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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
5644
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Posted - 2014.10.10 10:32:00 -
[23251] - Quote
Haerr wrote: Active Cloak gives you -99% Scan Range, +999% Scan Precision?
Edit: Hmm that would only partially work because of shared passives... :/
I like it :-) Why the precision boost?
As for the edit, more pack-hunting and less rambo is fine by me from a squadplay perspective.
On second thought, I wonder if we could replace minimap directional arrows with non-directional blips via hotfix? Didn't he say something about fixing those 1.8 "new unit" chevron markers? If he can swap out a chevron for a regular marker, stands to reason that he can replace all regular markers with simple circles, right?
Shoot scout with yes.
- Ripley Riley
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Haerr
Clone Manque
1607
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Posted - 2014.10.10 10:37:00 -
[23252] - Quote
Adipem Nothi wrote:Haerr wrote: Active Cloak gives you -99% Scan Range, +999% Scan Precision?
Edit: Hmm that would only partially work because of shared passives... :/
I like it :-) Why the precision boost? On second thought, I wonder if we could replace minimap directional arrows with non-directional blips via hotfix? Didn't he say something about changing those "new unit" chevron markers?
Double nerf! Bad range and bad precision, just to make sure passives are useless while cloaked!
I think they said something about directional markers on the mini-map being a bug..?
Maybe they can change the blip to use the old sniper sight? :)
Mercenaries' Mêlée
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Adipem Nothi
Nos Nothi
5646
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Posted - 2014.10.10 12:20:00 -
[23253] - Quote
Haerr wrote:[ Double nerf! Bad range and bad precision, just to make sure passives are useless while cloaked!
Overkill! We're talking max scan range of 1 meter :-)
Shoot scout with yes.
- Ripley Riley
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Appia Nappia
1284
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Posted - 2014.10.10 12:20:00 -
[23254] - Quote
Issue 1: the Gallente scout w/ shotgun has been a staple of DUST 514 since they were being called Scouts Issue 2: The Shotgun does not follow alpha damage vs dps damage over time graph Issue 3: There is no meaningful progression between tiers in the shotgun
Question 1: Is the cloak the actual issue? Question 1a: What are the performance values of Gallente scout with 2 complex dampeners vs Gallente scout with 2 dampeners and cloak while using a shotgun? Question 1b: What are the values of similar situation with Caldari Scout? Question 1c: Does a scout with a cloak and no dampeners outperform a tacnet invisible uncloaked scout.
Question 2: Is the visibility of the cloak taken into consideration in terms of balance? Question 2a: Can the values of the cloak be changed in a way that grants the visibility of active cloak while still as a permanent effect without a client update? Question 2b: can the transparency be changed so you are less translucent?
Question 3: What is the health of Shotgun Performance on non-scouts?
Question 4: Would the Forums have prevalent anti-scout/cloak/shotgun topics with the removal of less than specific 5 individuals?
You know what? Let's make Question four the first and foremost question.
"Shoot Scout with Yes", "The new answer to STOP tanked scouts", "best scout suit .! ?" and "'Sever' Scout Fail..." are the only threads that have scouts in them within GD. Heavies and ADS's have more threads dedicated to them then Scouts.
You take the first seriously? The one in your signature that is a joke?
The second one you commented on. https://forums.dust514.com/default.aspx?g=posts&m=2395289#post2395289 Trolling. Pretty good. I especilly enjoyed that he said the problem was old assault HP and solution was current Assault HP. . . apparently no one noticed those values.
And the last two don't even discuss anything with balance.
"@People groaning for a Caldari Scout nerf", "Scout request on how Cloaking works", and "One suit to rule them all, one suit to find them,"
Heh, their complaints aren;t even about cloaks. It's about regeneration and strafe speed. Really, it just makes me like my own idea for setting all Racial suits at the same movement speed and have a different sprint modifier based on Role
7 topics in the first 5 pages of GD and first 5 of Feedback combined, that's basically closer to the number of threads on dropships on page 1 of GD
Right now, Shotty, you're the one that's the biggest proponent for supporting the idea that cloak+shotgun is too OP.
So very tired
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Adipem Nothi
Nos Nothi
5649
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Posted - 2014.10.10 12:43:00 -
[23255] - Quote
Appia Nappia wrote: Right now, Shotty, you're the one that's the biggest proponent for supporting the idea that cloak+shotgun is too OP.
Posted: 2014.08.26 15:53 P.P.S Shotguns and Burst HMG are OP.[/i ]- CCP Rattati
2014.08.27 05:56 Avg Kills per Spawn per weapon, the shotgun is a healthy bit above all the rifles for example, ranks highest of all the lights actually (except snipers but they are different). - CCP Rattati
2014.08.29 03:12 And to my last point on the SG, the data I'm referring to is not just FOTM, look how many people are using it. I am studying Kill/Spawn ratios and it is well above the other light weapons, right up there with Scrambler Rifle. Dividing by spawn removes FOTM aspect, it's just I get more kills on average for SG than AR f.ex. - CCP Rattati
2014.08.29 09:51 [i]Scrambler rifle is by far the most efficient rifle out there, Shotgun a close second, well below are the rest and the ACR doesn't break from the herd at all. Now picking their target with shottyscouts, sure, but it seems to me that that logic applies to anything. You could also one-shot me with a Plasma Cannon in the back instead of a Shotgun, and only go after militia frames with an assault SMG. I am not convinced at all by these theories. - CCP Rattati
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
5649
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Posted - 2014.10.10 13:16:00 -
[23256] - Quote
@ Appia
I am not contending that the shotgun is overpowered; I've made dozens of arguments to the contrary. I am contending that the shotgun overperforms when combined with cloak and a dampened, high-HP Scout. It is simply too easy. And I believe the statistics indicate the same.
I solo "pubstomped" 20 or so matches yesterday running shotgun on a heavily shielded CalScout. I net over 4 million Isk using only proto gear averaging a KDR over 10. I can't replicate those numbers with any other fit. And as you've pointed out, I'm terrible at this game. Imagine what a PC-hardened, top-tier slayer might accomplish.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
5652
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Posted - 2014.10.10 13:48:00 -
[23257] - Quote
@ Everyone
I truly believe Haerr is on to something; the more I think about his suggestion, the more I like it:
If Cloak is Active, set Scan Range = 0.
I think this would make gameplay much more interesting for us. What do you guys think?
@ Cross Atu (or CPM1)
Coding is in place for Cloak adjust a user's Scan Profile when active. Does existing code permit room to also adjust Scan Range and/or Scan Precision? If not, can existing logic be redirected to point to Scan Range or Precision?
Shoot scout with yes.
- Ripley Riley
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IgniteableAura
Pro Hic Immortalis
1814
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Posted - 2014.10.10 15:19:00 -
[23258] - Quote
IgniteableAura wrote:Crazy idea.
What if Ewar mods had drawbacks? So if you fit damps your precision goes down, if you fit precision your profile goes up, range reduces precision? That way a cal scout would be a beacon for even heavy frames. Gal scouts wouldn't have the option of seeing huge distances and staying hidden?
Stated like months ago, thats easily hotfixable. Except now its the Amarr scout and the Cal scout.
Cloak could tear down your profile, but it still won't fix the issue. Scouts will instead just "pulse" the cloak to find the red dots. Then go invis to engage. If its a constant negative bonus, then cloak will never be utilized....like ever.
My Youtube
Biomassed Podcast
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Adipem Nothi
Nos Nothi
5655
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Posted - 2014.10.10 15:22:00 -
[23259] - Quote
IgniteableAura wrote:IgniteableAura wrote:Crazy idea.
What if Ewar mods had drawbacks? So if you fit damps your precision goes down, if you fit precision your profile goes up, range reduces precision? That way a cal scout would be a beacon for even heavy frames. Gal scouts wouldn't have the option of seeing huge distances and staying hidden? Stated like months ago, thats easily hotfixable. Except now its the Amarr scout and the Cal scout. Cloak could tear down your profile, but it still won't fix the issue. Scouts will instead just "pulse" the cloak to find the red dots. Then go invis to engage. If its a constant negative bonus, then cloak will never be utilized....like ever.
Not following. What Haerr is proposing is zero scan range when cloaked, such that when a scout "goes dark" he also gives up the tactical benefit of knowing his enemy's position and orientation.
Shoot scout with yes.
- Ripley Riley
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killdz 102
Fraternity of St. Venefice Amarr Empire
12
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Posted - 2014.10.10 15:41:00 -
[23260] - Quote
hey guys sorry i went mia
Hello
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One Eyed King
Land of the BIind
4690
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Posted - 2014.10.10 16:31:00 -
[23261] - Quote
Adipem Nothi wrote:@ Everyone
I truly believe Haerr is on to something; the more I think about his suggestion, the more I like it:
If Cloak is Active, set Scan Range = 0.
I think this would make gameplay much more interesting for us. What do you guys think?
Don't forget that cloaks and precision are defensive items as well. I often use both to escape and completely avoid tenuous situations.
Yes, I use it for attacking too, but am not and have never been a true slayer.
I would much rather see a combination of penalties to armor plates, sprint bug fix, with a second delay between decloak and item usage.
On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening?
You can always tell a Millford Minja
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Adipem Nothi
Nos Nothi
5661
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Posted - 2014.10.10 16:43:00 -
[23262] - Quote
One Eyed King wrote:On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening? If I'm understanding you correctly ...
Two dampeners beats GA/AM Scout base scans. One dampener beats CA/MN Scout base scans.
Med Damp Progression 45 dB - Max Passives 34 dB - 1 Cmp Damp 26 dB - 2 Cmp Damps 23 dB - 3 Cmp Damps 21 dB - 4 Cmp Damps
See Precision Tab for specific precision values.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Land of the BIind
4692
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Posted - 2014.10.10 16:57:00 -
[23263] - Quote
Adipem Nothi wrote:One Eyed King wrote:On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening? If I'm understanding you correctly ... Two dampeners beats GA/AM Scout base scans. One dampener beats CA/MN Scout base scans. Med Damp Progression45 dB - Max Passives 34 dB - 1 Cmp Damp 26 dB - 2 Cmp Damps 23 dB - 3 Cmp Damps 21 dB - 4 Cmp Damps See Precision Tab for specific precision values. So they already CAN and still bltch about scouts?
You can always tell a Millford Minja
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Llast 326
An Arkhos
4770
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Posted - 2014.10.10 17:34:00 -
[23264] - Quote
One Eyed King wrote:Adipem Nothi wrote:One Eyed King wrote:On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening? If I'm understanding you correctly ... Two dampeners beats GA/AM Scout base scans. One dampener beats CA/MN Scout base scans. Med Damp Progression45 dB - Max Passives 34 dB - 1 Cmp Damp 26 dB - 2 Cmp Damps 23 dB - 3 Cmp Damps 21 dB - 4 Cmp Damps See Precision Tab for specific precision values. So they already CAN and still bltch about scouts? Yup My favourite response so far was Derpa fit two precisionsGǪ that lowers my damage potential
?????? wrote: Logi - why you have so many slots?
KRRROOOOOOM
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Adipem Nothi
Nos Nothi
5661
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Posted - 2014.10.10 17:39:00 -
[23265] - Quote
Can you give us a scenario wherein you'd be screwed if you could activate cloak to evade a hostile but could not track his position/orientation on TacNet? I'm not looking to shoot holes in your argument; I just want to make sure we're on the same page.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Land of the BIind
4696
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Posted - 2014.10.10 17:58:00 -
[23266] - Quote
Adipem Nothi wrote:Can you give us a scenario wherein you'd be screwed if you could activate cloak to evade a hostile but could not track his position/orientation on TacNet? I'm not looking to shoot holes in your argument; I just want to make sure we're on the same page. Hacking. Any hacking.
Sometimes I approach an objective thinking it is not defended, only to find several red dots. I am by myself, so I gtfo. This is particularly true on that one map where B is in a building surrounded by higher structures. Many times, that is where the action is, other times, it is undefended.
Other times, I see them running away, towards another engagement. I will wait a few seconds until I feel they are far enough away, then begin the hack.
Sometimes I am out in the open, running from one place to another, when several mercs including heavies, are coming my way. I run and hide and let them pass, but couldn't do it if I didn't know they were there. This is especially true when I use lots of cover, which I still try and do a lot because of cloak "invisibility." Using cover limits my own lines of sight, not to mention the sound dampening, which is to me enough of a limit.
Then there is UL hunting, which would be next to impossible to do in the open areas uplinks can be placed and trying to remain uncloaked to pick them up. That is just asking for a sniper round or RR for a quick death.
I would be more open to Haerr's suggestions if the more specific issues were fixed and cloaks were still shown to be a problem, but if they were in and of themselves, why aren't Rattati's numbers showing knives, ScP, CR, and ScR problems too? Is that something we could ask, and see if their numbers on a Scout are marginally different than those on other suits? Perhaps that would give us a better idea of whether the cloak issue is legitimate.
You can always tell a Millford Minja
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Adipem Nothi
Nos Nothi
5663
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Posted - 2014.10.10 17:59:00 -
[23267] - Quote
One Eyed King wrote:Adipem Nothi wrote: Can you give us a scenario wherein you'd be screwed ...
Hacking. Any hacking. And clearing Uplinks
Excellent examples. You're 100% correct. Thank you :-)
One Eyed King wrote:I would be more open to Haerr's suggestions if the more specific issues were fixed and cloaks were still shown to be a problem, but if they were in and of themselves, why aren't Rattati's numbers showing knives, ScP, CR, and ScR problems too? Is that something we could ask, and see if their numbers on a Scout are marginally different than those on other suits? Perhaps that would give us a better idea of whether the cloak issue is legitimate. I don't think there is a performance issue with cloak. The performance issue is specific to cloak+shotgun, and I'm willing to bet that issue is limited to high-HP Scouts who are clever enough to run at least one damp.
Shoot scout with yes.
- Ripley Riley
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Cross Atu
OSG Planetary Operations Covert Intervention
3194
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Posted - 2014.10.10 18:08:00 -
[23268] - Quote
Hey, I know I've asked this before, and you can be confident I will ask this again but can anyone field me a post of 'newbro' scout fittings which play stronger to the racial paradigms of each scout as they currently stand? One per race and a little bit of background on why would be superb.
I'm looking at standard level fits but proto fits with a general 'downgrade' guide wouldn't be bad either. I just need a starting point and I trust you bastards to provide that better than I would on my own. o7
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3194
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Posted - 2014.10.10 18:16:00 -
[23269] - Quote
One Eyed King wrote:Adipem Nothi wrote:@ Everyone
I truly believe Haerr is on to something; the more I think about his suggestion, the more I like it:
If Cloak is Active, set Scan Range = 0.
I think this would make gameplay much more interesting for us. What do you guys think?
Don't forget that cloaks and precision are defensive items as well. I often use both to escape and completely avoid tenuous situations. Yes, I use it for attacking too, but am not and have never been a true slayer. I would much rather see a combination of penalties to armor plates, sprint bug fix, with a second delay between decloak and item usage. On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening? If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties and/or cloak scan debuff?
Would Active Cloak set Scan Range = -50% have the same sort of value or does that defeat the purpose?
/breaks out notepad
See a cool idea thread? Mail me the title and I'll take a look =)
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Llast 326
An Arkhos
4772
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Posted - 2014.10.10 18:18:00 -
[23270] - Quote
Cross Atu wrote:One Eyed King wrote:Adipem Nothi wrote:@ Everyone
I truly believe Haerr is on to something; the more I think about his suggestion, the more I like it:
If Cloak is Active, set Scan Range = 0.
I think this would make gameplay much more interesting for us. What do you guys think?
Don't forget that cloaks and precision are defensive items as well. I often use both to escape and completely avoid tenuous situations. Yes, I use it for attacking too, but am not and have never been a true slayer. I would much rather see a combination of penalties to armor plates, sprint bug fix, with a second delay between decloak and item usage. On an unrelated note, what would it take for an Assault to be invisible to scouts who have precision maxed, but no mods yet show up when they carry a precision enhancer, provided that they are maxing, or near maxing their dampening? If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties and/or cloak scan debuff? Would Active Cloak set Scan Range = -50% have the same sort of value or does that defeat the purpose? /breaks out notepad Armour and shields as percentage rather than a flat numberGǪ then everybody has a ceiling value that is in line with their base. Though some base HP would need to be looked atGǪ Heavies I'm looking at you
KRRROOOOOOM
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Cross Atu
OSG Planetary Operations Covert Intervention
3194
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Posted - 2014.10.10 18:19:00 -
[23271] - Quote
Adipem Nothi wrote:One Eyed King wrote:Adipem Nothi wrote: Can you give us a scenario wherein you'd be screwed ...
Hacking. Any hacking. And clearing Uplinks Excellent examples. You're 100% correct. Thank you :-) One Eyed King wrote:I would be more open to Haerr's suggestions if the more specific issues were fixed and cloaks were still shown to be a problem, but if they were in and of themselves, why aren't Rattati's numbers showing knives, ScP, CR, and ScR problems too? Is that something we could ask, and see if their numbers on a Scout are marginally different than those on other suits? Perhaps that would give us a better idea of whether the cloak issue is legitimate. I don't think there is a performance issue with cloak. The performance issue is specific to cloak+shotgun, and I'm willing to bet that issue can be further narrowed to high-HP Scouts. Not the most versed in the scoutly arts but tend to agree here. So a related question, if the play/mechanics of what Haerr is suggesting are appealing as a concept, what trade off might be warranted (presuming a fix to the shotty+ cloak situation) to keep scouts fun and viable if such a Cloak/Scan change were made?
See a cool idea thread? Mail me the title and I'll take a look =)
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Adipem Nothi
Nos Nothi
5666
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Posted - 2014.10.10 18:34:00 -
[23272] - Quote
@ Cross
I'm backpedaling on Haerr's idea. At the moment, at least :-)
One Eye made excellent points, and we've always preached that fixes should be as focused as possible on the target issue. If the target issue were Cloaked Scouts are too good in general, then Haerr's idea would be fit nicely. But that isn't the issue; the issue is limited to Cloak+Shotgun+Scout+HP. Or so we think.
While Haerr's idea would likely solve Shotgun+Scout, it would "solve" alot of other things in the process potentially creating new problems. Such is the nature of overly broad adjustments ...
:: pours another drink :: :: puts on thinking cap ::
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
5671
|
Posted - 2014.10.10 19:08:00 -
[23273] - Quote
Cross Atu wrote:Hey, I know I've asked this before, and you can be confident I will ask this again but can anyone field me a post of 'newbro' scout fittings which play stronger to the racial paradigms of each scout as they currently stand? One per race and a little bit of background on why would be superb. I'm looking at standard level fits but proto fits with a general 'downgrade' guide wouldn't be bad either. I just need a starting point and I trust you bastards to provide that better than I would on my own. o7 Cheers, Cross
Scout M-1 Newbro Speedy, stabby saboteur.
Scout G-1 Newbro Sneaky shotgun infiltrator.
Scout C-1 Newbro Ranged recon.
Scout A-1 Newbro Today, we HP tank. Tomorrow, we hunt the scout.
* Note: Pretty much no newbro can fit Cloak, otherwise these fits would include it. Also, I didn't check resources carefully; downgrade shields to free up space if necessary.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Land of the BIind
4703
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Posted - 2014.10.10 19:10:00 -
[23274] - Quote
killdz 102 wrote:hey guys sorry i went mia Hello. Welcome back.
You can always tell a Millford Minja
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killdz 102
Fraternity of St. Venefice Amarr Empire
12
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Posted - 2014.10.10 19:11:00 -
[23275] - Quote
well what did i miss? any new scouts come?
Forever brothers bound by blood, till the end don't ever stop fighting
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One Eyed King
Land of the BIind
4703
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Posted - 2014.10.10 19:13:00 -
[23276] - Quote
@ Cross
It would be kind of difficult to address other issues given the hypothetical situation, simply because a lot of times changes have unintended consequences and may actually play differently than we think.
That being said, I don't know that all of those changes would be necessary if even one of those changes take place, particularly if Haerr's cloak penalties were in place. I think the effects would be overly burdensome, and would negate the need for other changes.
I also think that if other changes were in place, they would negate the need for additional cloak penalties, and would most likely not overly diminish scoutly roles other than slaying.
You can always tell a Millford Minja
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mollerz
5484
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Posted - 2014.10.10 19:17:00 -
[23277] - Quote
Llast 326 wrote:Armour and shields as percentage rather than a flat numberGǪ then everybody has a ceiling value that is in line with their base. Though some base HP would need to be looked atGǪ Heavies I'm looking at you
I like this idea the best.
I'm seriously fukn serious
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One Eyed King
Land of the BIind
4704
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Posted - 2014.10.10 19:20:00 -
[23278] - Quote
mollerz wrote:Llast 326 wrote:Armour and shields as percentage rather than a flat numberGǪ then everybody has a ceiling value that is in line with their base. Though some base HP would need to be looked atGǪ Heavies I'm looking at you I like this idea the best. I have also always like this idea, but I think I remember seeing Rattati very much against it, so I dropped it for ideas CCP would be more receptive of.
You can always tell a Millford Minja
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mollerz
5486
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Posted - 2014.10.10 19:25:00 -
[23279] - Quote
As someone who has played with 200EHP for long stretches of time, I think we should address the EHP problem vs the shotgun (which clearly has issues) or the cloak (which IMHO sucks anyways). Touching the cloak or shotgun because of a gallente scout problem once again screws the other scouts.
I like LLast's idea the most because it addresses the problem, and it, on face value w/o maths, sets everyone up for role success.
The reason everyone got shamed off the forum every time they asked for a minja knife nerf is because of how silly they sounded.
Make the gallente EHP in line with the minjas, and buff the shotty.
Just like a minja has low EHP and a high alpha damage weapon.
If you keep thinking of the cloak as an offensive weapon, maybe it's time to split cloaks into defensive/offensive variants (if possible).
I think a bigger problem than Gal shotty scouts is the heavy LAV issue. That is clearly role breaking, yet whatever? I used to role around as a proto heavy in my BPO LAV and wreck people just so more people would see the problem. fuckin crickets on that though.
I'm seriously fukn serious
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mollerz
5490
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Posted - 2014.10.10 19:26:00 -
[23280] - Quote
One Eyed King wrote:mollerz wrote:Llast 326 wrote:Armour and shields as percentage rather than a flat numberGǪ then everybody has a ceiling value that is in line with their base. Though some base HP would need to be looked atGǪ Heavies I'm looking at you I like this idea the best. I have also always like this idea, but I think I remember seeing Rattati very much against it, so I dropped it for ideas CCP would be more receptive of.
oh FFS
**** it then.
I'm seriously fukn serious
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