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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
bogeyman m
Minmatar Republic
318
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Posted - 2014.07.10 04:09:00 -
[1] - Quote
CCP Rattati wrote:Brush Master wrote:Would like more details on making logis all the same number of equipment slots. How many slots are you going to get? As someone that runs support logi almost all the time, for pub matches, 3 can get you by but for PC battles 4 allows you to be a full support logi with all areas you can support with.
+1 on scaled wp for injector. Ok, I can see the confusion brewing, logi slots PER tier will be the same, 3, for ADV, 4 for PRO etc. Amarr sidearm is changed to Equipment slot and another slot added to bring them to the same total number of slots as other races at all tiers. That's fine. But why the proposed Logi speed nerf?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
318
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Posted - 2014.07.10 04:14:00 -
[2] - Quote
CCP Rattati wrote:The Amarr scout will have a natural low range high precision scan, moving slowly and tanking because of close proximity.
The Gallente scout will be the dampener master, being able to be unscannable by sacrificing a lot of slots.
The Caldari scout will be the natural long range, low ehp hunter.
All of them have the ability to change either range, dampening or precision to alter their desired utility. You forgot one race (again).
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
319
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Posted - 2014.07.10 04:22:00 -
[3] - Quote
CCP Rattati wrote:ratamaq doc wrote:Removing the A Logis sidearm?? Please no! Who is asking for this? This was the best part of this suit and the only reason I skilled it. What is it taking away from? Not the Amarr Assault. Everyone I've read has agreed forever that that except for the slot issue (which was fixed right?) the Amarr Assault was the only Assault that was working as intended (good bonus anyway).
Look, I have all 4 Logis, and play all but the Cal, that sidearm is the only reason to play that suit! I'll run a min for the speed and slot layout, or a Gal for the Tank, slot layout and bonus every time over the Amarr Logi, if not for that sidearm.
And why would you slow us down?? We already have Massive stamina disadvantages, our speed is required to keep us in support of our close surroundings.
Look, buff assaults please, they need it, but not at the expense of the Logis. Give the assaults weapon bonus that make since, give them some more speed and stamina if you thing the amount they have already isn't enough, but don't further nerf the Logis. Remember we took a Massive hit earlier this year with the loss of out rep bonus and nerf to equipment giving us bonuses that tried to lock us into specific roles. Most of us rightfully complained about that. I thought that was enough. Didn't that take us off the nerf bat radar? I don't see massive amounts of threads about the slayer Logis anymore, and I don't see them in game. Now all I see are these death balls of 3 Logis repping each other and 1 or 2 heavies.
I think the sad part here is that there isn't more uproar over this because all the old "slayer Logis" had the biggest mouths left for scout suits leaving the real Logis behind to quietly fend for themselves. I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis. Being slower would. You need to be able to keep up with the front line to help there.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
322
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Posted - 2014.07.10 04:52:00 -
[4] - Quote
Iron Wolf Saber wrote:RKKR wrote:Iron Wolf Saber wrote:there are some still arguing a tone down on the gal scout.
As for a delay on most logi related things to delta I can see this being feasible however slot parity needs to go ahead and go through as soon as possible to help with the conversation when it comes time to discuss it in hopes that suits will be much closer to intention by then. Please do continue on the arguing on the gal scout, it's ridiculous that they are unscannable with that amount of HP, that last part is certainly not the goal of a scout role especially if CCP wants to make assault suits more attractive. What is really the intention of the logi? Can it fullfill that intention with crap stamina/speed? ... Anyway I'm just going to wait on a reply from one of the DEVs on one of my previous comments . Logistics are supposed to be facilitators of combat as time I checked. There is of course chance of change in definition over time but so far they've have been remaining to that goal still. So how would one facilitate combat if one could not keep up with combat?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
323
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Posted - 2014.07.10 05:18:00 -
[5] - Quote
Mobius Kaethis wrote:P14GU3 wrote:Iron Wolf Saber wrote:P14GU3 wrote:Booby Tuesdays wrote:So, you are basically buffing 2 logis, and slightly nerfing all of them? Is the Amarr logi now going to be slower than a Min Commado? The Min Logi already is the second lowest HP suit in the game, and you are going to make it even slower? Por que? The low HP suits have at least been marginally faster than the rest. It's hard enough to outrun an HMG as a Min Logi, and now I'm going to be slower, while everyone else is faster AND has higher eHP? I'm so confused by this logic.... The logic seems to be assaults are garbage and people use logis more, so we have to make logis worse than assaults are. 12 pages of this and I havent seen any other reason... I dont think we need to make logis just plain out worse than assaults; just not as desired for attack in comparison to assaults. Assaults should be superior in pressing the enemy Logis should be superior in pressing their allies forward. And a PG/CPU buff isnt going to do it. As long as a Scrambler is the same on a logi as it is on an assault, nothing will change. The assaults need a real bonus, a reason to be used. As long as logis have the same damage output and more equipment, they will be the go to medium frame. The issue is not logis, its assaults. I totally disagree with this. The issue isn't that logis are better at kiling than assaults. It is that scouts are better logis and killers than either of the med. frames. The bonuese put into place need to help assaults compete with scouts from a killing point of view and logis be more competetive from a support point of view. So... Nerf scouts?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
327
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Posted - 2014.07.11 02:28:00 -
[6] - Quote
Aeon Amadi wrote:ratamaq doc wrote:Aeon Amadi wrote:ratamaq doc wrote:
I do think giving the Cal Logi a side arm and removing a slot in return is a Great idea. That would make since for the current gap of a type II playstyle that the community has proven time and time again they enjoy, and only 1 suit that fills the role.
Buuuuuuut we already have a suit that does that. It's teh A-Logi! I dunno, maybe I'm missing something. Like, having a Logistics with a sidearm isn't something new - I don't understand why the Cal Logi is a much more perfect contender when it's already one of the more powerful Logi's in the game and has been for some time. Saying that it would make sense for the current gap of a Type-II playstyle... When we already have a suit that has that... I dunno, just seems like a flawed argument. I can't understand why we're saying that having a sidearm is this giant pipe wrench in balance (and I even agreed!) and then turn around and pretend it wouldn't be a problem on the Cal Logi. No, No. Don't misunderstand. You'd have to look back over several pages of argument (discussion) to get the full picture. We are NOT saying remove the sidearm from the A-Logi. A quick summary to catch you up. Ratti said he was taking the A-Logi sidearm away. Community LOST their minds (at least I did) Community pointed out that the Amarr bonus sucks compared to the Active bonuses of the Min (repper) and Gal (Scanner) and that in order to utilize the Amarr bonus (links) the Amarr needed to be a reasonable fighter. (There were plenty of other arguments, but this is what spawned the Cal Logi discussion) Then it was pointed out that the Cal Logi also had a passive logi bonus (hives) thus a similar logi style to the Amarr, thus should actually get a sidearm. Logi Community agrees And there was much rejoicing! Ah, okay, I see now... Although, I think this is a pretty big cog in the overall balance of things at the expense of just having the Cal/Amarr Logi bonus apply after death but not with a suit change. So if you die, the bonus isn't lost, but if you change suits after death or at a supply depot, it would be. It makes sense that Logistics would -NOT- have sidearms as a means of encouraging them to actually Logi instead of Slay, giving them the opportunity to do so as a means of circumventing doing things correctly is the problem we've always had with Dust 514 and I think we should go the extra mile to make sure it is, in fact, done correctly. The bonuses applying to passive equipment (DU and Nanohive) is more reason, to me, NOT to give them a sidearm in the first place because once you drop the stuff there's no further reason to continue playing the Support Role unless you really like using those other equipment pieces. I just don't see much popularity in running all DU or all Nanohive fits. My concern is that players will drop their passive equipment and reap the benefits while slaying. THIS^
So if their argument is that they need something active to go with their passive equipment bonus, will the Minmatar and Gallente Logis also get passive bonuses to go with their actives?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
327
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Posted - 2014.07.11 02:39:00 -
[7] - Quote
Aeon Amadi wrote:ratamaq doc wrote:
I think the point here that you're fighting against is the very point we are fighting for. Tell me this. Why would I chose to Cal or Amr over Min if I'm going to spend most of my time with a repair tool in my hand? Or over Gal if I'm looking to scan. The Hive and Link bonus, even if it was working as intended, isn't that great compared to the Active bonuses of the Gal and Min.
Sure, but you could make that argument about other suits as well. Why should I use the Gallente Logi, even with it's active bonus, when the Scouts are so much more effective at the job? We're taking measures to change that, sure, but it's not exactly like people are flocking to the Gallente Logi right now. And, again, cross-racial bonuses would help immensely with this. Amarr Logi with specialized bonuses to Drop Uplinks with a secondary bonus to Repair Tools would just make sense since they are Armor tankers, same could be said about the Gallente Logi as well. Gallente Logi only has the bonus to the Active Scanners and even if they are Active, what am I doing when I'm not using the one scanner? Can I have a sidearm on my Gallente Logistics as well..? Original post courtesy of John Demonsbane: https://forums.dust514.com/default.aspx?g=posts&m=2237028#post2237028
My comment that relates to this string: Regarding equipment bonuses, I like the idea of giving each race both an active (rep tools or scanners) and a passive (uplinks or nanohives) equipment bonus with primary/secondary bonuses like you suggested. Maybe like this: Minmatar = rep tool (p) + nanohives (s) Amarr = uplinks (p) + rep tool (s) Gallente = scanner (p) + uplinks (s) Caldari = nanohives (p) + scanner (s)
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
327
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Posted - 2014.07.11 02:53:00 -
[8] - Quote
Jack McReady wrote:as long as I can use my minmatar logi for babysitting just like it do it now I dont care, my proto logi fit is:
4 proto shield extenders 3 basic ferroscale plates 1 proto armor repairer
proto smg proto nade
proro repair tool proto nanite injector proto nanohive proto gauged drop uplink
decent mix of durability and speed to follow my teammates around the map. full rack of proto equipment to babysit my teammembers along with an SMG and nades for self defense.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle?
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
327
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Posted - 2014.07.11 03:23:00 -
[9] - Quote
iKILLu osborne wrote:bogeyman m wrote:Jack McReady wrote:as long as I can use my minmatar logi for babysitting just like it do it now I dont care, my proto logi fit is:
4 proto shield extenders 3 basic ferroscale plates 1 proto armor repairer
proto smg proto nade
proro repair tool proto nanite injector proto nanohive proto gauged drop uplink
decent mix of durability and speed to follow my teammates around the map. full rack of proto equipment to babysit my teammembers along with an SMG and nades for self defense.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor So does an ACR, and it's easier to fit.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
331
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Posted - 2014.07.11 21:23:00 -
[10] - Quote
iKILLu osborne wrote:bogeyman m wrote:iKILLu osborne wrote:bogeyman m wrote:Jack McReady wrote:as long as I can use my minmatar logi for babysitting just like it do it now I dont care, my proto logi fit is:
4 proto shield extenders 3 basic ferroscale plates 1 proto armor repairer
proto smg proto nade
proro repair tool proto nanite injector proto nanohive proto gauged drop uplink
decent mix of durability and speed to follow my teammates around the map. full rack of proto equipment to babysit my teammembers along with an SMG and nades for self defense.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor So does an ACR, and it's easier to fit. he probably don't want to skill into a fotm that will most likely suffer another nerf and it cost more(i believe) That's why I was asking (can't check a the moment)... I would have thought a proto SMG would cost more than an advanced ACR.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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bogeyman m
Minmatar Republic
331
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Posted - 2014.07.12 13:56:00 -
[11] - Quote
Leeroy Gannarsein wrote:So in my mind it isn't about 'sacrifices' per se, but more about the actual functioning of the suit. As it is, Amarr is a reasonable combat suit. Without a sidearm it might as well just spam the links and hide behind everyone else.
So... Just like always then? Bazinga!
Leeroy Gannarsein wrote:NB: I am not suggesting I should be able to switch suits and keep the bonus. I'd suggest that it'd make a lot more sense if, as long as I am/was in an Amarr Logistics I'm benefiting from the bonus. As soon as I'm in a different suit? Gone. My links are just like everyone else's and I might as well be Minmatar. Pffttt. You wish.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
336
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Posted - 2014.07.13 01:49:00 -
[12] - Quote
John Demonsbane wrote:-snip- By the same token, imo, the relative popularity of the minmatar logi is because it's bonus is the only one that is totally worth not using a scout suit to do the job. -snip-
I cracked your coded mesage:
... imo ... the minmatar logi is ... the only one that is totally worth ... using ...
I couldn't agree more. Welcome to the dark side.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
338
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Posted - 2014.07.13 12:54:00 -
[13] - Quote
Leeroy Gannarsein wrote:As far as sacrifices are concerned, if IWS is correct and the sidearm is in fact the least valuable slot in the game, I don't think it'd be unreasonable for Amarr's slot layout to be brought in line with the other suits as opposed to its arbitrarily having fewer slots, and that its fitting capabilities be improved; there's no reason why Amarr Logistics should have less fitting than the other logis, who universally max out at 102 PG if I'm remembering correctly. Considering that consumption-wise a sidearm is near enough to identical to an equipment slot without the potential for WP gain, and offering little more than extended survivability (which is why we want it, in the end) I don't think either of those requests is unreasonable.
Except that the sidearm slot is NOT the least valuable in the game. It is equally important, and often moreso depending on the circumstances, for both WPs and survivability. Sidearm OR extra equipment slot - make a choice. It's only fair.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
339
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Posted - 2014.07.13 14:41:00 -
[14] - Quote
Nerf Everything wrote:My ONLY COMPLAINT!!!!!!
Solo/small squads need reconsideration for OB support. I walk alone!
REASONABLE REQUEST...... 1 player squad........ 3000 wp 2 player squad........ 3500 wp 3 player squad........ 4000 wp 4 player squad........ 4500 wp 5 player squad........ 5000 wp
This has ALWAYS been the problem with dust. You throw ALL players into the same categories. Proto squads can EASILY get 5000-10000 wp. Feel free to nerf everything else!
OB's are my ONLY reason for living! If you take that away...........
Alternate version:
1 player squad........ 2000 wp 2 player squad........ 3000 wp 3 player squad........ 4000 wp 4 player squad........ 5000 wp 5 player squad........ 6000 wp
Each subsequent OB would cost an additional 1000 WP. (ie the 2nd OB for a 5 player squad would cost 7000 WP)
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
345
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Posted - 2014.07.15 03:26:00 -
[15] - Quote
John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.)
One sidearm = one equipment... Done.
Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done.
Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done.
Not sure what all the hassle is. Git 'er dun!
PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled.
PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled.
PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.)
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
346
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Posted - 2014.07.15 04:06:00 -
[16] - Quote
Gavr1lo Pr1nc1p wrote:For Rattati: I know earlier you mentioned a speed buff for minmitar scouts, and i was interested in knowing whether or not this would actually happen.
Thanks! With no ewar bonuses, MinScout speed advantage needs to be more significant than it is currently.
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bogeyman m
Minmatar Republic
346
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Posted - 2014.07.15 04:08:00 -
[17] - Quote
bogeyman m wrote:Gavr1lo Pr1nc1p wrote:For Rattati: I know earlier you mentioned a speed buff for minmitar scouts, and i was interested in knowing whether or not this would actually happen.
Thanks! With no ewar bonuses, MinScout speed advantage needs to be more significant than it is currently. What the hell... Might as well make MinLogi and MinMando faster while you're at it...
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
346
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Posted - 2014.07.15 04:53:00 -
[18] - Quote
John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.) One sidearm = one equipment... Done. Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done. Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done. Not sure what all the hassle is. Git 'er dun! PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled. PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled. PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.) Sounds good to me, with the exception of the underlined sections. Here's why, in reverse order: 1) Amarr suits should have more low slots than high, so 3/5. 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away. 3) You've oversimplified the maths on the anti-killer bee part: - Requiring all the equip slots to be filled sounds good but is less effective than you think; compact hives are great for slayers and use minimal fitting resources. That said, I've pushed the idea for close to a year now, so I don't disagree with it, just realize that the true impact will be fairly small. - Dropping the CPU/PG by 10% and increase the fitting bonus by 10% is actually a big time nerf. Not all the CPU/PG of the suit is used up by equipment, so the math is never this easy: To repeat an example I've used a few times, picture a suit with 300 CPU. Typically 200 would be used for modules/weapon, and 100 probably for equipment (this information is based on the low-equipment Amarr logi and basically comes from my arse; it may not be completely accurate but gets the point across). If you were to drop the suit CPU by 10% and increase the fit bonus by 10%, you lose 30 CPU total but only save 10 CPU from the new bonus.It becomes complicated in that, since not all the suits have the same amount of equipment slots, you can't easily determine what the best combination of fitting power reduction and fitting bonus increase would be (this is basically why CCP wants to equalize the slot counts and take away the Amarr sidearm, to make this kind of balance proposition easier). What you need to do is make a large sample of multiple fittings from each race, and determine the ratio of CPU/PG total vs that devoted to equipment. Averaging that ratio you can then say, well, if we are going to decrease the total by 10%, we need to increase the fitting bonus by x, which, using my above example, would be 30% since the ratio is 3:1. Hopefully they would choose to overshoot the bonus. Okay...
1) Amarr gets 3/5 plus 3 equip plus sidearm. Sold!
2) Gallente are alpha-armour tankers with lots of lows to fit repair mods... They don't need inherent repair. Add bonus to repair mods if needed.
3) Maths... Reduce total CPU/PG 10% and increase equipment bonus by 30% (or 25%, whatever works).
All fixed. I don't see why this stuff is so difficult for folks...
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
351
|
Posted - 2014.07.17 01:35:00 -
[19] - Quote
CCP Rattati wrote:The-Errorist wrote:Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same) take a look at the slot layout thread - stickied Links or it didn't happen.
Duct tape 2.0 ... Have WD-40; will travel.
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