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XxWarlordxX97
Internal Error. Negative-Feedback
1550
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Posted - 2013.04.27 05:01:00 -
[121] - Quote
Jotun Hiem wrote:XxWarlordxX97 wrote:Exmaple Core wrote:hey warlord your a very respected and skilled heavy. whats your opinion I got a question will the AR and SMG have SS? I've heard that there is a shooting skill of some type staying in for those two weapons, but it's supposed to be spread reduction, not range. I'm personally speccing back into Logi during Uprising. As much as I love the Forge Gun, I felt like I was actually being an asset to my team when I was acting as combat medic. And the HMG just makes me rage endlessly. I'm sick of that thing.
Sweet, what is wrong with the HMG? |
Heathen Bastard
Kang Lo Directorate Gallente Federation
204
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Posted - 2013.04.27 05:03:00 -
[122] - Quote
XxWarlordxX97 wrote:Jotun Hiem wrote:XxWarlordxX97 wrote:Exmaple Core wrote:hey warlord your a very respected and skilled heavy. whats your opinion I got a question will the AR and SMG have SS? I've heard that there is a shooting skill of some type staying in for those two weapons, but it's supposed to be spread reduction, not range. I'm personally speccing back into Logi during Uprising. As much as I love the Forge Gun, I felt like I was actually being an asset to my team when I was acting as combat medic. And the HMG just makes me rage endlessly. I'm sick of that thing. Sweet, what is wrong with the HMG?
Too much fun to use maybe? Seriously, always having fun when I'm sprayin' the old bullet hose at some poor bastard. |
Rusty Shallows
Black Jackals
53
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Posted - 2013.04.27 05:04:00 -
[123] - Quote
Schalac 17 wrote:The + damage and + range skills were some of the biggest contributors to the breaking of this game. I am glad that they are going away and I will still play my heavy on CQB maps. Now they need to start work on damage mod stacking penalties and hit detection. Truly scary how rational and to the point Schalac is. +1 for using the military term Close Quarters Battle.
I'm just hoping next build we'll actually be seeing all (or at least more like optimum and fall off ranges) stats. It would be nice if people knew what they were getting for their investment. Being treated like mushrooms is tiring. My concern is SP-ing back into forge guns only to find out that the possible damage fall off is a nerf. Then stuck with over a half a mil wasted SP. |
Jotun Hiem
The Tritan Industries RISE of LEGION
539
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Posted - 2013.04.27 05:04:00 -
[124] - Quote
XxWarlordxX97 wrote:Jotun Hiem wrote: I've heard that there is a shooting skill of some type staying in for those two weapons, but it's supposed to be spread reduction, not range.
I'm personally speccing back into Logi during Uprising. As much as I love the Forge Gun, I felt like I was actually being an asset to my team when I was acting as combat medic.
And the HMG just makes me rage endlessly. I'm sick of that thing.
Sweet, what is wrong with the HMG? I point it at an enemy well within my effective range, and then all the bullets go around them. By the time the thing actually focuses and kills them, I'm at a third of my armor because they can actually aim at me.
And the thing isn't any good in close quarters if your enemy is competent because they know that if they don't want to get shot, all they have to do is walk to the left and then I can't turn fast enough. It's just frustrating. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2013.04.27 05:05:00 -
[125] - Quote
Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should? |
XxWarlordxX97
Internal Error. Negative-Feedback
1550
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Posted - 2013.04.27 05:07:00 -
[126] - Quote
Jotun Hiem wrote:XxWarlordxX97 wrote:Jotun Hiem wrote: I've heard that there is a shooting skill of some type staying in for those two weapons, but it's supposed to be spread reduction, not range.
I'm personally speccing back into Logi during Uprising. As much as I love the Forge Gun, I felt like I was actually being an asset to my team when I was acting as combat medic.
And the HMG just makes me rage endlessly. I'm sick of that thing.
Sweet, what is wrong with the HMG? I point it at an enemy well within my effective range, and then all the bullets go around them. By the time the thing actually focuses and kills them, I'm at a third of my armor because they can actually aim at me. And the thing isn't any good in close quarters if your enemy is competent because they know that if they don't want to get shot, all they have to do is walk to the left and then I can't turn fast enough. It's just frustrating.
the only think I have trouble with is the shotgun, what do you have on your suit? |
XxWarlordxX97
Internal Error. Negative-Feedback
1552
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Posted - 2013.04.27 05:09:00 -
[127] - Quote
Cosgar wrote:Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should?
What level is the HMG at? |
Jotun Hiem
The Tritan Industries RISE of LEGION
540
|
Posted - 2013.04.27 05:09:00 -
[128] - Quote
XxWarlordxX97 wrote:the only think I have trouble with is the shotgun, what do you have on your suit? I actually don't have a lot of trouble with the shotgun. If they kill me with that then it's usually my own fault.
I run damage mods and a repper.
I'd run plates and shield mods, but logi support is too spotty and I can't kill anything at any kind of speed without the damage mods. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2013.04.27 05:14:00 -
[129] - Quote
XxWarlordxX97 wrote:Cosgar wrote:Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should? What level is the HMG at? 4 |
Rusty Shallows
Black Jackals
53
|
Posted - 2013.04.27 05:17:00 -
[130] - Quote
DJINN leukoplast wrote:The only AV I see from heavies is when they are forge sniping infantry players, and there also happens to be a vehicle on the enemy team that the forge sniper will temporarily shift focus on (maybe). Heeeeeeeeeeeeey that's only partially true. I'm busy counter sniping with the assault forge because the blue-dot snipers are too busy with red dot infantry.
Besides it is pretty disheartening to firing a forge into a tank and only seeing it lose 1/8th health or worse getting out the harder hitting suit only to die to some AR totting red-dot infantry because the blueberries need WP and they don't necessarily get those helping kill a HAV. |
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XxWarlordxX97
Internal Error. Negative-Feedback
1551
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Posted - 2013.04.27 05:21:00 -
[131] - Quote
Jotun Hiem wrote:XxWarlordxX97 wrote:the only think I have trouble with is the shotgun, what do you have on your suit? I actually don't have a lot of trouble with the shotgun. If they kill me with that then it's usually my own fault. I run damage mods and a repper. I'd run plates and shield mods, but logi support is too spotty and I can't kill anything at any kind of speed without the damage mods.
Damage mods on a type two suit or b suit with two armor Reppers may work well,
I think more shields is but that is just me |
XxWarlordxX97
Internal Error. Negative-Feedback
1551
|
Posted - 2013.04.27 05:22:00 -
[132] - Quote
Cosgar wrote:XxWarlordxX97 wrote:Cosgar wrote:Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should? What level is the HMG at? 4 Ouch |
Jotun Hiem
The Tritan Industries RISE of LEGION
540
|
Posted - 2013.04.27 05:34:00 -
[133] - Quote
XxWarlordxX97 wrote:I think more shields is but that is just me I only run type-II.
I can't find a way to make the type-B worth it, ISK wise. |
XxWarlordxX97
Internal Error. Negative-Feedback
1551
|
Posted - 2013.04.27 05:37:00 -
[134] - Quote
Jotun Hiem wrote:XxWarlordxX97 wrote:I think more shields is but that is just me I only run type-II. I can't find a way to make the type-B worth it, ISK wise.
ya it is spendy |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2013.04.27 05:37:00 -
[135] - Quote
XxWarlordxX97 wrote:Cosgar wrote:XxWarlordxX97 wrote:Cosgar wrote:Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should? What level is the HMG at? 4 Ouch That's where it's always been, right? It's only a 1x multiplier skill anyway.
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Snagman 313
Carbon 7
42
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Posted - 2013.04.27 07:08:00 -
[136] - Quote
It's been a while since I last saw you all my Heavy brothers, but RL and work got in the way for the last month.
I see that there's still no love for the heavy coming anytime soon, so no change there.
But we have survived before and will do again even through the start of the Codex build (I can't remember exactly when it was that they first nerfed the HMG into a colourful water hose).
Admittedly I'll most likely be keeping my heavy loadout for my tankhunting duties but I will trail it for AI purposes as well, All we can hope for is that there will be a couple of new skills that might give us an edge that nobody noticed.
I'll be seeing you on the field lads,
Regards Snag |
Gemini Cuspid
Amarr Templars Amarr Empire
3
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Posted - 2013.04.27 07:56:00 -
[137] - Quote
How about we just wait for the update and then debate. It's also fully possible CCP might do an epic fail on bullets. In fairness anyone whose touched MAG early enough should already know how that affected the game.... I also won't put it past CCP to do a 180 if they feel they messed something up but they've been rather piecemeal with everything thus far and have avoided dramatic game changing events that just change all things in the game so far it feels. |
Ric Barlom
On The Brink CRONOS.
6
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Posted - 2013.04.27 08:49:00 -
[138] - Quote
Lance 2ballzStrong wrote:... So your other angle is to tell us sharpshooter is no longer in the game... and we should adapt... my gawd! With such knowledge, you must surely know the meaning of life! Please, tell us why we are here?!! l I'm sorry, I didn't know how else to reply to this. This whole "learn to adapt" and "learn to play your class / role" is not the point. Pretty sure the heavies that are concerned about this, have been playing their class for quite some time, so it's not a matter of learning to adapt, it's a matter of being concerned about what's going to happen to a class that's already been nerfed hard in the past, and is still cried about by the community. We're speculating and discussing. Saying that some heavies in here chose the wrong suit comes across as an insult tbh. I know some of these heavies, and know some are among the best in the game. So you're saying they chose the wrong class?
Hey Lance let me just put this out there before anything else man: I like you. You're a cool guy so let me clarify my stance on this issue in the beginning of this post and after that I'm gonna turn the tables on you just a little bit by going down a little deeper inside this problem with some Dust philosophy.
So about about the lack of skill to increase the range of weapons in Uprising. We all know that when that info hit the forums, guys, the heavy community reacted to these news with the sort of knee jerk reaction which, while understandable, is extremely uninformed at best and let me tell you exactly why. At this moment the sharpshooter skill combined with sharpshooter proficiency skill will increase your range by 40%. Now let's be exact here guys because it's the % symbol that's important here and we all know how percentages work. That knowledge combined with the fact that the BASE range of weapons like the AR and the laser is much greater than the base range of the HMG means that when it comes to concrete meters, we start to notice that it's the AR and laser that gain much more from the existance of the range increasing skills. You see where I'm going with this, right? Well guys, the fact of the matter is that the range of the HMG will in fact receive a relative boost next build.
Now I promised you guys some deeper thoughts on what I believe is going on here with this whole heavy suit debate but before that let me just lay one thing out there for those guys who don't know much about me. I've gone on record on this before and I'm gonna say it again: The slot configuration of the proto heavy is total horse crap! It needs to be changed! But here's the other thing guys: If you think for one second that heavies are going extinct just because of BS slot configuration guys, well I would say that's horse **** too! I know top notch heavy guys who have made it work this build and mark my words when I promise you that they're gonna make it work during the next build too!
What I personally believe is at work here is that we have a portion of the heavy community who have failed to grasp the concept of the heavy suit. Pure and simple. I'm talking about the limitations, opportunities, strenghts and weaknesses, the whole damn deal guys. So before you guys get all excited about turning dudes into hamburger meat with your big gun, realise that you won't be out maneuvering assaults or scout anytime soon. This is not Call Of Duty fellows. This is a thinking man's video game so go out there, be a student of the game and make your decisions accordingly. |
Jason Pearson
Seraphim Initiative. CRONOS.
875
|
Posted - 2013.04.27 09:13:00 -
[139] - Quote
I honestly don't see a problem.
Been chucking my SP everywhere, got a Heavy Type I suit and a MH-82, maxed out the skill to increase armor and done. So I have minimal skills based in Infantry, Weaponry is level 5 but no sharpshooter or extra damage on top of that, I don't fit Damage Mods, just shield extenders and a rep, resulting in over 1000eHP and I seem fine, what are you guys doing wrong?
Even at Range (50% efficiency) I kill what I need to kill, but I don't stand still in the open like a mug. and CQC? Any suit in CQC dies unless it's a better heavy or I'm wounded to begin with. Heavy is still gonna be a boss at CQC, and with the removal of range skills, it means if anything, ya'll get a bonus because they won't be able to hit you everywhere.
But, Heavy is a squad based class, especially with the HMG. People complain about not being able to keep up with their squad, did you every try having the Heavy as point? Let the heavy lead, have a logi in the back and two assaults taking up the heavies flank. That way, your assaults can handle ranged engagements and the heavy has a wide arc just to spray everywhere, not hit his squadmates and can stop anyone getting close to the front of the squad, all while the Logi sits behind in relative safety, repping, poppin ammo and reviving when necessary. |
Iron Wolf Saber
BetaMax. CRONOS.
3711
|
Posted - 2013.04.27 09:14:00 -
[140] - Quote
Cosgar wrote:Rynoceros wrote:If nobody else will have Sharpshooter, then wouldn't it be an even exchange in range distance? If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills. Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should?
New skill unlocks and reduces their fittings. |
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Oxskull Duncarino
Shadow Company HQ
185
|
Posted - 2013.04.27 09:32:00 -
[141] - Quote
Jotun Hiem wrote:XxWarlordxX97 wrote:Exmaple Core wrote:hey warlord your a very respected and skilled heavy. whats your opinion I got a question will the AR and SMG have SS? I've heard that there is a shooting skill of some type staying in for those two weapons, but it's supposed to be spread reduction, not range. I'm personally speccing back into Logi during Uprising. As much as I love the Forge Gun, I felt like I was actually being an asset to my team when I was acting as combat medic. And the HMG just makes me rage endlessly. I'm sick of that thing. In the 2nd podcast with CCP Proctorian, I can't remember his name exactly, it was said by him that assault rifle operations was getting changed. At present each level gives a 5% reduction in both spread and recoil. This is being changed to just recoil being reduced with operations, and sharpshooter being changed to just reducing spread.
There's been nowhere I've read that says the same for SMGs. There has been nowhere I've read that says there won't be a skill that can increase range. Just that sharpshooter is being changed to something that makes more sense for the skill name's connotations from real life. Who says that there isn't another skill or equipment or modification that'll increase range that CCP hasn't told us about that'll come in the near future if not in Uprising.
Extended barrels and magnum ammo for increased range but with reduced mobility for the former and higher recoil for the latter. Improved plasma chambers or or more capacitors for relevant weapons to give similar bonuses to magnum ammo. Plenty of options.
My main is a heavy and I'm in full agreement that CCP needs to give some love. People need to chill out though as we don't know what the exact details are for either Uprising or beyond. They've said in Fanfest that they know they heavy only has one racial suit option but they've the others coming soon. Haha, yes it's 'soon'. Anyway, I'm still having a lot of fun using the heavy class, with a sprinkle of others, and will keep doing so after the 6th of May. A big shout out to all the logibros that keep me on my feet, when I can find ye, lol. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
368
|
Posted - 2013.04.27 12:35:00 -
[142] - Quote
@Exmaple Core, aren't you the Exmaple that quit the game completely and totally while giving us a goodbye we will never see you again spiel?
Someone mentioned that in a post just a few days ago. I seem to recall it was about you being bored. Oh well, looks like you will be leaving again on May 7th, after never coming back that is. |
Howling Witch
Planetary Response Organization
5
|
Posted - 2013.04.28 23:19:00 -
[143] - Quote
The only problem that I am seeing wit the Heavy Machine Gun is this HEAVY MACHINE GUN OPERATON LEVEL 5 HEAVY WEAPON SHARPSHOOTER LEVEL 5 HEAVY MACHINE GUN PROFICIENCY LEVEL 5
Targets are still standing. All you see are these blue flairs and sounds like broken glass. Does not even do a dent of damage to theirs shields and armor. When you have HEAVY WEAPON CAPACITY at LEVEL 2 and you have use half of your ammo on one person, their is really something wrong here. Does not matter what you use what prototype you use. Boundless Heavy Machine gun for all around action. Freedom assault Heavy machine gun. to shoot far targets Six kin Burst Heavy machine gun for those shorts burst that should kill a person, yet does not. I can go on about the Advanced Machine guns like the MH-82 and the standard Heavy Machine gun too. Why waist time and skill points on items that are not working properly. |
Garrett Blacknova
Codex Troopers
2638
|
Posted - 2013.04.28 23:45:00 -
[144] - Quote
Howling Witch wrote:The only problem that I am seeing wit the Heavy Machine Gun is this HEAVY MACHINE GUN OPERATON LEVEL 5 HEAVY WEAPON SHARPSHOOTER LEVEL 5 HEAVY MACHINE GUN PROFICIENCY LEVEL 5
Targets are still standing. All you see are these blue flairs and sounds like broken glass. Does not even do a dent of damage to theirs shields and armor. When you have HEAVY WEAPON CAPACITY at LEVEL 2 and you have use half of your ammo on one person, their is really something wrong here. Does not matter what you use what prototype you use. Boundless Heavy Machine gun for all around action. Freedom assault Heavy machine gun. to shoot far targets Six kin Burst Heavy machine gun for those shorts burst that should kill a person, yet does not. I can go on about the Advanced Machine guns like the MH-82 and the standard Heavy Machine gun too. Why waist time and skill points on items that are not working properly. I've had times where I've caught a glimpse of a Heavy, and that's all I get before I die.
MH-82, even just the Standard HMG can rip a non-Heavy apart before they have time to react in some situations.
Then I've had times where I go up against 2 Heavies in a row with a Logi, and I kill both with my SMG and keep going.
Part of the problem is the lack of understanding players have about how server-side hit detection works, and part of it is the fact that hit detection is still a bit wonky at times. |
Deluxe Edition
TeamPlayers EoN.
117
|
Posted - 2013.04.29 00:10:00 -
[145] - Quote
Exmaple Core wrote:Sota Pop and i were discussing the changes to the skills next build and looked down at it for our belovid heavy class. We found sharpshooter no longer giving ranged bonuses cripples the HMG into a bigger SMG for short ranged engagements only. The HMG did benefit very well from the range bonus with how bullet falloff works (bullet damage over distance). Also, there will be no passive skills to increase weapon damage. The HMG is a spam cannon and relies on the buffs to make each shot hit hard, wich it wont anymore. So in conclusion, the HMG double wont do damage or even reach at distance, and wont chew through suits nearly as well. Between assult suit strafing and their 450+ most heavys are soloed by assult players at point blank. That is were a heavy is best and its happening now with the skills giving the HMG the bonuses it needs! Its still not working! Of course heavys generally get out gunned at mid to long range but that jus adds to the promblem. What is left for a heavy when these skills are taken away? Heavys will need B series or protosuits for pubs. The heavy will be 3 times as expensive to die 3 times quicker. If they moderate the prices on heavy gear wel be twice as expensive and still out DPS'ed, out ranged, out manuvered, and left to with only our butthurt because we have no more money to buy our gear nor SP sence heavy is THE most SP intensive class.
To top it all off, much like the swarm launcher, the plasma cannon is going to be a light weapon for all classes to use and much like the forge gun, its going to be a hybrid weapon (effective against sheilds and armor) with dumbfire capabiltys. Unlike the forge gun it will be dirt cheap because it is NOT heavy exclusive gear and thus will be used in place of forge guns. So the hmg sucks and heavys arnt needed for desinated AV any longer.
What im saying is, there is no reason to play heavy. Ifyou want lots of HP stack 4 complex sheild mods on an assult suit and skill up sheild controle to lv 5. over 500 sheilds, MORE than most heavys. Stack 2 or 3 complex armor extenders and you will have close or over 1100 effective HP and still be more mobile than a heavy. Your AR will outrange and out DPS them too. You also have equipment slots for 1/2 to 1/3 the price of the equvilant heavy suit. Also spent less SP on your superior class and fit. There is no reason for anyone to play heavy come uprising.
*There is no insentive to play heavy*
Every class gets the same nerf as the heavy.... Everyone's range is dropping.... stop QQn till you have something to qq about |
fred orpaul
The Tritan Industries RISE of LEGION
236
|
Posted - 2013.04.29 00:38:00 -
[146] - Quote
That is the way it looks but dont make any snap decisions on the 6th, look at every thing first and extrapolate where things might go for the other suits you might wanna save up your SP |
Patoman Radiant
ZionTCD Unclaimed.
70
|
Posted - 2013.04.29 00:44:00 -
[147] - Quote
In response to topic author, the nerfs affect every gun. Including AR and laser rifle. So differences in engagement range, and damage are pretty much the same. If sharp shooter was pushing HMG into AR range, HMG would still be in AR range because AR doesn't get sharpshooter as well.
If they keep the lack of module slots that proto heavy's have, that would kill them in a way for the end game, being that other suits can have the same tank, more gank and mobility. |
XxWarlordxX97
Internal Error. Negative-Feedback
1564
|
Posted - 2013.04.29 00:48:00 -
[148] - Quote
Cosgar wrote:XxWarlordxX97 wrote:Cosgar wrote:XxWarlordxX97 wrote:Cosgar wrote: If everybody skills into Weaponry 5 and Sharpshooter (like they should) then we'd all be doing the same thing, just 20% farther away with 10% faster kills.
Weaponry doesn't increase damage or unlock damage mods anymore, it only unlocks weapons. Speaking of which, has anyone seen anything on damage mods? Are they getting taken out of the game like they should? What level is the HMG at? 4 Ouch That's where it's always been, right? It's only a 1x multiplier skill anyway. [/quote]
3 |
KaoticKrusader
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.29 03:30:00 -
[149] - Quote
Lol, it is very telling when the heavies are keeping their fingers crossed while the other classes cannot wait to try out their renew classes. I hope the heavy don't get gutted out too much. If so, assault class here I come. On a good note to those good heavies out there, look at what we're able to do as heavies; imagine us as an assault! Muaahh |
Alldin Kan
Imperfects Negative-Feedback
181
|
Posted - 2013.04.29 03:38:00 -
[150] - Quote
Something seems a little interesting of Uprising... In two seperate vids I saw a STD heavy which had around 500+ shields and 600+ Armor. Although it was always clear that the 25% HP was always on what if there were baraly any HP modules on and the HP can really start out this high? |
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