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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
BL4CKST4R
WarRavens League of Infamy
267
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Posted - 2013.06.16 13:18:00 -
[151] - Quote
Jastad wrote:@Cross Sorry man was not meant in your response, i quote your think to integrate my post Sorry again for been unclear, but was very very late when i made the reply BL4CKST4R wrote: You have just nerfed Shields to death and made armor OP as hell. Sorry but I disagree Shield will still Have high Mobility and fast recharge. And that is the only way to NOT make armr and shield the same think, that kill variety. And have weapos that do 75 % vs shield like it was for armor. From my point of view a MMOFPS, with equip and all, mean that there are some situation that you simply can't avoid death. Let's make an example, if i engage a Heavy in cqc i MUST die (there are exception but thats another story) right now i can kill a Heavy with 0 effort. if you have a Suit that has no weakness is like playing rock-scissor-paper and then changing the game in rock-scissor-paper-nuclear strike I ask if you find right that Ar-tankers have to carry flux hades,choose between scrambler or AR and shield tank don't have to bother of what weapon choose because EVERYTHING kill armor? The only way to making both tanking effective but different from each other is HARD SPEC weap DMG so a weapon cant be effective Vs shield and Vs Armor
The way you explained your previous post was that making weapons do more damage against shields than armor, and that the only way to kill them is by blowing them up. By buffing armor in such a way not only do you make heavies strong, which is fine, but also the Gallente who will now be super tanks that are impossible to kill. There are far more effective ways to buff heavies without changing all the numbers that you suggested, giving sentinel suits a buff to armor modules and reducing the damage of explosive weapons from 150% to 120% would suffice nicely, because even a heavily buffed sentinel will fall prey to two basic locus grenades. Also shields are not necessarily the most mobile, in EVE Caldari ships are the slowest while the Minmatar are the fastest, but thats because Minmatar ships are speed tanks. So the two fastest ships above the Caldari ships are, ehem Armor tanks Also Dust 514 is not rock-paper-scissor, Dust 514 is more like rock-kill-scissor-but-can-kill-paper-also-if-paper-is-not-paying-attention-or-if-rock-is-more-skilled-than-paper. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
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Posted - 2013.06.16 14:11:00 -
[152] - Quote
@Black
Sorry for beeing unclear, it was very very late for my timezone when i made the REPLY.
No i dont want ALL weapon do more dmg vs shield, i suggest a fine tune
AR 75 % Dmg vs AR Laser 120 VS AR AR 120 Vs shield laser 75 vs shield
Or normal Ar 75 an breach AR 95 etc
The numbers above are only for exem.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1161
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Posted - 2013.06.16 17:24:00 -
[153] - Quote
Jastad wrote:@Cross Sorry man was not meant in your response, i quote your think to integrate my post Sorry again for been unclear, but was very very late when i made the reply
No worries, I've insomnia posted a few times as well thanks for clearing that up.
Cheers, Cross |
Noc Tempre
Imperfects Negative-Feedback
1942
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Posted - 2013.06.16 20:26:00 -
[154] - Quote
Where are my numbers in OP link? https://docs.google.com/spreadsheet/ccc?key=0ApwSdL2mAV-FdEtLLTFVUWg4bUpDUUdrUEJwXzl0LWc&usp=sharing |
Jastad
Eliters D.E.F.I.A.N.C.E
26
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Posted - 2013.06.19 00:02:00 -
[155] - Quote
Re-Upppin the topic.
PLEASE ccp let's us know YOUR way of thinking and YUR problems ( i don't know, like-example-: ok guys we like Noc or Jastad aide but we cant make it right now because we need to change code and that is possible only with major update.) |
Master Jaraiya
Ultramarine Corp
272
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Posted - 2013.06.19 03:25:00 -
[156] - Quote
Some hypothetical numbers here. Take a look. May just be a starting point. |
Master Jaraiya
Ultramarine Corp
273
|
Posted - 2013.06.19 03:35:00 -
[157] - Quote
BL4CKST4R wrote:
I never called it a shield tank, I called it a dual tank. Also Amarr and Gallente are predominantly armor tanks, I was just pointing out that the Amarr has shields to prove that no class is suited for one tanking style alone.
Splitting Hairs here honestly. Simply looking at the slot layouts one can see the Amarr Sentinel is designed to be armor tank with it's 4L/5H despite what it's base stats are. Granted it has high base shields, but it has the exact same base armor. On top of that it is a Heavy it is supposed to have high base hp, but base hp alone doesn't determine what the suit is designed to tank in. This is determined by the suits ability to buff armor or shield. The Sentinel clearly has a lot more ability to buff armor rather than shields. |
Dustin Peril
Krullefor Organization Minmatar Republic
2
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Posted - 2013.06.19 04:12:00 -
[158] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 12:13:00 -
[159] - Quote
CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game.
I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. |
Master Jaraiya
Ultramarine Corp
281
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Posted - 2013.06.20 12:40:00 -
[160] - Quote
Well I played with the numbers a little using the existing IWS's spread sheet this morning and this is what I came up with.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html
(couldn't figure out how to tack it onto his) |
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Master Jaraiya
Ultramarine Corp
281
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Posted - 2013.06.20 13:26:00 -
[161] - Quote
Adjusted Grid for Enhanced Reactive Plates in link above. |
matsumoto yuichi san
SVER True Blood Public Disorder.
12
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Posted - 2013.06.20 15:45:00 -
[162] - Quote
reative is wayy to much pg there i mean i get it being more PG, and i like the hp number sure, but when a suit has 66 base ish pg more than 20 on 1 module is way to much especially since amarr is armor liking and scramblers are 20 pg
it's just too much logi are like the only ones that could hope to fit one and not seriously screw wit the fit
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Scheneighnay McBob
Bojo's School of the Trades
1688
|
Posted - 2013.06.20 15:53:00 -
[163] - Quote
I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 15:59:00 -
[164] - Quote
I think another issue, that cannot be ignored, when it comes to armor tanking is the absurdely high damage bonus to armor on explosives.
I don't think anything should ever have a 135% modifier, its also probably why AV nades are OP.
+/- 20% should be the maximum anything ever modifies. That means something is doing 50% more damage to one stat vs the other, which is enough.
Also, explosives need damage falloff, im not sure how its calculated now, but it seems like it has high damage inside a certain radius and falls off pretty quick to incidental damage. Fall off damage should be much more linear if they aren't already (hard to tell from play experience, esp as a shield tanker). |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 16:05:00 -
[165] - Quote
Explosives should do 100/100 to shield and armor unless they make flux grenades work like locus grenades, same with mass drivers and flaylocks until they release the anti shield variant of these weapons. |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 16:25:00 -
[166] - Quote
BL4CKST4R wrote:Explosives should do 100/100 to shield and armor unless they make flux grenades work like locus grenades, same with mass drivers and flaylocks until they release the anti shield variant of these weapons.
With the high alpha on grenades, I tend to agree. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 17:57:00 -
[167] - Quote
Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s
What do you mean another low slot? And moving anything armor related to high slots does nothing positive |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 18:12:00 -
[168] - Quote
matsumoto yuichi san wrote:reative is wayy to much pg there i mean i get it being more PG, and i like the hp number sure, but when a suit has 66 base ish pg more than 20 on 1 module is way to much especially since amarr is armor liking and scramblers are 20 pg it's just too much logi are like the only ones that could hope to fit one and not seriously screw wit the fit
The grid is only 4 higher than the stats in the video with a significant amount more HP and Reps. I don't think this is to high at all. They are not mean to be easy to run.
You need to have to spec into them. Let me elaborate. You should be able to run them simply by speccing into armor, but you should need to spec into electronics upgrades, engineering upgrades, and other skills that optimize CPU/PG to be able to use them more effectively. Otherwise everyone would spec right into them and everyone would use them within a month's time, taking away from the depth of character creation. I don't think anyone who would be dedicated to armor tank would have a problem running these if they have their skills in the right place.
Aside from that if you look at the HP/CPU, HP/PG, HP/Fitting, HP/s/CPU, HP/s/PG, and HP/s/Fitting they are perfectly balanced with the other Reactive plates. They are also balanced between the standard Armor Plates in all Tiers, The Ferroscale Armor Plates in all Tiers, and the Armor Repairers in all Tiers. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:19:00 -
[169] - Quote
All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup.
BL4CKST4R wrote:I messed with your tool a little bit and I made these numbers. This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking. http://postimg.org/image/7bm3wn1r5/This assumes all suits will remain as is. http://postimg.org/image/dtf15gean/ |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 18:25:00 -
[170] - Quote
BL4CKST4R wrote:All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup. BL4CKST4R wrote:I messed with your tool a little bit and I made these numbers. This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking. http://postimg.org/image/7bm3wn1r5/This assumes all suits will remain as is. http://postimg.org/image/dtf15gean/
If you are talking to me would you care to explain. |
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BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:35:00 -
[171] - Quote
Ferroscales do not bring anything to the table to be worth using with your stats, although the have no movement penalty they have a pretty high CPU/PG cost and the HP is rather low. The CPU/PG costs of reactives are insanely high, I understand your suggesting that plates aren't meant to be stacked, in your opinion, but if that's the case whats the difference between your plates and our plates since our plates can't be stacked either. The HP for reactives is also way to high, they should fall in line with the HP of shield extenders and have very low speed penalties to make it useful for medium armor suits, or front-line suits.
Overall your stats have more penalties than the plates we have now, reactives are rather OP even though they can't be stacked, and instead of balancing it just flips the switch as to why armor tanks cannot compete with shield tanks. Instead of not being able to compete in terms of speed penalties and resistances, it would be the level of weapons and equipment we CAN"T equip because our modules will be hogging all of our resources. |
Scheneighnay McBob
Bojo's School of the Trades
1692
|
Posted - 2013.06.20 18:39:00 -
[172] - Quote
BL4CKST4R wrote:Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s What do you mean another low slot? And moving anything armor related to high slots does nothing positive Reactive plates will repair armor
Moving reps to a highslot would allow players to fill their low slots with plates, and still have decent armor regen. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:46:00 -
[173] - Quote
Scheneighnay McBob wrote:BL4CKST4R wrote:Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s What do you mean another low slot? And moving anything armor related to high slots does nothing positive Reactive plates will repair armor Moving reps to a highslot would allow players to fill their low slots with plates, and still have decent armor regen.
Bad idea because the more dependent we are on armor the easier it is for us to get destroyed by explosives. This is another balance issue between shields and armor; a shield can depend on shields completely with little to no penalty except flux grenades and scramblers, armor cannot completely depend on armor because after a while shots to be killed by an explosive actually go down, makes it easier for us to die, and explosives are far more dangerous than flux grenades and scramblers especially the core flaylock pistol which can kill a fully complex plated heavy in less than 2 clips. Also because reactives have a speed penalty stacking them on highs along with normal plates on lows means that we would even slower than we are now while accomplishing no form of balancing except giving us like 10HP/s on armor repair.
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Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 18:59:00 -
[174] - Quote
BL4CKST4R wrote:Ferroscales do not bring anything to the table to be worth using with your stats, although the have no movement penalty they have a pretty high CPU/PG cost and the HP is rather low. The CPU/PG costs of reactives are insanely high, I understand your suggesting that plates aren't meant to be stacked, in your opinion, but if that's the case whats the difference between your plates and our plates since our plates can't be stacked either. The HP for reactives is also way to high, they should fall in line with the HP of shield extenders and have very low speed penalties to make it useful for medium armor suits, or front-line suits.
Overall your stats have more penalties than the plates we have now, reactives are rather OP even though they can't be stacked, and instead of balancing it just flips the switch as to why armor tanks cannot compete with shield tanks. Instead of not being able to compete in terms of speed penalties and resistances, it would be the level of weapons and equipment we CAN'T equip because our modules will be hogging all of our resources.
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much)
Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs
Armor repairers: no HP- High repair 2/4/6- CPU/PG costs between reactives and ferroscale.
Ferroscal plates are supposed to do exactly that! They have a decent amount of HP with NO speed penalty. You can't have your cake and eat it to.
I never said you shouldn't be able to stack Reactive Plates, you should simply be ready to invest a very large amount of SP to be able to. I do not think one should simply be able to get a proto Suit and stack as many of whatever module they wish, without speccing into any secondary or tertiary skills to make it possible. The Fitting cost is "Insanely high" because the benefits they offer warrant such a cost.
Your argument is frankly full of contradictions. In one sentence you say that the stats I suggest are to penalizing, then you turn around and say the stats make Plates OP.
Just because you CAN equip something onto your suit, does not make it profitable. Likewise if you CAN'T equip something, it probably means you need to invest into optimization skills in order to be able to.
I don't expect people to be able to get an advanced suit and stack Complex Reactive Plates on it accordint to my numbers. One must invest much SP because of the benefits they offer. That means Having a very good suit with Dropsuit Core Upgrades, Electronics, and Engineering skills built up. That means speccing into your Weapon Fitting Optimization skills. Like I said they shouldn't be available to every single player. You must invest some serious SP.
I currently have about 6.4 mil SP with Armor Skills all at 5, but I don't expect to be able to use the Complex Reactives for quite some time based on these numbers. I don't mind this because it adds to the depth of character development. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:00:00 -
[175] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup. BL4CKST4R wrote:I messed with your tool a little bit and I made these numbers. This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking. http://postimg.org/image/7bm3wn1r5/This assumes all suits will remain as is. http://postimg.org/image/dtf15gean/ Wonky is balancing Armor Plates off of only 2 of the games Racial Types to begin with. Even more so when you attempt to balance off of things that aren't in game and may never be. You cannot balance off of assumptions and parts of a whole or you will never have balance. I started creating these numbers by tweaking the numbers for the Standard Armor Plates for Each Tier. I achieved perfect balance for these. All the Plates offer the Same HP/Fitting, so you are only paying for more Raw HP as you progress up the Tier, and accordingly accrue more of a speed penalty. This is how Armor should be. From there I gave the Repairers a slight buff. Afterward I balanced the Ferroscale Plates off of the Standard Plates. The offer less Raw HP at a greater Fitting Cost just like they should. Then I turned to the Reactive Plates. I used the Numbers from all of the above to balance these. The HP they offer falls in between the Ferroscale and Standard Plates as it should. The Reps are slightly less than the Repairers, and the speed penalty is less than that of Standard Plates. If you notice in all 4 categories it is beneficial now to progress through the Tiers and acquire the Complex modules. Whereas currently the standard Basic Armor Plate offers better HP/Fitting. Also take note that each module type progresses evenly up the tiers just as it should. There are no sudden leaps in amount of HP or Fitting Cost etc. So honestly I have no Idea what you mean when you say my numbers are "wonky"
Actually I based what I have done on the way armor, and actually all modules, scale per level in Dust 514 and the initial description of the plates by CCP. My assumptions are not made with 2 racial suits in mind, in fact the only time I have assumed only with 2 racial suits in mind is when I have said that the stats of the new modules are fine as long as Gallente and Amarr get racial bonuses to armor because the new modules are penalizing them not benefiting. And the new armor plates will be ingame, they have been revealed and confirmed to be coming in July.
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BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:12:00 -
[176] - Quote
Master Jaraiya wrote:
Ferroscale plates are supposed to do exactly that! They have a decent amount of HP with NO speed penalty. You can't have your cake and eat it to.
Compared to all your numbers the ferroscale plates give the lowest HP per CPU/PG based on your stats.
I never said you shouldn't be able to stack Reactive Plates, you should simply be ready to invest a very large amount of SP to be able to. I do not think one should simply be able to get a proto Suit and stack as many of whatever module they wish, without speccing into any secondary or tertiary skills to make it possible. They Fitting cost is "Insanely high" because the benefits they offer warrant such a cost.
A Gallente assault suit has 79 PG at all skills level 5. Stacking 4 complex reactive plates costs 84 PG. Shields are highly beneficial and do not warrant costs such as these, even though they have low HP compared to your stats at least they can equip a weapon.
Your argument is frankly full of contradictions. In one sentence you say that the stats I suggest are to penalizing, then you turn around and say the stats make Plates OP.
The CPU/PG stats are penalizing, and reducing them would make them OP via High HP, pretty much everything is just to high. I hope that is clearer.
Just because you CAN equip something onto your suit, does not make it profitable. Likewise if you CAN'T equip something, it probably means you need to invest into optimization skills in order to be able to.
I don't expect people to be able to get an advanced suit and stack Complex Reactive Plates on it accordint to my numbers. One must invest much SP because of the benefits they offer. That means Having a very good suit with Dropsuit Core Upgrades, Electronics, and Engineering skills built up. That means speccing into your Weapon Fitting Optimization skills. Like I said they shouldn't be available to every single player. You must invest some serious SP.
I currently have about 6.4 mil SP with Armor Skills all at 5, but I don't expect to be able to use the Complex Reactives for quite some time based on these numbers. I don't mind this because it adds to the depth of character development.
Even with all stats at level 5 it is impossible to stack more than 3 of these plates and be competitive in battle, based on your PG costs, only suit that could stack plates effectively is a Gallente logi but even then they have barely any room for shields or a gun above basic.
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Master Jaraiya
Ultramarine Corp
282
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Posted - 2013.06.20 19:17:00 -
[177] - Quote
BL4CKST4R wrote:
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
agreed
BL4CKST4R wrote:Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much) Makes no sense for the Armor Module with NO speed penalty to have MEDIUM HP compared to other Armor Modules, or for them to have the HIGHEST Fitting Cost for offering the Least overal benefit.
BL4CKST4R wrote:Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs Makes no sense for Plates with a speed penalty (albeit lower than standard plates' penalty) to have the LOWEST HP. Also makes no sense for Armor Plates that offer a significant amount of HP+Reps with a slight speed penalty NOT to have the highest fitting cost as they offer the most overall benefit.
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BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:23:00 -
[178] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
agreed BL4CKST4R wrote:Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much) Makes no sense for the Armor Module with NO speed penalty to have MEDIUM HP compared to other Armor Modules, or for them to have the HIGHEST Fitting Cost for offering the Least overal benefit. No movement penalty is a very high benefit, the CPU/PG costs should also be High to compensate for the medium HP but I don't mean super high just on average higher than the other armor modules.BL4CKST4R wrote:Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs Makes no sense for Plates with a speed penalty (albeit lower than standard plates' penalty) to have the LOWEST HP. Also makes no sense for Armor Plates that offer a significant amount of HP+Reps with a slight speed penalty NOT to have the highest fitting cost as they offer the most overall benefit. By low HP I mean the same as, or around the same as, shield extenders. With half the repair as a repairer stacking 4 complex reactives with 66 HP and 3 HP/s = 264 HP and 12 HP/s and a low penalty in speed, stacking 2 armor plates and 2 complex repairers would give Higher HP and more penalty, but the same HP/s. The Low CPU/PG costs is account for the lower possible CPU/PG costs that combining armor plates and repairers would have. The benefit of reactives would obviously be simpler stacking and lower speed penalty. |
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 19:36:00 -
[179] - Quote
I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules? |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:54:00 -
[180] - Quote
Master Jaraiya wrote:I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules?
Ferroscales are fine in HP, but their CPU/PG should be increased slightly higher than armor repairers. PG of armor repairers should be buffed back to normal, and scale down the penalty of armor plates to be whole numbers because in Dust decimals round up. The HP of normal plates is very good compared to their CPU/PG costs and penalty.
Also when I said that reactives should be the same as shield plates its so that they benefit the medium suits the most, while normal plates and ferroscale would benefit heavy suits the most. Of course each suit can choose out of one another like a reactive stacked heavy or a ferro stacked medium, but the idea is to bring medium armor suits in line with the Minmatar and Caldari, and put heavies as the highest EHP by a lot.
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