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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 22:09:00 -
[121] - Quote
Isa Lucifer wrote:CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being. I love you man. You saw the video about Halo 5, the multiplayer and jetpack. I fudging love you. BTW. I was playing yesterday with my fellow PCLAS mercs and I was shooting at this guy and he jumped 5 FEET IN THE AIR! I yelled on coms "What the ****!. lol. And then he killed me with a flaylock pistol. An interesting idea would be to consume a large amount of stamina for a big jump like that. Maybe a good idea (at least for me) Only 5 feet? My min scout jumps at least twice that when I fit three basics, and most people who stack them appear to jump significantly higher than that.
Jack-of-most-trades, master of one.
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anaboop
The Phoenix Federation Dark Taboo
160
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Posted - 2015.03.17 22:24:00 -
[122] - Quote
Ive got nothing wrong with the jump height or anything, its what the jump height allows u to do at the same time.
Jumping and
Shooting tossing nades and REs double jumping like some jack rabbit cloaking
Having some maggot constantly jumping shooting MD bullets over a wall or something is nonsense.
I read someone suggesting a module like cloak that temp boosts. Sounds much better (add a decreased fall damage, but if player changes weapons mid flight gravity takes overand pulls u down causing increases fall damage)
Fully sick Anaboop trading card
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Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 22:39:00 -
[123] - Quote
WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. If I ambush a tank properly, it will be running for cover in a hurry, one PLC shot and three AV 'nades was enough for me to bring one HAV to a sliver of armor. I was too excited at the moment to notice what kind of HAV it was.
I think it was a Caldari SHAV... but I'm not sure.
Jack-of-most-trades, master of one.
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Jebus McKing
Nos Nothi
1756
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Posted - 2015.03.17 22:43:00 -
[124] - Quote
CCP Rattati wrote:3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened ETA?
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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LudiKure ninda
Dead Man's Game RUST415
254
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Posted - 2015.03.18 10:46:00 -
[125] - Quote
soon...
( -í° -£-û -í°)
Send your isk here!
Fully maxed tank pilot.
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Jebus McKing
Nos Nothi
1757
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Posted - 2015.03.18 11:50:00 -
[126] - Quote
Guess we'll have to wait until after Fanfest.
Well, at least we'll find out what they have planned for the furture of Dust at the Fanfest Dust keynote.
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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Tesfa Alem
Death by Disassociation
951
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Posted - 2015.03.18 12:42:00 -
[127] - Quote
Jebus McKing wrote:Guess we'll have to wait until after Fanfest.
Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote.
This is disapointingly bad, unless CCP is flying the entire shanghai team to fanfest.
I don't like the idea of one member of a business going on a trip and everything grinds to a halt while that one dude is away.
Redline for Thee, but no Redline for Me.
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Zaria Min Deir
0uter.Heaven Back and Forth
1240
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Posted - 2015.03.18 14:25:00 -
[128] - Quote
Jebus McKing wrote:Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote. ...lol?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Jebus McKing
Nos Nothi
1759
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Posted - 2015.03.18 14:33:00 -
[129] - Quote
Zaria Min Deir wrote:Jebus McKing wrote:Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote. ...lol?
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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Velvet Overkill
SI6MA Learning Alliance
146
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Posted - 2015.03.18 23:53:00 -
[130] - Quote
Double stacking armor hardeners are a thing now for armor tanks. If you increase the PG/CPU cost of ADV and PRO armor hardeners, increase the fitting capacity of armor LAVs, and dropships.
Using this account until The-Errorist is unbanned on April 10th.
AV vs Dropship
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SEPPUKU SAMURAI
KAPPA.514 Imperium Eden
0
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Posted - 2015.03.19 03:14:00 -
[131] - Quote
I think fortified hardner can simultaneously activation is generate unfair game.
I'm suggestion,
pâ+Lay down can activation hardber pâ+Vehicle and dropship cheaper to keep balance
I'm not hope gambling...Mu is marvelouspÇÇsystem, but not infair Tanker team ballance.
I love command suits!
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Archduke Ferd1nand
Nos Nothi
262
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Posted - 2015.03.19 03:45:00 -
[132] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down. Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi. Which is balanced by the fact that you'll also 4 shot yourself by jumping in place...
BRB, looking for socks
Asslut Rifles OP, anal now
I shit shotgun shells and piss Remote Explosives
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matthew swager
THE MASSIVE DYNAMIC
8
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Posted - 2015.03.21 16:44:00 -
[133] - Quote
how about fixind shield hav getting cut through like a hot knife through butter
I KILL YOU!!!!!!!!
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LudiKure ninda
Dead Man's Game RUST415
258
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Posted - 2015.03.22 18:44:00 -
[134] - Quote
matthew swager wrote:how about fixind shield hav getting cut through like a hot knife through butter
3 x Complex Hardners, 2x Complex Heavy Extender and Ion Cannon
PS: you need max skills 4 that fit
( -í° -£-û -í°)
Send your isk here!
Fully maxed tank pilot.
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XxBlazikenxX
Y.A.M.A.H
582
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Posted - 2015.03.22 19:39:00 -
[135] - Quote
SEPPUKU SAMURAI wrote:I think fortified hardner can simultaneously activation is generate unfair game.
I'm suggestion,
pâ+Lay down can activation hardber pâ+Vehicle and dropship cheaper to keep balance
I'm not hope gambling...Mu is marvelouspÇÇsystem, but not infair Tanker team ballance. So true, either there is 5 tanks on my team, 5 tanks on the enemy team, or no tanks at all.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2777
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Posted - 2015.03.23 05:29:00 -
[136] - Quote
Any word on when this fix will be deployed? I want my small blasters SO BADLY!!!
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1465
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Posted - 2015.03.23 12:46:00 -
[137] - Quote
how long to wait? irritation - too weak word to describe the feeling of what is happening.
Please support fair play!
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Vesta Opalus
T.H.I.R.D R.O.C.K
537
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Posted - 2015.03.23 17:04:00 -
[138] - Quote
Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2780
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Posted - 2015.03.23 17:06:00 -
[139] - Quote
Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K
537
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Posted - 2015.03.23 18:17:00 -
[140] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"?
With a basic madruger with 2 basic reps, 2 enhanced armor hardeners, I can tank minmitar commando x2 damage mods wyikomi swarms until the hardeners run out, I have survived quite a few attacking blaster tanks by literally ignoring them and just going about my business until the hardeners are down. Plasma cannons are a joke as usual, forge guns are similar to swarms but I have not bothered standing around in front of one to test how resilient my fit is yet, even AV grenades cant really do anything unless I sit there and let them kill me.
I am not sure about the performance of this fit vs. missile or railgun tanks, but I have seen enemy Gv.0 tanks take rediculous amounts of damage from my blaster tank + a friendly proto missile tank and have plenty of opportunity to walk away from it (they didnt and they eventually died, but thats their fault, not the fit's), so Im pretty sure missiles wouldnt be able to take it out solo.
Im virtually invincible to anything less than 3+ people firing prototype weaponry at me as long as my hardeners are up, and once they are nearing being down I can retreat to redline and wait. Effectively I am invincible in this tank, and its just standard. I cant even imagine how good prototype madrugers are.
This tank is far more overpowered than last patches' gunnlogi, and that was already too powerful for the AV it was competing against. The madruger right now is so strong its completely overshadowing the gunnlogi to the point where I cant even tell if the gunnlogi was buffed or nerfed this patch because its just stupid to use it (which is similar to the situation the madruger was in pre-echo).
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KalOfTheRathi
Nec Tributis
1448
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Posted - 2015.03.24 09:01:00 -
[141] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"? My smoking tank hulls are a direct counter to those claims.
First, don't the QQ crowd here remember getting all those +75 WP for simply damaging a tank? Didn't used to get that. And tanks were much tougher back them (pre Uprising 1.7). I never get points for damaging a heavy that gets repaired. Why not?
I have lost fewer tanks now that I have adjusted. With the module time on maxed and the cool down time maxed you don't have to do most of what they think is happening. I simply switch between two hardeners. But, I do not stay around long if I expect to live. I have to get enough distance to allow the module I used first to be usable again.
Tanks are working like CCP designed this version of their tanks to be played. So we delay putting on our modules, come forward, engage while activating modules (and pray that the modules actually activate), while trying to shoot through the fog of invisible AV trails all while praying that our gun will fire (or not jam, or reloads this time, or doesn't empty the clip by itself, or overheats on its own and actually causes damage this time).
Then we take a quick run and hope that the swarms aren't going to follow us much past 360 degrees. Or some jumper isn't going to toss AV nades, REs or use their plasma cannon from 20m up before we can break free.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1449
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Posted - 2015.03.24 09:41:00 -
[142] - Quote
WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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Spkr4theDead
Red Star.
3125
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Posted - 2015.03.25 03:40:00 -
[143] - Quote
DarthJT5 wrote:Do you ever sleep? If vikings aren't pillaging, they're in Valhalla.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
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Posted - 2015.03.25 03:42:00 -
[144] - Quote
CCP Rattati wrote:
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
Yes
4)LAV fitting space bigger increase
I have no idea what you mean by this.
5)Remove small turrets from SHAVS
Absolutely - Marduk might become my go-to railgun fit.
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
Will any of this affect the PRO BPO logis?
7)small blaster dispersion reduction
Yes, yes, yes, yes, and more yes. I was admittedly baffled when I saw that the small blaster circle was as wide as the Incubus. This might actually make a small blaster viable on a tank and ADS. As it is now, realistically, they're absolutely terrible.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
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Posted - 2015.03.25 03:46:00 -
[145] - Quote
Crimson ShieId wrote:Please don't touch the max number that we can fit, Rattati. I've been running four of these on a Minmatar Assault for months and it's currently the only gameplay style I really enjoy. Doing this would tone back the jump, but weaken a low HP melee suit further. Perhaps prevent the merc from firing when jumping, just about anything besides cutting back on the total number. Could we at least give this some time and see how things work out? Most people will probably be running three anyways at most, with only the dedicated melee users using more. Please, Rattati, don't take my melee action. I might actually have to start shooting my gun again. So he shouldn't touch it for the sake of ruining one person's extremely niche playstyle?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
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Posted - 2015.03.25 03:50:00 -
[146] - Quote
duster 35000 wrote:True Adamance wrote: Of JoyI'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening. Why were you using a proto tank in pubs? Best combo of survivability and damage output.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
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Posted - 2015.03.25 04:03:00 -
[147] - Quote
KalOfTheRathi wrote:WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks? First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition. You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect. Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it? You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you. BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules. I agree with and support this post 10000000000000000000%.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7715
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Posted - 2015.03.25 14:13:00 -
[148] - Quote
I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
Because that was purely to address the fact that AV players generally get squat for WP without it. it was put in to encourage people to feel like it was worth playing, not as a consolation prize for failing to kill the target.
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
We will, of course, ignore the activation delay of human reflexes,"first strike" privilege enjoyed by the AV infantryman nine times out of ten... Yeah no, activation delay doesn't need to be added to. that's a lazy cop out that basically says "sure, you can be a tank, after I'm done killing you." Bad idea in entire, I agree fully with Kal here.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
You have no conception of how much I would laugh my ass off at this. especially the way the wheel is a pain in the ass to actually get the correct module. Random muscle twitch or misjudgement and "You have attempted to activate: Shield hardener. What you are getting is: Fuel Injection.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
I have a hard time arguing with this statement. Of course whenever I see five tanks on the field I start foaming at the mouth and mindlessly grabbing for the forge gun. It's only a problem when no one will take the time to hit a supply depot and get the right gear, or do what I do, shoot the tank to get it's attention and then stand there like a doofus while he kills me so I can more rapidly deploy a forge gun to a position of my choosing.
Disclaimer: if the tanker is usingan unmodded blaster it's faster to run wherever you need to go. even if it's on the other side of the map.
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
Risk aversion is for sissies. Embrace death and watch your wallet burn.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
hilariously enough did you know that the forge gun and railgun misfire in the exact same manner? Often several times? It's utterly hilarious. when you're the guy that was just spared the killshot.
But on a more serious note to the guy KAL was responding to:
There is a simple fix to this simple problem. And crying for nerfs isn't the simple fix. It's just dumb. We'll see if the simple fix is implemented.
AV
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Vesta Opalus
T.H.I.R.D R.O.C.K
557
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Posted - 2015.03.25 17:17:00 -
[149] - Quote
CCP Rattati wrote: 7)small blaster dispersion reduction
Check out this fix idea for small blasters being useless: thread
Basically add a small aoe burst to small blaster turrets to make them usable on dropships. Mite b cool |
The dark cloud
Negative-Feedback.
4197
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Posted - 2015.03.26 00:38:00 -
[150] - Quote
Vesta Opalus wrote:CCP Rattati wrote: 7)small blaster dispersion reduction
Check out this fix idea for small blasters being useless: threadBasically add a small aoe burst to small blaster turrets to make them usable on dropships. Mite b cool the small blaster is currently useless cause CCP messed up introducing the inversed dispersion. And no to splash damage on a fully auto turret.
I make the scrubs scream and the vets cry.
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