03 03:23:00 -
[7] - Quote
Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already.
Well, yes, but they don't seem to be doing this at the same time, as would make sense.
As it is, I'd have no recourse but to dual tank, which is apparently frowned on by no less than CCP.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4734
|
Posted - 2014.03.03 03:23:00 -
[8] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them?
You're a master troll.
There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1026
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Posted - 2014.03.03 03:24:00 -
[9] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. currently, armor tanking suits have "literally everything". High damage, much more EHP, better repairing capabilities (no delay, large amounts of repair especially on gallente suits in 1.8, repair tools, and armor hives all make armor repair equal if not superior to shield repair). The only thing armor tankers suffer from is slightly lower movement speed, which is easily remedied with 1 kin cat replacing an armor plate
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7060
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Posted - 2014.03.03 03:42:00 -
[10] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. currently, armor tanking suits have "literally everything". High damage, much more EHP, better repairing capabilities (no delay, large amounts of repair especially on gallente suits in 1.8, repair tools, and armor hives all make armor repair equal if not superior to shield repair). The only thing armor tankers suffer from is slightly lower movement speed, which is easily remedied with 1 kin cat replacing an armor plate High damage? Nerfed
Much more eHP? Only with logistics. Assaults tend to have near matching eHP
Better repair? Oh yeah, my 6.25hp/s is totally scary, but that 40hp/s Caldari Assaults are going to have is nothing! Repiar tools require TEAM WORK, repair hives make you stationary, can be destroyed and in general unreliable.
Plates have DOUBLE the movement penalty on strafe speed. So that 5% reduction to speed? Double that for strafe speed. No kin cat can remedy that.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7060
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Posted - 2014.03.03 03:46:00 -
[11] - Quote
Sinboto Simmons wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them? You're a master troll. There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore. Yes because that's exactly what we're paying. Damage mods for CPU extenders, PG modules, Kin cats, cardiac regs, codebreakers, dampeners, range amps, etc'.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Joel II X
Dah Gods O Bacon
1384
|
Posted - 2014.03.03 03:52:00 -
[12] - Quote
Vegetation Monster wrote:If DMG mods are getting nerfed, they better fking increase the dmg of the sniper rifles!! and Tac Ars!! Don't mind the Sniper rifles not getting their much needed damage buffs, but give them better headshot bonuses.
Those with skill would benefit. |
Sinboto Simmons
SVER True Blood General Tso's Alliance
4737
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Posted - 2014.03.03 03:57:00 -
[13] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them? You're a master troll. There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore. Yes because that's exactly what we're paying. Damage mods for CPU extenders, PG modules, Kin cats, cardiac regs, codebreakers, dampeners, range amps, etc'. I am now fully convinced you are trolling me, good day to you feline.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Joel II X
Dah Gods O Bacon
1384
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Posted - 2014.03.03 03:58:00 -
[14] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them? You're a master troll. There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore. Yes because that's exactly what we're paying. Damage mods for CPU extenders, PG modules, Kin cats, cardiac regs, codebreakers, dampeners, range amps, etc'. I agree with Cat Merc.
It's not that mods should be moved to other slots, it's that they should be reworked. If they get moved to low, then armor tankers will complain that the shield tankers can get both tank AND gank. That's what's going on now, but the other way around.
That's why I keep proposing to have 2 damage mods. 1 against shields and the other against armor. This way, they're not that OP and both parties can equip their mods.
Also, dual tanking or dual ganking would still be crap. |
Heathen Bastard
The Bastard Brigade
1055
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Posted - 2014.03.03 04:05:00 -
[15] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them? You're a master troll. There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore. Yes because that's exactly what we're paying. Damage mods for CPU extenders, PG modules, Kin cats, cardiac regs, codebreakers, dampeners, range amps, etc'.
Ah, so you're not caring about the lore, how this **** is done in EVE, or anything, you're just throwing a fit that you can't be the best.
Armor= More HP, More damage, Survivability goes up geometrically with teamwork.(All logisitcs is either repair for armor, scanning, or ammo) HP regen is constant Shield= Less HP, Less damage, Survivability goes up linearly with teamwork(this is only because the enemy will have more low health targets to shoot at, not because there is any kind of team support for shields at this point) Oh, and your HP comes back if you completely avoid damage of any kind for a bit.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1028
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Posted - 2014.03.03 04:21:00 -
[16] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. currently, armor tanking suits have "literally everything". High damage, much more EHP, better repairing capabilities (no delay, large amounts of repair especially on gallente suits in 1.8, repair tools, and armor hives all make armor repair equal if not superior to shield repair). The only thing armor tankers suffer from is slightly lower movement speed, which is easily remedied with 1 kin cat replacing an armor plate High damage? Nerfed Much more eHP? Only with logistics. Assaults tend to have near matching eHP Better repair? Oh yeah, my 6.25hp/s is totally scary, but that 40hp/s Caldari Assaults are going to have is nothing! Repiar tools require TEAM WORK, repair hives make you stationary, can be destroyed and in general unreliable. Plates have DOUBLE the movement penalty on strafe speed. So that 5% reduction to speed? Double that for strafe speed. No kin cat can remedy that. You have personally said that you have to run 2 complex reppers on an armor suit. So you use gallente assault, n'est-ce pas? 2x complex reppers=12.5 hp/s+2 hp/s inherent=14.5 hps/s. Lets look at minmitar assault. 4x extenders damage mod and 1x cpu and 1x kin cat. You have a rep rate on shields of 25/s i believe. you also have a 15s delay.
15s delay=15x1.28=19.2 seconds depleted delay (and, lets face it, your shield is going to be depleted in at least 50% of 1v1's). so, you have a total shield HP of 172+66(1.1x4)=462 hp
How long does it take to recover all 462 HP? Well, lets do some math. automatic 19.2 seconds of delay + 462/25=38 seconds
Now lets look at what the gallente assault suit that we theory crafted earlier can do in 38 seconds- 38*12.5 hp/s=471 HP recovered. This is MORE than what was recovered on the shield suit.
Ok whatever. At least the min assault has more HP right? wrong.
1x enhanced+1x complex plate= (115+135)*1.1+210=485 armor HP (this is disclosing any points into armor or shield skills)
Plus, if you have a nice logi, they can heal you gallente assault, while all the minmitar assault can do is sit in a corner and hope no one has a scanner.
Now lets look at damage and speed. The gallente assault does 25% more damage, so it only makes sense that the minmitar suit should move 25% faster, right? At max skills, the min assault moves at 8.64 sprint speed At max skills, the gallente assault moves at 6.76 sprint speed
This is only a 22% difference in speeds
Now i pose you this question-what is more valuable- speed or damage?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1029
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Posted - 2014.03.03 04:30:00 -
[17] - Quote
whoever thinks my logic is wrong on the above post, please enlighten me
Kills- Archduke Ferdinand
Balance!
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Disturbingly Bored
The Strontium Asylum
1833
|
Posted - 2014.03.03 04:32:00 -
[18] - Quote
Joel II X wrote:That's why I keep proposing to have 2 damage mods. 1 against shields and the other against armor. This way, they're not that OP and both parties can equip their mods.
Also, dual tanking or dual ganking would still be crap.
Unless those damage mods are literally twice as effective as the current version, they'll be crap.
Shield Extenders, as much as people ***** about them being UP, beat Damage Mods in straight up fights already.
Even a slight nerf to Damage Mods makes them completely useless to everyone but snipers.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7064
|
Posted - 2014.03.03 04:38:00 -
[19] - Quote
Heathen Bastard wrote:Cat Merc wrote:Sinboto Simmons wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. 1 mod for all of them? You're a master troll. There are some mods in the low that should be in the high and vice versa, as well as some missing mods, but swapping ALL of the lowslot mods is both illogical and goes against lore. Yes because that's exactly what we're paying. Damage mods for CPU extenders, PG modules, Kin cats, cardiac regs, codebreakers, dampeners, range amps, etc'. Ah, so you're not caring about the lore, how this **** is done in EVE, or anything, you're just throwing a fit that you can't be the best. Armor= More HP, More damage, Survivability goes up geometrically with teamwork.(All logisitcs is either repair for armor, scanning, or ammo) HP regen is constant Shield= Less HP, Less damage, Survivability goes up linearly with teamwork(this is only because the enemy will have more low health targets to shoot at, not because there is any kind of team support for shields at this point) Oh, and your HP comes back if you completely avoid damage of any kind for a bit. "A bit", in 1.8 that's going to be as short as the reload time of an assault rifle.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1030
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Posted - 2014.03.03 04:41:00 -
[20] - Quote
Cat Merc wrote: "A bit", in 1.8 that's going to be as short as the reload time of an assault rifle.
only for the cal scout-everything has has **** poor shield regen (cal sentinel excluded-that thing is an outlier)
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7065
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Posted - 2014.03.03 04:42:00 -
[21] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. Then every utility module in the low slot should move to high slot. Can't have literally everything. currently, armor tanking suits have "literally everything". High damage, much more EHP, better repairing capabilities (no delay, large amounts of repair especially on gallente suits in 1.8, repair tools, and armor hives all make armor repair equal if not superior to shield repair). The only thing armor tankers suffer from is slightly lower movement speed, which is easily remedied with 1 kin cat replacing an armor plate High damage? Nerfed Much more eHP? Only with logistics. Assaults tend to have near matching eHP Better repair? Oh yeah, my 6.25hp/s is totally scary, but that 40hp/s Caldari Assaults are going to have is nothing! Repiar tools require TEAM WORK, repair hives make you stationary, can be destroyed and in general unreliable. Plates have DOUBLE the movement penalty on strafe speed. So that 5% reduction to speed? Double that for strafe speed. No kin cat can remedy that. You have personally said that you have to run 2 complex reppers on an armor suit. So you use gallente assault, n'est-ce pas? 2x complex reppers=12.5 hp/s+2 hp/s inherent=14.5 hps/s. Lets look at minmitar assault. 4x extenders damage mod and 1x cpu and 1x kin cat. You have a rep rate on shields of 25/s i believe. you also have a 15s delay. 15s delay=15x1.28=19.2 seconds depleted delay (and, lets face it, your shield is going to be depleted in at least 50% of 1v1's). so, you have a total shield HP of 172+66(1.1x4)=462 hp How long does it take to recover all 462 HP? Well, lets do some math. automatic 19.2 seconds of delay + 462/25=38 seconds Now lets look at what the gallente assault suit that we theory crafted earlier can do in 38 seconds- 38*12.5 hp/s=471 HP recovered. This is MORE than what was recovered on the shield suit. Ok whatever. At least the min assault has more HP right? wrong. 1x enhanced+1x complex plate= (115+135)*1.1+210=485 armor HP (this is disclosing any points into armor or shield skills) Plus, if you have a nice logi, they can heal you gallente assault, while all the minmitar assault can do is sit in a corner and hope no one has a scanner. Now lets look at damage and speed. The gallente assault does 25% more damage, so it only makes sense that the minmitar suit should move 25% faster, right? At max skills, the min assault moves at 8.64 sprint speed At max skills, the gallente assault moves at 6.76 sprint speed This is only a 22% difference in speeds Now i pose you this question-what is more valuable- speed or damage? I gave up one of my repairers for a dampener.
15s delay? What the actual ****? Delays are reduced accross the board, the highest delay I saw was 5 for depleted in the new stats.
And speed vs damage depends on playstyle. Both have their uses.
The problem is entirely your mentality, shields and armor have different roles on the battlefield, they're apples to oranges, incomparables.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7065
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Posted - 2014.03.03 04:44:00 -
[22] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote: "A bit", in 1.8 that's going to be as short as the reload time of an assault rifle.
only for the cal scout-everything has has **** poor shield regen (cal sentinel excluded-that thing is an outlier) An extra second on minmatar scout.
Highest delay on heavy is 6 seconds.
Commando is the only one that has a delay higher than 6 seconds.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Korvin Lomont
United Pwnage Service RISE of LEGION
629
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Posted - 2014.03.03 08:51:00 -
[23] - Quote
Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already.
I don't think this would be a good idea. First we already have a shitload of low slot modules, so shield suit with high slots would loose some flexibility in their fittings. This would limit High slot heavy suits to just extenders and (maybe) rechargers..
Secondly currently we have slow high HP suits that can dish out a lot of damage but severely lack mobility and regen and we have fast high damage suits that lack suitability but with great mobility and high regen. And this works well (need some tweaks but in general this works pretty well)
With your suggestion we would have high HP high Danmage suits with fantastic regen (shield regens get buffed for shield tankers in 1.8) that are also fast on one side and either super low HP high damage dealers with little to no regen and moderate speed or high Hp suits that lacks in damage output, regen and speed.
That would be more than a little unbalanced. |
Korvin Lomont
United Pwnage Service RISE of LEGION
629
|
Posted - 2014.03.03 08:53:00 -
[24] - Quote
Stupid double post |
Sinboto Simmons
SVER True Blood General Tso's Alliance
4740
|
Posted - 2014.03.03 09:10:00 -
[25] - Quote
Korvin Lomont wrote:Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already. I don't think this would be a good idea. First we already have a shitload of low slot modules, so shield suit with high slots would loose some flexibility in their fittings. This would limit High slot heavy suits to just extenders and (maybe) rechargers.. Secondly currently we have slow high HP suits that can dish out a lot of damage but severely lack mobility and regen and we have fast high damage suits that lack suitability but with great mobility and high regen. And this works well (need some tweaks but ingeneral this works pretty well) With your suggestion we would have high HP high Danmage suits with fantastic regen (shield regens get buffed for shield tankers in 1.8) that are also fast on one side and either super low HP high damage dealers with little to no regen and moderate speed or high Hp suits that lacks in damage output, regen and speed. That would be more than a little unbalanced. Did you just ignore half of the quoted post and picked at the parts that suited you?
Anyway....as I said there are two things wrong with shield/armor balance at the moment:
Damage mods being in the highs.
And
Lack of highslot mods.
These two things make for unbalanced combat, armor doesn't have options (some mods that seem to belong on the highs are in the lows as well-such as stamina mods) and shield are worth little with a low EHP/Damage suit.
Mobility means very little in combat with the range and accuracy of our weapons, as a scout I know this too well, not only that but the penalty isn't so high that it has a crippling impact vs the massive (in comparison) health gained by plates.
Speed=damage
Tank= survival
Basic balancing concept that is applied in our 'mother' game to great effect, though admit ably not perfect at this time.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Lorhak Gannarsein
Science For Death
1866
|
Posted - 2014.03.03 09:47:00 -
[26] - Quote
All sorts of people wrote:some really good points
Okay, so first and foremost: I'm an armour tanker. I'm planning on going full Amarr in 1.8.
My current layouts focus on moderate armour tank and large damage tank. I do use a shield extender in all my fits due to the dearth of low slots on my assault. I'm hoing to have a shield-dampener tanked suit soon.
I haven't really got any other options.
If damage mods are removed or nerfed my only option becomes shield- or dual-tanking, which is apparently bad for whatever reason.
What I would like is some kind of utility mod moved to the high slots, particularly if damage mods are changed in some way - after all, there are so many complaints about armour tankers either dual tanking or damage tanking, but really, what options do we have?
Gavr1lo Pr1nc1p wrote:Now lets look at damage and speed. The gallente assault does 25% more damage, so it only makes sense that the minmitar suit should move 25% faster, right? At max skills, the min assault moves at 8.64 sprint speed At max skills, the gallente assault moves at 6.76 sprint speed
This is only a 22% difference in speeds
Now i pose you this question-what is more valuable- speed or damage?
Now, while the rest of your post is valid, it can't be overstated that shield regen times are changing, and for the better. So it's worth waiting for 1.8 to do an actual play test of those stats.
This part I'm not sure about. What exactly are you calculating here? An mk.0 with Biotics Upgrades maxed has a movement speed of 7.791 inherently.
With 2x complex Kincats fitted that comes to 9.395 sprint speed. It is a dishonest comparison to suggest that while three slots would be filled with damage mods, only one kincat is used. (Which I think is where your numbers came from?)
At any rate, this comes to a nearly 40% difference in speeds.
Quite a marked difference?
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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