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Derpty Derp
Dead Man's Game
659
|
Posted - 2015.01.24 20:07:00 -
[31] - Quote
Use a shotgun?
As a Gal Commando I'm quite happy with my Tac-AR + Breach shotgun combo. If you want to chuff about with the assualt rifles, just leave the Tac alone please. |
Jack the Rlpper
MONSTER SYNERGY
36
|
Posted - 2015.01.28 04:35:00 -
[32] - Quote
I suggest make the ar a armor based weapon and the cr a shield one make the scr unuasble in cqc like the rr and the ascr amazing in cqc like the arr for the most par so that there will be 2 of each type 1 for distance 1 for uplclose same ar armur a cqc armor beast and a long distance armor beast |
Aeon Amadi
Chimera Core
8030
|
Posted - 2015.01.28 06:26:00 -
[33] - Quote
Lot of dumb in this thread. I'm here to remedy that.
The issue with the Gallente is that there isn't anything they can do that someone else can't do better, with the exception of the Gallente Scout in terms of EWAR.
Gallente Assault and Gallente Logistics legitimately have no role. - Gallente Logi has a bonus to active scanners which now work on a team basis but they don't get WP for it and the niche scanner (Focused) used to hunt down Scouts is incredibly difficult to use and won't even work on all Scouts. Scanners are also on par with some passive scans now. Thereby, it's role bonus is somewhat wasted as it's overall use as a Logi isn't as powerful as that of other Logis which give much more WP as a circumstance.
- Gallente Assault is asking for too many things for it's role to be useful. It needs high enough HP to survive the initial encounter, high enough regen to survive the outcome of said encounter, fast enough speed to get within range of it's intended weaponry, etc. Cross this with the fact that it's only viable high slot options are Damage Mods or EWAR (unless you're brick tanking) and it doesn't help the Assault get within range of it's weaponry.
To put it simply, there's nothing that the Gal Assault can do that someone else can't do better: > Speed: Minmatar Assault / Any Scout > EHP: Sentinels / Amarr Assault > Regen: Any shield user > DPS: Sentinels / Commandos / some Scouts > Range: Anything other Assault > Stamina: Any Minmatar/ Scout
The Gal Assault's role bonus is centralized around reduced fitting costs, which isn't as pertinent as it doesn't have the slots necessary to make use of that bonus. Utility modules are designed to be in the low slots almost by default, which just so happens to be used up by both HP, Regen, and Speed modules.
Then you have the DPS and TTK ratios of the weaponry intended, which I've marked (in seconds) against a 1000 EHP target: http://i.imgur.com/5hBCck7.png
As you can see, the variation between the weapons is minute at best. To put it simply, having an additional Gëñ30m isn't as prominent as shaving off 0.24s of time off your total TTK if your EHP isn't high enough to survive contending weaponry within those ranges where your own weaponry will not be as viable, or high-alpha weaponry that is better within your own ranges.
This isn't even mentioning the fact that the Gallente Assault's weaponry bonus applies to dispersion, which is both subject to the user's preference and the fact we already have a skill for the only weapon it works on (Assault Rifle Sharpshooter). This bonus is worthless on Plasma Cannons and Shotguns and the Ion Pistol is pretty kittened off in it's own right.
There are a -LOT- of problems with the Gallente Assault and there is no easy fix for making it "the king of CQC" when it's role is designed around mediocrity in several fields but not being the best at anything.
Sequal's Back wrote:AR isn't a finisher, but it does a great job taking out anybody's shield in CQC, and when you use a SMG/flaylock as a sidearm, it ROCKS!
Again, you would be better off using the Minmatar Assault in that case because you'd still have the weapon fitting reduction but you'd also have an increase in ammunition toward your SMG as well as faster speeds, better regen, better slot layouts, etc.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Imp Smash
Molon Labe. General Tso's Alliance
585
|
Posted - 2015.01.28 06:44:00 -
[34] - Quote
It's play style. The gal assault is good if you play to its strengths (not the ones you want it to have.) |
Jack the Rlpper
MONSTER SYNERGY
36
|
Posted - 2015.01.28 07:20:00 -
[35] - Quote
Aeon Amadi wrote:Lot of dumb in this thread. I'm here to remedy that. The issue with the Gallente is that there isn't anything they can do that someone else can't do better, with the exception of the Gallente Scout in terms of EWAR. Gallente Assault and Gallente Logistics legitimately have no role. - Gallente Logi has a bonus to active scanners which now work on a team basis but they don't get WP for it and the niche scanner (Focused) used to hunt down Scouts is incredibly difficult to use and won't even work on all Scouts. Scanners are also on par with some passive scans now. Thereby, it's role bonus is somewhat wasted as it's overall use as a Logi isn't as powerful as that of other Logis which give much more WP as a circumstance. - Gallente Assault is asking for too many things for it's role to be useful. It needs high enough HP to survive the initial encounter, high enough regen to survive the outcome of said encounter, fast enough speed to get within range of it's intended weaponry, etc. Cross this with the fact that it's only viable high slot options are Damage Mods or EWAR (unless you're brick tanking) and it doesn't help the Assault get within range of it's weaponry. To put it simply, there's nothing that the Gal Assault can do that someone else can't do better: > Speed: Minmatar Assault / Any Scout > EHP: Sentinels / Amarr Assault > Regen: Any shield user > DPS: Sentinels / Commandos / some Scouts > Range: Anything other Assault > Stamina: Any Minmatar/ Scout The Gal Assault's role bonus is centralized around reduced fitting costs, which isn't as pertinent as it doesn't have the slots necessary to make use of that bonus. Utility modules are designed to be in the low slots almost by default, which just so happens to be used up by both HP, Regen, and Speed modules. Then you have the DPS and TTK ratios of the weaponry intended, which I've marked (in seconds) against a 1000 EHP target: http://i.imgur.com/5hBCck7.pngAs you can see, the variation between the weapons is minute at best. To put it simply, having an additional Gëñ30m isn't as prominent as shaving off 0.24s of time off your total TTK if your EHP isn't high enough to survive contending weaponry within those ranges where your own weaponry will not be as viable, or high-alpha weaponry that is better within your own ranges. This isn't even mentioning the fact that the Gallente Assault's weaponry bonus applies to dispersion, which is both subject to the user's preference and the fact we already have a skill for the only weapon it works on (Assault Rifle Sharpshooter). This bonus is worthless on Plasma Cannons and Shotguns and the Ion Pistol is pretty kittened off in it's own right. There are a -LOT- of problems with the Gallente Assault and there is no easy fix for making it "the king of CQC" when it's role is designed around mediocrity in several fields but not being the best at anything. Sequal's Back wrote:AR isn't a finisher, but it does a great job taking out anybody's shield in CQC, and when you use a SMG/flaylock as a sidearm, it ROCKS! Again, you would be better off using the Minmatar Assault in that case because you'd still have the weapon fitting reduction but you'd also have an increase in ammunition toward your SMG as well as faster speeds, better regen, better slot layouts, etc.
So basically dont waste my money skilling gallente and that I should go min assault minmando
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Aeon Amadi
Chimera Core
8036
|
Posted - 2015.01.28 07:28:00 -
[36] - Quote
Imp Smash wrote:It's play style. The gal assault is good if you play to its strengths (not the ones you want it to have.)
Which are... What, exactly..?
Do you have Gal Assault 5? Do you know how it performs compared to everything else..?
Jack the Rlpper wrote:
So basically dont waste my money skilling gallente and that I should go min assault minmando
Basically. I did and haven't regretted that decision at all. Performs -way- better than the Gal Assault once you get used to the idea of hit and run.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Jack the Rlpper
MONSTER SYNERGY
36
|
Posted - 2015.01.28 07:32:00 -
[37] - Quote
Aeon Amadi wrote:Imp Smash wrote:It's play style. The gal assault is good if you play to its strengths (not the ones you want it to have.) Which are... What, exactly..? Do you have Gal Assault 5? Do you know how it performs compared to everything else..? Jack the Rlpper wrote:
So basically dont waste my money skilling gallente and that I should go min assault minmando
Basically. I did and haven't regretted that decision at all. Performs -way- better than the Gal Assault once you get used to the idea of hit and run.
Damn I really started to love the balacs and krins ars damnit damnit damnit looks like im screwed my problem with min was i cant seem to stick to hit and run i always tend to try and stand and deliver
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Aeon Amadi
Chimera Core
8036
|
Posted - 2015.01.28 07:42:00 -
[38] - Quote
Jack the Rlpper wrote:Aeon Amadi wrote:Imp Smash wrote:It's play style. The gal assault is good if you play to its strengths (not the ones you want it to have.) Which are... What, exactly..? Do you have Gal Assault 5? Do you know how it performs compared to everything else..? Jack the Rlpper wrote:
So basically dont waste my money skilling gallente and that I should go min assault minmando
Basically. I did and haven't regretted that decision at all. Performs -way- better than the Gal Assault once you get used to the idea of hit and run. Damn I really started to love the balacs and krins ars damnit damnit damnit looks like im screwed my problem with min was i cant seem to stick to hit and run i always tend to try and stand and deliver
Probably want to go Amarr Assault for that then, maybe even Caldari Assault. I know a lot of players still use the AR on other assaults and utilize their bonuses to different degrees. Minmatar Assault, for instance, you can use an SMG and get more rounds for it, switch between the AR and it for different targets (AR for shields, SMG for armor). Caldari Assault you can use a Bolt Pistol for high Alpha strikes, Magsec SMG for.. Well. Obviousness.
Amarr Assault you're definitely going to want to use a laser weapon with though otherwise you're sacrificing it's bonus.
HOWEVER... If you can handle the speed/fitting differences, the Gallente Commando is a half decent contender if you want to stand and deliver. Albeit, if you're going that route, you might as well go MinMando for the speed/regen and bonus to Swarms/Combat Rifles.
Up to you really, but I don't see any point in using a Gallente Assault, honestly. I say that as someone who's used the damned thing since Uprising 1.0.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Jack the Rlpper
MONSTER SYNERGY
36
|
Posted - 2015.01.28 07:49:00 -
[39] - Quote
Aeon Amadi wrote:Jack the Rlpper wrote:Aeon Amadi wrote:Imp Smash wrote:It's play style. The gal assault is good if you play to its strengths (not the ones you want it to have.) Which are... What, exactly..? Do you have Gal Assault 5? Do you know how it performs compared to everything else..? Jack the Rlpper wrote:
So basically dont waste my money skilling gallente and that I should go min assault minmando
Basically. I did and haven't regretted that decision at all. Performs -way- better than the Gal Assault once you get used to the idea of hit and run. Damn I really started to love the balacs and krins ars damnit damnit damnit looks like im screwed my problem with min was i cant seem to stick to hit and run i always tend to try and stand and deliver Probably want to go Amarr Assault for that then, maybe even Caldari Assault. I know a lot of players still use the AR on other assaults and utilize their bonuses to different degrees. Minmatar Assault, for instance, you can use an SMG and get more rounds for it, switch between the AR and it for different targets (AR for shields, SMG for armor). Caldari Assault you can use a Bolt Pistol for high Alpha strikes, Magsec SMG for.. Well. Obviousness. Amarr Assault you're definitely going to want to use a laser weapon with though otherwise you're sacrificing it's bonus. HOWEVER... If you can handle the speed/fitting differences, the Gallente Commando is a half decent contender if you want to stand and deliver. Albeit, if you're going that route, you might as well go MinMando for the speed/regen and bonus to Swarms/Combat Rifles. Up to you really, but I don't see any point in using a Gallente Assault, honestly. I say that as someone who's used the damned thing since Uprising 1.0.
I hate swarms I will use a forge gun before them and I fell massdriver isnt my thing so minmando isnt to good for me I planned to get gal assault galmando amarr sentinel min logi maxed forge guns maxed hmgs maxed ars maxed smgs nades core skills in my respec the assault i will only use when my squad isnt working together like it should or im solo other wise mainly galmando sentinel or doing av or logi basically hows that sound tho? |
Aeon Amadi
Chimera Core
8037
|
Posted - 2015.01.28 08:03:00 -
[40] - Quote
Jack the Rlpper wrote:
I hate swarms I will use a forge gun before them and I fell massdriver isnt my thing so minmando isnt to good for me I planned to get gal assault galmando amarr sentinel min logi maxed forge guns maxed hmgs maxed ars maxed smgs nades core skills in my respec the assault i will only use when my squad isnt working together like it should or im solo other wise mainly galmando sentinel or doing av or logi basically hows that sound tho?
Depends on your playstyle, really. The hardest thing any Dust player can do is admit that they're not good at something they want to be good at, I had that problem for a long time.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Jack the Rlpper
MONSTER SYNERGY
36
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Posted - 2015.01.28 08:04:00 -
[41] - Quote
Aeon Amadi wrote:Jack the Rlpper wrote:
I hate swarms I will use a forge gun before them and I fell massdriver isnt my thing so minmando isnt to good for me I planned to get gal assault galmando amarr sentinel min logi maxed forge guns maxed hmgs maxed ars maxed smgs nades core skills in my respec the assault i will only use when my squad isnt working together like it should or im solo other wise mainly galmando sentinel or doing av or logi basically hows that sound tho?
Depends on your playstyle, really. The hardest thing any Dust player can do is admit that they're not good at something they want to be good at, I had that problem for a long time.
im not good with forge guns and never have been so now i wanna become good with them and my bass playstyle in anygame is stand and deliver so im not to good with weaker ehp suits honestly |
Kierkegaard Soren
Eridani Light Horse Striker
663
|
Posted - 2015.01.28 08:22:00 -
[42] - Quote
The thing I find most problematic with the AR in CQC is that whilst it has an absolute ton of potential damage in its magazine it just doesn't throw it out fast enough. If you think that, in CQC scenarios, it's competing against shotguns, HMGs and combat rifles, then it's current RoF is a real disadvantage. I perform much better when using a standard ACR with a paultry 2 points invested in Operation compared to when I'm using my maxed-out AR, and I'm convinced the difference is in how many shots each can put down range.
Buff the ROF to 950rpm. That's quite the increase, I know, but again: it has to deal with mini guns, mini-mini guns (ACR) and the Alpha King shotgun. Seems reasonable to me.
Dedicated Commando. CEO of Eridani Light Horse Strikers.
"He who can destroy a thing, controls a thing."
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Aeon Amadi
Chimera Core
8037
|
Posted - 2015.01.28 08:28:00 -
[43] - Quote
Kierkegaard Soren wrote:The thing I find most problematic with the AR in CQC is that whilst it has an absolute ton of potential damage in its magazine it just doesn't throw it out fast enough. If you think that, in CQC scenarios, it's competing against shotguns, HMGs and combat rifles, then it's current RoF is a real disadvantage. I perform much better when using a standard ACR with a paultry 2 points invested in Operation compared to when I'm using my maxed-out AR, and I'm convinced the difference is in how many shots each can put down range.
Buff the ROF to 950rpm. That's quite the increase, I know, but again: it has to deal with mini guns, mini-mini guns (ACR) and the Alpha King shotgun. Seems reasonable to me.
There's a part of me that wishes the Assault Rifle acted more akin to a blaster in terms of lore and actually spit the plasma out in gobs rather than 'rounds'. Like, a 30/40m optimal range shotgun, if that makes any sense.
If each round did 40 damage times 3 'pieces' of the 'gob', it'd be a force to be reckoned with.
But I'm just off in imagination land, so ignore me.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Kierkegaard Soren
Eridani Light Horse Striker
663
|
Posted - 2015.01.28 08:33:00 -
[44] - Quote
Absolutely. Lore-wise, the breach is the most accurate blaster type; medium RoF, high damage, high accuracy. Only the range is off. If ARs functioned like fully automatic plasma shotguns they'd be impressive. Oh well.
Dedicated Commando. CEO of Eridani Light Horse Strikers.
"He who can destroy a thing, controls a thing."
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Jack McReady
DUST University Ivy League
1956
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Posted - 2015.01.28 09:06:00 -
[45] - Quote
Cat Merc wrote:It's not the weapon, it's the suit. CQC DEMANDS speed and stamina, and yet we have the same speed and stamina as the Cal Assault.
How it's supposed to be: Minmatar > Gallente > Caldari > Amarr
How it actually is: Speed: Minmatar > Gallente = Caldari > Amarr
Stamina: Minmatar > Amarr > Gallente = Caldari
Combine that with the fact that we have the shortest range rifle, and so the Gallente Assault requires you to have at least one kin cat, otherwise you're better off just using any other assault weapon. It's not like the bonus is a big deal.
this, fix the gallente suits.
TAR works great, it has range and great dps. the other ARs all work better on minmatar assault with SMG as sidearm which pairs naturally together due to the damage profiles and having similar ranges on a fast suit. |
Grobda
Carbon 7 Iron Oxide.
3
|
Posted - 2015.01.28 09:07:00 -
[46] - Quote
I love my AR. Nice big clip, decent accuracy. Much better in CQC vs cal assaults/scouts than a combat rifle.
Yes it suffers in open ground and vs HMG heavies, there's a challenge there that can usually be overcome by use of terrain and gunplay.
As for the suit; Its downsides for me are countered by its improved survivability vs scrambler rilfes and shotguns.
Mobility-wise a proto suit can run 2 complex kincats and a complex cardiac and still have 800+ tank. At that point its faster, for longer, than a min assault with equivalent HP.
OFC run it with a flaylock or smg and youve got the perfect cqc finisher for the target you just stripped of shields, but i'm a lore ***** so use an ion pistol.
sure i'll take a buff, but not convinced it needs it.
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Bradric Banewolf
D3ATH CARD RUST415
692
|
Posted - 2015.01.28 18:21:00 -
[47] - Quote
Aeon Amadi wrote:Lot of dumb in this thread. I'm here to remedy that. The issue with the Gallente is that there isn't anything they can do that someone else can't do better, with the exception of the Gallente Scout in terms of EWAR. Gallente Assault and Gallente Logistics legitimately have no role. - Gallente Logi has a bonus to active scanners which now work on a team basis but they don't get WP for it and the niche scanner (Focused) used to hunt down Scouts is incredibly difficult to use and won't even work on all Scouts. Scanners are also on par with some passive scans now. Thereby, it's role bonus is somewhat wasted as it's overall use as a Logi isn't as powerful as that of other Logis which give much more WP as a circumstance. - Gallente Assault is asking for too many things for it's role to be useful. It needs high enough HP to survive the initial encounter, high enough regen to survive the outcome of said encounter, fast enough speed to get within range of it's intended weaponry, etc. Cross this with the fact that it's only viable high slot options are Damage Mods or EWAR (unless you're brick tanking) and it doesn't help the Assault get within range of it's weaponry. To put it simply, there's nothing that the Gal Assault can do that someone else can't do better: > Speed: Minmatar Assault / Any Scout > EHP: Sentinels / Amarr Assault > Regen: Any shield user > DPS: Sentinels / Commandos / some Scouts > Range: Anything other Assault > Stamina: Any Minmatar/ Scout The Gal Assault's role bonus is centralized around reduced fitting costs, which isn't as pertinent as it doesn't have the slots necessary to make use of that bonus. Utility modules are designed to be in the low slots almost by default, which just so happens to be used up by both HP, Regen, and Speed modules. Then you have the DPS and TTK ratios of the weaponry intended, which I've marked (in seconds) against a 1000 EHP target: http://i.imgur.com/5hBCck7.pngAs you can see, the variation between the weapons is minute at best. To put it simply, having an additional Gëñ30m isn't as prominent as shaving off 0.24s of time off your total TTK if your EHP isn't high enough to survive contending weaponry within those ranges where your own weaponry will not be as viable, or high-alpha weaponry that is better within your own ranges. This isn't even mentioning the fact that the Gallente Assault's weaponry bonus applies to dispersion, which is both subject to the user's preference and the fact we already have a skill for the only weapon it works on (Assault Rifle Sharpshooter). This bonus is worthless on Plasma Cannons and Shotguns and the Ion Pistol is pretty kittened off in it's own right. There are a -LOT- of problems with the Gallente Assault and there is no easy fix for making it "the king of CQC" when it's role is designed around mediocrity in several fields but not being the best at anything. Sequal's Back wrote:AR isn't a finisher, but it does a great job taking out anybody's shield in CQC, and when you use a SMG/flaylock as a sidearm, it ROCKS! Again, you would be better off using the Minmatar Assault in that case because you'd still have the weapon fitting reduction but you'd also have an increase in ammunition toward your SMG as well as faster speeds, better regen, better slot layouts, etc.
Aeon you put my issue into context here. This is the exact problem i have with the gallente assault and AR. You can get any other suit to do what you can do with the gal assault, but better. The gal assault was my first suit so I know how to use it. Currently that's with a rail rifle. Any proto gal assault users that you see in game currently run it this way. Using an AR on a gal assault is a bad idea.
Stand and deliver works better with armor weapons. The gal assault performs better with the assault rail.
"Anybody order chaos?"
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Leadfoot10
Molon Labe. General Tso's Alliance
3041
|
Posted - 2015.01.28 18:28:00 -
[48] - Quote
FWIW, and after extensive testing, I find myself going more and more to the ARR/BrScP over the AR/SMG combo when using the Gal Assault. |
DeadlyAztec11
Ostrakon Agency
7583
|
Posted - 2015.02.22 07:12:00 -
[49] - Quote
I think the issue with the AR and Gallente Assault isn't actually in the suit or the handling of the AR, but in the damage it applies in extreme CQC.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2400
|
Posted - 2015.02.22 09:23:00 -
[50] - Quote
The simple answer to this is. The AR isnts supposed to be the "king of cqc" many thing it should be. Just like the RR shouldn't be the "king of long range".
They are rifles. Mid range. Generalist. Jack of all trades, king of none...
If you want a designated cqc weapon, is a shotgun. If you want a designated ranged weapon, use a Laser or Sniper.
Home at Last <3
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Sequal's Back
Dead Man's Game RUST415
295
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Posted - 2015.02.22 12:38:00 -
[51] - Quote
How to put gallente in CQC? Just rush your opponent with a gallente suit, get close to him: you just put gallente in CQC.
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
312
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Posted - 2015.02.22 13:18:00 -
[52] - Quote
Cat Merc wrote:It's not the weapon, it's the suit. CQC DEMANDS speed and stamina, and yet we have the same speed and stamina as the Cal Assault.
How it's supposed to be: Minmatar > Gallente > Caldari > Amarr
How it actually is: Speed: Minmatar > Gallente = Caldari > Amarr
Stamina: Minmatar > Amarr > Gallente = Caldari
Combine that with the fact that we have the shortest range rifle, and so the Gallente Assault requires you to have at least one kin cat, otherwise you're better off just using any other assault weapon. It's not like the bonus is a big deal. I noticed ..i run kinkat on it too
Yet another slave of Mortedeamor
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KEROSIINI-TERO
The Rainbow Effect
1787
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Posted - 2015.02.22 13:30:00 -
[53] - Quote
Bradric Banewolf wrote:Curious to here the communities suggestions on this. Just giving the AR short range clearly isn't the answer?! So how do we make the AR a close quarter titan to compliment the gallente assault dropsuit?
What do you think can be some things we change about the rifle? As we have discussed CCP rattati has adjusted the rifle in 5 previous hotfixes with hopes of better performance.
Tossing a wild idea: How about if the (plasma) bullet trajectory would be non-conservative, like: - Trumpet-shaped (bullet stream very packed up to range of eg. 30m after which they scatter more. Don't know it that is codable) - Negative bullet drop which would mean bullet LIFT? If plasma stream would be light and hot, it could go up? That could be compensated with more punch
The answer
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Alena Ventrallis
Intara Direct Action Caldari State
2553
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Posted - 2015.02.22 13:56:00 -
[54] - Quote
The PR honestly needs more DPS. The whole DPS for range trade off is a sound concept, but one the reason the RR was considered OP is because the DPS difference between the AR and the RR was too small for the range tradeoff.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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