Page 27 of 78 FirstFirst ... 172324252627282930313777 ... LastLast
Results 391 to 405 of 1167

Thread: Dawn of War 2

  1. #391
    Lieutenant DiamondK's Avatar
    Join Date
    Jan 2007
    Location
    San Siro 2° anello arancio
    Posts
    4.508

    Default

    Non riesco a vincere una partita in Multigiocatore come cazzo è possibile, devo trovare una tecnica efficace
    On iMac 21,5"

  2. #392
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    Quote Originally Posted by DiamondK View Post
    Non riesco a vincere una partita in Multigiocatore come cazzo è possibile, devo trovare una tecnica efficace
    http://www.gamereplays.org/dawnofwar2/

    buono studio.

    per iniziare non conviene fare 1vs1, ma 2vs2 o 3vs3 sperando che i tuoi compagni siano bravi in modo da imparare da loro e nel caso tu faccia errori loro riescano a rimediare per te.
    Devi capire che in multiplayer tutti conoscono il giusto ordine di costruzione delle unità fino al t2, quindi se tu costruisci a caso hai già perso in partenza, perchè dopo 5 minuti ti fanno saltare i generatori e hai finito di giocare.

    Poi devi tenere conto che ora la ladder è stata resettata, quindi per ora può capitare che ti becchi uno col tuo stesso trueskill, ma magari era tipo l'ex numero 1 che ha ripreso a giocare per CR.
    Last edited by Ercos; 20th March 2010 at 13:41.

  3. #393
    Lieutenant Commander peluche's Avatar
    Join Date
    May 2005
    Location
    Torino
    Posts
    15.285

    Default

    ci siete per una cosa a tre su LS?

  4. #394
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    Primi nerf

    Chaos Changes

    * Inferno Bolters damage has been reduced from 39 to 35
    * Chaos Predator max speed increased to 5.7 from 5.2
    * Chaos Lord has had his armour type changed from Heavy Infantry to Commander
    * Bloodcrusher Changes:
    o Removed melee resistance
    o Increased the in combat ranged modifier to 1 from 0.5
    o Unit size has been changed to Large from Huge

    Space Marine Changes

    * Predator Tank max speed increased to 5.7 from 5.2
    * Assault Terminators with Storm Hammers and Thunder Shield Changes:
    o Increased damage to 90 from 75
    o Increased special attack damage to 67 from 65
    * Assault Terminators with Lightning Claws Changes:
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 95
    o Decrease special attack damage to 57 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Force Commander Terminator Lightning Claws Changes:
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 100
    o Decrease special attack damage to 57 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Librarian’s Smite ability will no longer sometimes instantly cooldown after firing

    Eldar Changes

    * Fire Prism max speed increased to 5 from 4.5
    * Wraithguard can no longer fire on the move
    * Shuriken Cannon Guardian HP has been reduced to 225 from 275 per member

    Ork Changes

    * Looted Tank max speed increased to 5.5 from 5

    Tyranid Changes

    * Ravener Tunnel HP has been reduced to 175 from 250

    General Bug Fixes

    * Bloodcrusher now has appropriate upkeep cost
    * Stikkbomb_pvp damage type has been modified to damage units in buildings
    * Plague Marine Champion death explosion will no longer hurt invulnerable units
    * Force Commander and Assault Terminator lightning claw special attack changed from a 0.5 second sweep to an instant pie attack.
    * Ravener Alpha no longer reduces his AV damage modifier by re-equipping the corrosive devourer multiple times
    * The received range damage modifier while fleet of foot is active on a Banshee squad with an Exarch is now exclusive and will no longer stack with other received range damage modifiers
    * The received range damage modifier from Distortion field is now exclusive and will no longer stack with other received range damage modifiers


    Riguardo al discorso di prima Diamond, una cosa che devi imparare oltre che a leggere sempre i changelog è anche il tipo di danno che fanno le unità, i terminator sono passati dallo sgravissimo Heavy Melee (ossia danni pesanti in corpo a corpo a tutti) a Power Melee (danni pesanti contro Heavy Armor [tutti gli SM ] e Veicoli).

  5. #395
    Ensign xv25's Avatar
    Join Date
    Mar 2007
    Location
    Terronia
    Posts
    3.680

    Default

    Almeno un paio di giorni sono riuscito ad abusarle le claw disumane Pero' non capisco perchè gli han tolto anche il (poco)danno a 360°, quello ci stava

    E mi stupisco anche che non abbiano nerfato le granate dei cultisti... quelle si che sono abbastanza ridicole, ci domini il t1 tranquillo
    Last edited by xv25; 20th March 2010 at 14:04.

  6. #396
    Lieutenant DiamondK's Avatar
    Join Date
    Jan 2007
    Location
    San Siro 2° anello arancio
    Posts
    4.508

    Default

    K ora mi leggo un pò di cose e riprovo, io facevo le cose a caso quindi perdevo easy
    On iMac 21,5"

  7. #397
    Lieutenant DiamondK's Avatar
    Join Date
    Jan 2007
    Location
    San Siro 2° anello arancio
    Posts
    4.508

    Default

    Quote Originally Posted by Ercos View Post
    http://www.gamereplays.org/dawnofwar2/

    buono studio.

    per iniziare non conviene fare 1vs1, ma 2vs2 o 3vs3 sperando che i tuoi compagni siano bravi in modo da imparare da loro e nel caso tu faccia errori loro riescano a rimediare per te.
    Devi capire che in multiplayer tutti conoscono il giusto ordine di costruzione delle unità fino al t2, quindi se tu costruisci a caso hai già perso in partenza, perchè dopo 5 minuti ti fanno saltare i generatori e hai finito di giocare.

    Poi devi tenere conto che ora la ladder è stata resettata, quindi per ora può capitare che ti becchi uno col tuo stesso trueskill, ma magari era tipo l'ex numero 1 che ha ripreso a giocare per CR.
    però non capisco dove cazzarola guardare per le strategie in 1vs1
    On iMac 21,5"

  8. #398
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    Quote Originally Posted by xv25 View Post
    Almeno un paio di giorni sono riuscito ad abusarle le claw disumane Pero' non capisco perchè gli han tolto anche il (poco)danno a 360°, quello ci stava

    E mi stupisco anche che non abbiano nerfato le granate dei cultisti... quelle si che sono abbastanza ridicole, ci domini il t1 tranquillo
    le nerferanno sicuro, per ora il changelog che ho postato è un work in progress, quindi probabilmente quando uscirà quello ufficiale ci saranno delle modifiche.

    @diamond: in alto ci sta scritto Strategies suddiviso per razza, anche se è da un po' che non le aggiornano, in quel caso ti conviene leggere sul forum e guardarti i replay.

  9. #399
    Lieutenant DiamondK's Avatar
    Join Date
    Jan 2007
    Location
    San Siro 2° anello arancio
    Posts
    4.508

    Default

    Quote Originally Posted by Ercos View Post
    le nerferanno sicuro, per ora il changelog che ho postato è un work in progress, quindi probabilmente quando uscirà quello ufficiale ci saranno delle modifiche.

    @diamond: in alto ci sta scritto Strategies suddiviso per razza, anche se è da un po' che non le aggiornano, in quel caso ti conviene leggere sul forum e guardarti i replay.
    si strategies l'avevo visto, solo è che non capisco dove spieghino strategie per l'1vs1
    On iMac 21,5"

  10. #400
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    Sul forum e guardandoti i replay le impari, le code di produzione di solito le impari così.

  11. #401
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    che balle è 2 settimane che the hut mi ha spedito il gioco e ancora nn mi è arrivato

  12. #402
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    aauhauhauha ma che figata la cutscene finale della campagna!

  13. #403
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    figata ho trovato la build definitiva per l'hive tyrant.

    3 ht con la mia build e si vince isi, in solo riesco ad arrivare fino ai doppelganger poi purtroppo soko ç_ç

    Cmq per avere la build definitiva bisogna avere equipaggiato:

    Grinfie stritolanti (se il tiranno o le creature attaccano si guadagnano 3pf)
    Cisti venefiche (160 di armatura più la nube velenosa che è il core del danno di questa build)
    Genosteler (3 genosteler che durano poco, fanno molto danno)
    Decomposizione esplosiva (quando le creature muoiono esplode una nuvola velonosa [cominciate a capire xkè servono i genostealer vero eh ])
    Bioreazione (crea uno scudo di invulnerabilità ogni volta che muore una creatura [come sopra])
    Sinapsi (50% di costo energia per l'uso delle abilità)

    Come funziona la build?Facile, si usano i genostealer per curarsi rendersi immuni e fare danno allo stesso tempo, spammandoli (con sinapse costano 5 di energia ghhghg).
    Quando i genostealer arrivano in melee si possono fare esplodere segando facilmente grossi gruppi di mobboni.
    Ovviamente quando si aggrano millemila mob si usa la propria nube velenosa che secca tutte le cacchette e lascia in piedi solo i vari liutenant ecc...

    Se si sta sokando, basta evocare altri genostealer per avere l'immunità di qualche secondo, tirare 2 artigliate che ti fanno guadagnare 6pf e nel mentre ogni genostealer tira altre 2 artigliate che fanno 2x3x3 pf guariti il che non è male considerando che tutto questo dura 2 secondi

    Cmq quando qualche pakko vuole provare io ci sono, ora devo testare la nuova armor che si sblocca al 16 (quella da 98 di armor ma che a ogni colpo subito si guadagna un +10 in armatura anche se a questo punto si sacrifica la nube velenosa, ma se si riesce a giocare con 3 ht si può avere 2 ht con nube velenosa e l'altro ht con l'armatura di reazione in modo da fare il ress bot )

  14. #404
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    Patch notes 2.2

    Global

    * Users can now modify their keybindings, including camera controls, by changing values in the keydefaults.lua file in the Settings folder. The keydefaults.lua file will not exist until you first launch a multiplayer game after the patch. Please see the contents of keydefaults.lua for more information


    Bug Fixes

    Global

    * Variety of stability fixes
    * Fixed a crash that can occur when using driver-level anti-aliasing
    * Fixed a crash due to a memory corruption in the final mission
    * Fixed a bug whereby the blur rendering post-process effect would fail to work
    * Fixed a bug whereby the game would hang in windowed mode in Vista or Window 7 – Please note that windowed mode is still not officially supported with Dawn of War II: Chaos Rising
    * Fixed a bug whereby the game wouldn’t run in Vista or Window 7 when parental controls are disabled


    Campaign

    * Players will no longer receive invalid wargear in the original Dawn of War 2 campaign
    * Fixed an issue with right-clicking to pick up wargear causing the cursor to be locked in the facing position
    * Fixed a scar error during the Uprising at Angel Forge mission
    * Fixed an issue where the final boss of the Chaos Rising campaign would randomly regain full health



    Multiplayer

    * Fixed a crash that can occur during the kick voting process
    * Fixed a crash when attempting to capture a power node
    * Fixed a bug where wind-up weapons would unfairly fail to fire if the target leaves the range of the attacker during wind-up
    * Fixed a bug where ranks will be reset under certain networking conditions
    * Implemented an attempt to recover lost rank from old leaderboards
    * Added music to free for all matches
    * Fixed and issue where some power nodes did not have room to build all three power nodes in 2p Judgment of Carrion and 4p Calderis Refinery



    Balance Changes

    General

    * 2p Judgment of Carrion has had its strategic points rearranged.



    Chaos

    * Inferno Bolters damage has been reduced from 39 to 35
    * Chaos Predator max speed increased to 5.7 from 5.2
    * Chaos Lord has had his armour type changed from Heavy Infantry to Commander
    * Removed melee resistance from the Bloodcrusher
    * Increased the in combat ranged modifier to 1 from 0.5 for the Bloodcrusher
    * Bloodcrusher size has been changed to Large from Huge
    * Bloodcrusher now has appropriate upkeep cost
    * Plague Marine Champion death explosion will no longer hurt invulnerable units



    Space Marines

    * Predator Tank max speed increased to 5.7 from 5.2
    * Assault Terminators with Storm Hammers and Thunder Shield
    o Increased damage to 90 from 75
    o Increased special attack damage to 67 from 65
    * Assault Terminators with Lightning Claws
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 95
    o Decrease special attack damage to 57 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Force Commander Terminator Lightning Claws
    o Change damage type from Melee Heavy to Power Melee
    o Decrease damage to 70 from 100
    o Decrease special attack damage to 53 from 72
    o Decrease splash damage to 12 from 20
    o Removed additional 360 degree damage (20) from special attack
    * Librarian’s Smite ability will no longer sometimes instantly cooldown after firing
    * Force Commander and Assault Terminator lightning claw special attack changed from a 0.5 second sweep to an instant pie attack.



    Eldar

    * Fire Prism max speed increased to 5 from 4.5
    * Wraithguard can no longer fire on the move
    * Shuriken Cannon Guardian HP has been reduced to 225 from 275 per member
    * The received range damage modifier while fleet of foot is active on a Banshee squad with an Exarch is now exclusive and will no longer stack with other received range damage modifiers
    * The received range damage modifier from Distortion field is now exclusive and will no longer stack with other received range damage modifiers




    Orks

    * Looted Tank max speed increased to 5.5 from 5
    * Stikkbomb_pvp damage type has been modified to damage units in buildings



    Tyranids

    * Ravener Tunnel HP has been reduced to 175 from 250
    * Ravener Alpha no longer reduces his AV damage modifier by re-equipping the corrosive devourer multiple times


    Hanno nerfato gli artigli dei terminator d'assalto, ma hanno rialzato i danni del martello, se prima si spendeva 70/70 per avere gli artigli e spaccare tutto, ora ti tieni i terminator di default e spacchi tutto uguale
    L'unico vantaggio che posso intuire è il fatto che gli artigli ora sono considerati power melee e quindi utili contro fanteria corazzata e veicoli.

    Il chaos lord ora è nerfato troppo, oltre a essere lentissimo or avendo la armor come gli altri commander soka di brutto lol.
    Lo sapevo che dovevo giocare il chaos prima del nerf per farmare un po' di ranks
    Last edited by Ercos; 9th April 2010 at 10:26.

  15. #405
    Lieutenant Commander Ercos's Avatar
    Join Date
    May 2004
    Location
    Asdolandia!
    Posts
    19.586

    Default

    2.2.1 Patch Release Notes


    Chaos
    ------------------------

    Chaos Lord
    * Drain Life has had its radius reduced from 30 to 15
    * Drain Life can no longer be used on unconscious units
    * Kill the Weak, Destructive Strike and Sweeping Doom can no longer be cast at the same time
    * Fixed a broken special attack for the Chaos Lord lightning claws
    * Chaos Lord’s blood maul and lightning claws now properly display the proper level requirement
    * Range indicator ring for Kill the Weak! Now displays the correct range

    Plague Marine Champion
    * Added hero XP modifier so that the PMC levels correctly with experience
    * Melee skill has been reduced from 90 to 60
    * Changed melee sync-kill percentage from 60 to 40
    * Equipping the Plague Sword and Power Fist will now increase the Plague Champion’s melee skill by 10 for a total of 70 at level 1
    * Blight grenade immunity time increased to prevent juggling between units
    * Unholy stench no longer damages damage immune targets

    Sorcerer
    * Melee skill has been reduced from 90 to 70
    * Changed melee sync-kill percentage from 100 to 40
    * Sorcerer is now immune to knockback while using the Subjugate ability
    * Shrine Worshiping cultists are no longer affected by the Sorcerer’s mass teleport
    * Sorcerer’s Subjugation ability no longer works on retreating units

    Heretics
    * Doom Blast now deals courage damage
    * Doom Blast damage has been reduced from 45 to 25

    Chaos Tactical Marines
    * Inferno Bolter damage modifier vs. vehicles has been lowered from 0.2 to 0.1

    Bloodletters
    * Upkeep has been increased from 0.00425 to 0.017
    * Damage has been reduced from 50 to 42
    * Special attack damage has been increased from 25 to 31
    * Special attack damage type changed from melee_pvp to melee_heavy

    Plague Marines
    * Plague Bolter damage over time increased from 0.5 to 0.75

    Bloodcrusher
    * Build time increased from 35s to 40s


    Space Marines
    ------------------------

    Apothecary
    * The range of the Apothecary’s heal has been reduced from 40 to 25
    * The sanguine chainsword now requires tier 1
    * The anointed power axe now requires tier 2
    * Combat Stimulants will now break suppression and increase damage on the unit it is cast on

    Force Commander
    * Force Commander lightning claws are now free to repurchase

    Techmarine
    * Brother’s in Arms no longer affects buildings
    * Techmarine mark target can no longer target unconscious units
    * Teleport relays now properly heal Tactical Marines

    Tactical Marines
    * Tactical Marines can now replace an upgrade with another upgrade. Each time they do this they must pay the cost of the new upgrade.

    Assault Terminators
    * Melee skill increased from 60 to 70
    * Fixed an issue where Assault Terminators with lightning claws reinforced at less HP

    Librarian
    * Librarian Force Staff type changed from sword_pvp to power_melee_pvp
    * Librarian Force Staff now grants inspiration to nearby Space Marines

    Dreadnought
    * Multi-melta and assault cannon no longer display on UI when upgraded to prevent overwrite of Dark Age of Technology


    Eldar
    ------------------------

    Warlock Commander
    * Destructor damage reduced from 60 to 54

    Warpspider Exarch
    * Equipping Power Blades will now increase the Warpspider Exarch’s melee skill by 10 for a total of 70 at level 1
    * Energy cost of Teleport increased from 30 to 35
    * Units under affected by the Warp Spider Exarch’s Mass Teleport are now immune to knockback

    Guardians
    * Battle Equipment cost increased from 50/15 to 65/15
    * Guardian reinforce cost increased from 0.4 to 0.5

    Banshees
    * Aspect of the Banshee cost increased from 100/20 to 100/25

    Shuriken Cannon
    * Cost increased from 210/30 to 240/30

    Rangers
    * Can no longer target Terminators with Kinetic Shot which was ineffective

    Warpspiders
    * Haywire grenade now slows vehicles by 60% instead of causing them to be stationary


    Orks
    ------------------------

    Kommando Nob
    * Equipping the Assashun’s Knife will now increase the Kommando Nob’s melee skill by 10 for a total of 70 at level 1
    * Hide Da Boys no longer works on unconscious units

    Mekboy
    * Beamy Deff Gun ranged increased from 55 to 65
    * Has a new weapon upgrade: Dakka Dakka Dakka
    o Costs 115/30
    o Requires Tier 1
    o Equips a big shoota with no setup time
    o Increases Mek’s ranged damage by 50%
    * Waaagh banner Frazzle ability now displays buff effects on nearby Orks

    Warboss
    * Now has medium crush
    * Cybork Implants now replaces the Stomp ability with the Big Stomp ability
    * Big Stomp no longer requires the Warboss to take damage
    * Big Stomp stun duration lowered from 10s to 7s

    Sluggas
    * Recklessness now breaks suppression and reduces incoming ranged damage by 50% for the duration of the ability
    * Recklessness has been renamed to “Swamp ‘Em”
    * Recklessness has a new effect
    * Nob leader cost increased from 75/25 to 100/25

    Stormboys
    * Choppa damage increased from 27 to 30
    * Choppa special attack damage increased from 12 to 20
    * Choppa special attack damage type changed from melee_pvp to melee_power_weapons_pvp

    Lootas
    * Beamy Deffgun range increased from 55 to 65

    Stikkbommaz
    * Increased the projectile speed on stikkbombs
    * Stikkbomma stikkbombs and stunbombs now properly scatter when targeted in fog of war

    Wartrukk
    * Cost increased from 200/30 to 300/40
    * HP increased from 400 to 500
    * Build time increased from 30s to 40s

    Weirdboy
    * Weirdboy will no longer lose energy upgrade when going into shared holds

    Tyranids
    ------------------------

    Hive Tyrant
    * Invulnerability duration decreased from 20s to 12s
    * Crushing claw damage reduced from 120 to 108
    * Improved Synapse no longer applies to Carnifexes, Warriors, Tyrant Guard, Zoanthropes or Spore Mines

    Ravener Alpha
    * Equipping the Crippling Talon or Acid Splatter will now increase the Ravener Alpha’s melee skill by 10 for a total of 70 at level 1
    * Corrosive Devourer vehicle armor damage modifier increased from 2.0 to 2.5 when ability active.

    Hormagaunts
    * Cost increased from 270 req to 300 req
    * Health increased from 73 to 80 per entity
    * Damage increased from 20 to 22

    Warriors
    * Adrenal Gland synapse no longer increases weapon damage of affected units
    * Adrenal Gland synapse increases health of affected units by 75%
    * Warriors equipped with a barbed strangler will no longer leap into melee combat
    * Barbed strangler damage reduced from 45 to 25
    * Barbed strangler damage modifier vs. garrisoned troops increased from 1.6 to 3.0
    * Scything talons heavy damage reduced from 27.5 to 20.6
    * Warriors can no longer knock back retreating units

    Venom Brood
    * Synapse ranged damage increase lowered from 40% to 30%
    * Synapse now increases health of affected units by 35%
    * Cost reduced from 400/15 to 300/15
    * Damage reduced from 36 to 30

    Genestealers
    * Melee skill reduced from 80 to 70
    * Genestealers now grant 8 red resources when killed, up from 4

    Tyrant Guard
    * Reduced upkeep from 0.0765 to 0.051

    Lictor
    * Melee skill increased from 60 to 70

    Carnifex
    * Spawn Rippers cooldown increased from 60 to 120 seconds
    * Spawn Spore Mines cooldown increased from 60 to 120 seconds
    * Special attack damage reduced from 175 to 120
    * Scything talons and claws damage reduced from 240 to 200
    * Scything talons damage reduced from 300 to 180
    * Charge damage reduced from 35 to 30

    Synapse
    * Tyranid synapse death damage increased to 18% from 14% for all units except tyrant guard and carnifex.


    Bug Fixes
    ------------------------

    * Unreachable areas on Typhon Arena marked as impassible
    * Open area around power points on Calderis Refinery increased to allow generators to be built.
    * The following abilities have been given unique keybindings:
    o Scout Explosive Shot
    o Heretic Doom Blast
    o Sorcerer Warp Rift
    o Tyrant Guard Shield Wall
    o Weirdboy Zzap
    o Weirdboy Warp Vomit
    o Weirdboy Bigga Brains
    o Chaos Lord’s Drain Life
    o Bloodletter Warp Rift
    o Warboss Shoot ’em Good
    * Rank 45 Chaos marines will no longer be downgraded to normal looking bolters when they are upgrade with a Mark of Tzeentch
    * Carnifex can no longer be knocked down by the Kommando Nob’s Kaboom! Ability
    * Units immune to damage (Warp Shifted or Phase Shifted) will no longer be damaged by the Kommando Nob’s Kaboom! ability
    * Rippers will no longer reinforce automatically while in range of the Tyranid Hive

    ----------------------

    Un po' di nerf a tutti soprattutto alle granate dei warpspider e la figata delle TAC che ora possono cambiare equipaggiamento quando vogliono diventando molto più utili e meno statici di prima
    Last edited by Ercos; 7th May 2010 at 08:17.

Page 27 of 78 FirstFirst ... 172324252627282930313777 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
[Output: 117.38 Kb. compressed to 102.03 Kb. by saving 15.36 Kb. (13.08%)]