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nakaya indigene
0uter.Heaven
143
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Posted - 2014.03.10 21:44:00 -
[1] - Quote
So I revisit the missile tank here http://youtu.be/2GC6XOc9uRk I'm having fun with it. but missiles seemed just too weak against shields. Or its just that DMG modded rail tanks are a bit OP. Let me know what you think. I dunno. Suggest a fitting. Feel free. Call me a scrub if you want.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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noobsniper the 2nd
OLDSPICE. Top Men.
260
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Posted - 2014.03.10 21:55:00 -
[2] - Quote
Complex hardener complex dmg mod proto turret complex shield extender armor hardener
just call me communist space king noob
MAG vet raven ftw
Pre 1.8 scout don't throw me in with that rift raft
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nakaya indigene
0uter.Heaven
143
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Posted - 2014.03.10 21:59:00 -
[3] - Quote
noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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Harpyja
Molon Labe. General Tso's Alliance
1257
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Posted - 2014.03.10 22:05:00 -
[4] - Quote
nakaya indigene wrote:noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out I prefer to have 2 small blaster turrets fitted as well, so in my lows I have one missile ammo expansion and a PG upgrade.
But yeah I like having a damage mod, shield hardener, and extender in my highs. Everything proto, except for blasters and PG expansion.
One of the parts that makes rails OP in CQC is that they are just as mobile as you are, so you can't outmaneuver them and beat their slow tracking. I've suggested in other threads that you should become immobilized while firing/charging a large railgun, that way you get a chance to drive circles around them if they choose to try to shoot you.
Edit: missile tanking is as scrub-less as you can get, there is no shame to using missiles! Glad to see another missile user here.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Supernus Gigas
Star Giants
414
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Posted - 2014.03.10 22:16:00 -
[5] - Quote
I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster?
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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Pvt Numnutz
R 0 N 1 N
924
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Posted - 2014.03.10 22:20:00 -
[6] - Quote
I love the missile tank, I fit rail guns for my gunners, really helps with those op rail tanks and can slaughter infantry too! |
Vulpes Dolosus
SVER True Blood General Tso's Alliance
984
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Posted - 2014.03.10 22:22:00 -
[7] - Quote
I'm going to keep saying this: we need an EM missile variant
- +20% to shield, -20% to armor -Obviously good against shields, but walled by armour -Requires teamwork to be truly effective, and will prevent a single enemy tank/ uncooperative enemies from ruling the battlefield -Large missiles require 60x more SP than the other two, it needs an edge. It's out classed in both it's intended (AV) and unintended (AI) roles by both turret types.
Other fixes: -Shotgun style reloading (one missile at a time and can be interrupted but firing again), perhaps lower the reload rate to compensate. -Slightly tighter spread during full-auto. -Sloghtly longer range and no damage drop off.
ADS Kills: Lost count a while ago...
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THUNDERGROOVE
ZionTCD
548
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Posted - 2014.03.10 22:22:00 -
[8] - Quote
noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener Close to my missile fit, I think I use a CPU mod and basic light rep in my lows if I remember.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
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ZDub 303
TeamPlayers Negative-Feedback
2347
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Posted - 2014.03.10 22:23:00 -
[9] - Quote
Supernus Gigas wrote:I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster?
iirc shield hardeners are 60% damage reduction.
This turns the EHP of a complex extender from 1325hp to 2208 hp. That is probably why a lot of peeps use an extender if they can fit it. |
Vulpes Dolosus
SVER True Blood General Tso's Alliance
986
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Posted - 2014.03.10 23:19:00 -
[10] - Quote
Supernus Gigas wrote:I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster? Boosters are bugged to where they don't work if you're taking damage (say from a blaster).
Other than that. A nice buffer is good for fending off AV without sacrificing an active mod, plus mod management is a pain in a pinch (alliteration ftw).
Me in my ADS: 1,2
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nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.10 23:23:00 -
[11] - Quote
Vulpes Dolosus wrote:I'm going to keep saying this: we need an EM missile variant
- +20% to shield, -20% to armor -Obviously good against shields, but walled by armour -Requires teamwork to be truly effective, and will prevent a single enemy tank/ uncooperative enemies from ruling the battlefield -Large missiles require 60x more SP than the other two, it needs an edge. It's out classed in both it's intended (AV) and unintended (AI) roles by both turret types.
Other fixes: -Shotgun style reloading (one missile at a time and can be interrupted but firing again), perhaps lower the reload rate to compensate. -Slightly tighter spread during full-auto. -Sloghtly longer range and no damage drop off.
Hopefully they implement that when ammo types come out.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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Harpyja
Molon Labe. General Tso's Alliance
1260
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Posted - 2014.03.10 23:30:00 -
[12] - Quote
Supernus Gigas wrote:I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster? Unfortunately half of the reasons why I like a shield extender better are due to buggy/clunky game mechanics.
1) Shield boosters are bugged and don't give you the HP sometimes (for me they always fail when I need it the most, or in other words, when I'm being hit by railguns)
2) Adding a shield booster means I got three active mods, and it's hard to select the middle mod on the selection wheel quickly without deactivating the surrounding mods which are already active. I've made a good suggestion and had good feedback on how to improve the wheel but seems like it got no attention from CCP
3) The shield extender is always there and you can always recharge the HP back, while you have to wait for the booster to cooldown for your next injection of HP. It also gives me enough unhardened buffer to gank a blaster Soma/Madrugar, even when it gets the drop on me.
4) Extender is much easier on fitting, allowing nicer fittings (for me, it allows two small advanced blaster turrets and a missile ammo expansion unit in the low)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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CLONE117
True Pros Forever
720
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Posted - 2014.03.10 23:59:00 -
[13] - Quote
when u give a large missile turret 2 damage mods. its a weapon to be feared. although combat efficiency puts it into hit and run tactics. put it together with a rail or blaster and its combat ability increases by a good amount. |
nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.11 00:04:00 -
[14] - Quote
CLONE117 wrote:when u give a large missile turret 2 damage mods. its a weapon to be feared. although combat efficiency puts it into hit and run tactics. put it together with a rail or blaster and its combat ability increases by a good amount. yeah me and a friend would run together he would run a blaster and I would run missiles. he would strip away shields and I would go armor.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.11 03:04:00 -
[15] - Quote
Harpyja wrote:nakaya indigene wrote:noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out I prefer to have 2 small blaster turrets fitted as well, so in my lows I have one missile ammo expansion and a PG upgrade. But yeah I like having a damage mod, shield hardener, and extender in my highs. Everything proto, except for blasters and PG expansion. One of the parts that makes rails OP in CQC is that they are just as mobile as you are, so you can't outmaneuver them and beat their slow tracking. I've suggested in other threads that you should become immobilized while firing/charging a large railgun, that way you get a chance to drive circles around them if they choose to try to shoot you. Edit: missile tanking is as scrub-less as you can get, there is no shame to using missiles! Glad to see another missile user here. dont the small blasters take up too much pg and cpu. seems like a trade off
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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ZDub 303
TeamPlayers Negative-Feedback
2348
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Posted - 2014.03.11 03:15:00 -
[16] - Quote
I feel as though the large missile turrets seem too weak to shields because it was meant as a hard counter to armor.
Shield tanks atm have no natural predators and will continue to be 'overpowered' until a heavy laser AV weapon and large laser turret are introduced as natural predators to shield tanks that will seem too weak to armor tanks.
This is why racial parity is so important. |
Operative 1171 Aajli
Bragian Order Amarr Empire
1515
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Posted - 2014.03.11 03:30:00 -
[17] - Quote
Harpyja wrote:nakaya indigene wrote:noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out I prefer to have 2 small blaster turrets fitted as well, so in my lows I have one missile ammo expansion and a PG upgrade. But yeah I like having a damage mod, shield hardener, and extender in my highs. Everything proto, except for blasters and PG expansion. One of the parts that makes rails OP in CQC is that they are just as mobile as you are, so you can't outmaneuver them and beat their slow tracking. I've suggested in other threads that you should become immobilized while firing/charging a large railgun, that way you get a chance to drive circles around them if they choose to try to shoot you. Edit: missile tanking is as scrub-less as you can get, there is no shame to using missiles! Glad to see another missile user here.
Just training the skills to use large missiles places you several levels above scrubdom.
Rommel, you magnificent bastard, I read your book!
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nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.11 03:39:00 -
[18] - Quote
ZDub 303 wrote:I feel as though the large missile turrets seem too weak to shields because it was meant as a hard counter to armor.
Shield tanks atm have no natural predators and will continue to be 'overpowered' until a heavy laser AV weapon and large laser turret are introduced as natural predators to shield tanks that will seem too weak to armor tanks.
This is why racial parity is so important. I hear ya man. I roll around in my rail and can go multiple games before getting killed.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.11 03:41:00 -
[19] - Quote
Operative 1171 Aajli wrote:Harpyja wrote:nakaya indigene wrote:noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out I prefer to have 2 small blaster turrets fitted as well, so in my lows I have one missile ammo expansion and a PG upgrade. But yeah I like having a damage mod, shield hardener, and extender in my highs. Everything proto, except for blasters and PG expansion. One of the parts that makes rails OP in CQC is that they are just as mobile as you are, so you can't outmaneuver them and beat their slow tracking. I've suggested in other threads that you should become immobilized while firing/charging a large railgun, that way you get a chance to drive circles around them if they choose to try to shoot you. Edit: missile tanking is as scrub-less as you can get, there is no shame to using missiles! Glad to see another missile user here. Just training the skills to use large missiles places you several levels above scrubdom.
so. training into rail is more scrubby right?
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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nakaya indigene
0uter.Heaven
144
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Posted - 2014.03.11 04:10:00 -
[20] - Quote
Harpyja wrote:Supernus Gigas wrote:I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster? Unfortunately half of the reasons why I like a shield extender better are due to buggy/clunky game mechanics. 1) Shield boosters are bugged and don't give you the HP sometimes (for me they always fail when I need it the most, or in other words, when I'm being hit by railguns) 2) Adding a shield booster means I got three active mods, and it's hard to select the middle mod on the selection wheel quickly without deactivating the surrounding mods which are already active. I've made a good suggestion and had good feedback on how to improve the wheel but seems like it got no attention from CCP 3) The shield extender is always there and you can always recharge the HP back, while you have to wait for the booster to cooldown for your next injection of HP. It also gives me enough unhardened buffer to gank a blaster Soma/Madrugar, even when it gets the drop on me. 4) Extender is much easier on fitting, allowing nicer fittings (for me, it allows two small advanced blaster turrets and a missile ammo expansion unit in the low)
oh yeah. forgot about that clunky ass wheel for selecting mods.. argh I hate it so much. its especially bad with the mouse cause it goes all over the place.. it would be great if they killed the animation of the wheel..
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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nakaya indigene
0uter.Heaven
145
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Posted - 2014.03.11 06:00:00 -
[21] - Quote
tried out that fitting with the shield extended instead of dmg mod.. I got crush every match with it... i dunno what im doing wrong.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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The Attorney General
2429
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Posted - 2014.03.11 06:27:00 -
[22] - Quote
2 x damage mods are getting you killed.
The fundamental problem is people want the missile tank to one salvo things, and it just won't do it, at least against a pilot with any sort of experience, or even a MLT player on fresh modules.
Knowing this, one should plan on needing to survive in combat long enough to deal two salvos at least to a target. That means you need two hardeners to hang in the pocket long enough to deal out the damage. Unless you like getting popped during the reload.
And of course, if you encounter another shield tank, just run away. With the hardeners keeping the regen up, there is zero way to break a shield tank by using missiles.
They need a buff.
Mr. Hybrid Vayu.
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nakaya indigene
0uter.Heaven
145
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Posted - 2014.03.11 06:37:00 -
[23] - Quote
The Attorney General wrote:2 x damage mods are getting you killed.
The fundamental problem is people want the missile tank to one salvo things, and it just won't do it, at least against a pilot with any sort of experience, or even a MLT player on fresh modules.
Knowing this, one should plan on needing to survive in combat long enough to deal two salvos at least to a target. That means you need two hardeners to hang in the pocket long enough to deal out the damage. Unless you like getting popped during the reload.
And of course, if you encounter another shield tank, just run away. With the hardeners keeping the regen up, there is zero way to break a shield tank by using missiles.
They need a buff.
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont cut it. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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jerrmy12 kahoalii
Pradox XVI Proficiency V.
463
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Posted - 2014.03.11 06:52:00 -
[24] - Quote
ZDub 303 wrote:I feel as though the large missile turrets seem too weak to shields because it was meant as a hard counter to armor.
Shield tanks atm have no natural predators and will continue to be 'overpowered' until a heavy laser AV weapon and large laser turret are introduced as natural predators to shield tanks that will seem too weak to armor tanks.
This is why racial parity is so important. Ha, overpowered snield tank, lol
Closed beta vet
Logi,
Heavy,
Python,
Scout.
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The Attorney General
2429
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Posted - 2014.03.11 07:30:00 -
[25] - Quote
nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day.
If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO.
Mr. Hybrid Vayu.
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Lorhak Gannarsein
Science For Death
2015
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Posted - 2014.03.11 07:34:00 -
[26] - Quote
The Attorney General wrote:nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day. If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO.
I've really been enjoying a 2x dam 1x nitro fit recently.
Damage modded XT wrecks pubbies and nitro means I can escape cos they don't know how to drive.
Can't see how to make an actual missile for work in a competitive environment.
Posted up the other day that they actually do old explosive damage, so 70/135. Fixing this might do wonders for their anti shield performance.
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
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nakaya indigene
0uter.Heaven
145
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Posted - 2014.03.11 13:22:00 -
[27] - Quote
The Attorney General wrote:nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day. If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO. I dont use missiles in PC. rails are the only truly useful tank. like I said this was a splurge expense.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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nakaya indigene
0uter.Heaven
145
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Posted - 2014.03.11 13:23:00 -
[28] - Quote
Lorhak Gannarsein wrote:The Attorney General wrote:nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day. If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO. I've really been enjoying a 2x dam 1x nitro fit recently. Damage modded XT wrecks pubbies and nitro means I can escape cos they don't know how to drive. Can't see how to make an actual missile for work in a competitive environment. Posted up the other day that they actually do old explosive damage, so 70/135. Fixing this might do wonders for their anti shield performance. Interesting.. a nitro on a shield tank.. Ill give that a try too.
The Jove espier --- https://www.youtube.com/channel/UCPGgRFDT9eYY1dMwb50luXw
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Harpyja
Molon Labe. General Tso's Alliance
1262
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Posted - 2014.03.11 13:33:00 -
[29] - Quote
Lorhak Gannarsein wrote:The Attorney General wrote:nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day. If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO. I've really been enjoying a 2x dam 1x nitro fit recently. Damage modded XT wrecks pubbies and nitro means I can escape cos they don't know how to drive. Can't see how to make an actual missile for work in a competitive environment. Posted up the other day that they actually do old explosive damage, so 70/135. Fixing this might do wonders for their anti shield performance. What's it supposed to be? 80/135 or down to 80/125? I'd hate to lose some efficiency to armor because there have been a few Madrugars that needed all 12 damage modded proto missiles to hit in order to get destroyed.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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