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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Oxide Ammar
180
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Posted - 2014.11.29 12:20:29 -
[151] - Quote
Warde Guildencrantz wrote:Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons
This ..if all 4 destroyers ended up with same 3 modes, we will select the most suitable one and rest will be dumped down.
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
250
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Posted - 2014.11.29 13:20:28 -
[152] - Quote
Would be quite fun to mix up the bonuses a little. Instead of a sniper mode on the Caldari one it would be great to have the opposite, something that nerfs its range for some dps to make up for so many of their hybrid boats just being snipers and average at anything else.
You'll never manage to make them not slightly tread on toes of other ships - but something that allows them to act a little different to their race does normally would be interesting :) |
elitatwo
Eve Minions Poopstain Removal Team
492
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Posted - 2014.11.29 16:22:00 -
[153] - Quote
Merrowing Kion wrote:Ship is really nice, but pleeeease, give him additionally 40\50 CPU and 20 PG. It is impossible, to push all fit in it
No, you don't get an xl-asb on and and 100nm afterburner, deal with it.
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Deacon Abox
Justified Chaos Spaceship Bebop
430
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Posted - 2014.11.29 18:15:35 -
[154] - Quote
Yun Kuai wrote:Warde Guildencrantz wrote:Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out. I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them? Sorry Yun, I disagree. The better question is why give 10% range bonuses to only one race thus making them the only sniper capable race, while those same range bonuses are also nifty for brawling with short range guns? If one race gets to trademark the sniper role then that race should also cede the brawler role, but it doesn't. So should Caldari have a lock on sniping and still be able to field brawlers but Amarr should be stuck with only brawling?
Better to have all races able to field a ship in brawler, sniper, fast skirmisher or whatever roles. That way everyone can find a place in a fleet based on any of those roles no matter what ship race they've trained. This, because it takes a couple years to train all the race ships and corresponding weapons. And noobs should not be locked out of whole fleet types because they have only trained one or two race of ship.
No successful military willingly cedes an entire viable combat role to it's adversaries. It's options in a role may not be as good, but it still keeps production in that role option. Or else it will just be beaten by an enemy using the combat mode it alone possesses to win. And in a game no one likes sinking sp into a line of ships and then discovering that the role they've come to like means they should have trained a whole other race of ships from the getgo.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Ascentior
PIE Inc. Praetoria Imperialis Excubitoris
139
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Posted - 2014.11.29 20:19:53 -
[155] - Quote
Deacon Abox wrote:Yun Kuai wrote:Warde Guildencrantz wrote:Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out. I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them? Sorry Yun, I disagree. The better question is why give 10% range bonuses to only one race thus making them the only sniper capable race, while those same range bonuses are also nifty for brawling with short range guns? If one race gets to trademark the sniper role then that race should also cede the brawler role, but it doesn't. So should Caldari have a lock on sniping and still be able to field brawlers but Amarr should be stuck with only brawling? Better to have all races able to field a ship in brawler, sniper, fast skirmisher or whatever roles. That way everyone can find a place in a fleet based on any of those roles no matter what ship race they've trained. This, because it takes a couple years to train all the race ships and corresponding weapons. And noobs should not be locked out of whole fleet types because they have only trained one or two race of ship. No successful military willingly cedes an entire viable combat role to it's adversaries. It's options in a role may not be as good, but it still keeps production in that role option. Or else it will just be beaten by an enemy using the combat mode it alone possesses to win. And in a game no one likes sinking sp into a line of ships and then discovering that the role they've come to like means they should have trained a whole other race of ships from the getgo. Actually, every successful military has specialised in specific areas. That's the exact way to beat your opponent, know your strengths and play to those strengths. We are an alliance that chooses to fly only Amarr ships, it's part of our identity. So we know very well how not giving a particular role to a race penalises that race, more so than anyone. And it is the racial differences in eve that make ship selection (and training anything) interesting. Why would anyone want to train another race if they can get the exact same role out of one race?
Keep the races different! Only once we've reclaimed everything can they start being the same!
Admiral of PIE Inc.,
Praetoria Imperialis Excubitoris (See 'PIE Public' for recruitment)
Honorary Fabricator-General of the Imperial Navy
Chosen by God to serve the Empire.
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Omnathious Deninard
Novis Initiis
2563
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Posted - 2014.11.29 20:35:02 -
[156] - Quote
I have to agree that racial diversity should be considered when designing the ships.
I really don't want eve to get to a point that the only difference between ships is what weapon you put on it.
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FT Diomedes
The Graduates Forged of Fire
651
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Posted - 2014.11.29 20:38:12 -
[157] - Quote
Yun Kuai wrote:Warde Guildencrantz wrote:Can we have at least 1 different mode per race? Don't want every race to have sharpshooter+defence+propulsion and be identical cept for tank and weapons This and more this. I'm tired of all the ships becoming homogenized. The amaro are very different the the colder "sniper". The differences shouldn't just be in the overall range, but in how the ship actually plays out. I sure hope someone at CCP thought through this part. If you're going to give a "sniper" role to Amarr ships, what would you give to Caldari to differentiate them?
If we went with historical patterns, the Amarr and Caldari would both end up being stronger defensively and at long range. The Minmatar and Gallente would end up being more mobile and better at short range. Basically the same old fleet versus skirmish dichotomy.
I agree that we want four distinct ships. We also want four ships that are viable across the spectrum of Eve, in an already crowded pool of ships. That's the problem with adding new ships is that you have to find a niche for them.
I would rather have four well-balanced ships than one that was clearly superior and three that suck monkey balls. In other words, I don't want to see a repeat of nearly every other ship class across the past few years (especially in regards to the Tengu versus other T3's, Sabre versus other interdictors, Ishtar versus other HACs, etc.). If the differences are primarily in the tank type, resistance profile, and weapons they fit in the high slots, I am okay with that.
The bonus to combat probes is what makes these ships. It is clearly the best feature they have, by far. Basically, with that bonus, you have a ship that is inherently viable in small ship combat as an FC ship. You also have a ship that can hunt, catch, and kill similar class ships solo.
What will be interesting is how much mode switching plays a role in fleet combat. It could be kind of cool to see a sniper mode doctrine plinking away at the enemy fleet, then switching to tank mode to survive a volley of bombs, then switching to speed mode to catch stragglers as they flee from the battlefield. All of the above depends on the actual numbers for the ships in realistic fits, which I have not been able to test yet.
This is my signature. There are many like it, but this one is mine.
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1415
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Posted - 2014.11.29 22:00:37 -
[158] - Quote
Kaarous Aldurald wrote:epicurus ataraxia wrote: But things are not really overpowered when even a battleship can warp away before it locks are they? Yep, they are. This is because, thanks to the speed mode on this thing, it can bump tackle anything bigger than a cruiser fairly easily, which makes a lock time delay meaningless. Duh.
The post before it, I explained that the suggestion was for a t2 cloak with the ability to warp cloaked. The restrictions of speed limitation still apply. I doubt you could achieve little more than a quick kiss with that restriction. However EVE is a game about emergent gameplay, maybe you could use it's clearly overpowered abilities to launch a dred at them or something
Edit: oh it's you, sorry I would not have replied if I had known.
There is one EvE. Many people. Many lifestyles. WE are EvE
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Kaarous Aldurald
Lords.Of.Midnight The Devil's Warrior Alliance
10746
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Posted - 2014.11.29 23:13:18 -
[159] - Quote
epicurus ataraxia wrote: The post before it, I explained that the suggestion was for a t2 cloak with the ability to warp cloaked.
And that is hilariously, ridiculously overpowered on this hull. As has been explained to you already.
Quote: The restrictions of speed limitation still apply.
Good Lord, have you ever actually flown a cloaked ship?
Speed restrictions won't matter at all with what I described.
Quote: I doubt you could achieve little more than a quick kiss with that restriction.
And you're incredibly, stupendously wrong.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2006
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Posted - 2014.11.30 02:40:34 -
[160] - Quote
Literally Space Moses wrote:Harvey James wrote:i would suggest removing sensor strength 100% buff in sniper mode .. why should it become twice as hard too jam all of a sudden?? It's not about the jamming, it's about it becoming harder to probe down and warp to, which fits with the sniper theme nicely.
The very high sensor strength and very long targeting range in sharpshooter mode will make it awfully difficult to use ECM jammers or sensor dampeners on these. I don't see any other purpose for the targeting range being that long. In fact with a base of 45%, you'd be fine with no bonus at all in sharpshooter mode. I fly a Cormorant (36km targeting range base) with 72km effective range using 125mm railguns. The new Confessor will have a smaller base range, but will more easily fit the largest frigate beam lasers while also having a lot more slots for electronics modules. This on top of a huge base targeting range, and I will be able to fit tracking computers/enhancers and ignore sensor boosters entirely.
Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora?
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Catherine Laartii
Dominion Fleet Group Templis CALSF
418
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Posted - 2014.11.30 07:20:14 -
[161] - Quote
Please, PLEASE get rid of the bloody cap usage bonus, and increase the cap regen and amount rate appropriately to compensate. It needs a tracking speed bonus or drones, and it has neither. |
AnimeHeretic
Starcade Group Elemental Tide
1
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Posted - 2014.11.30 07:50:06 -
[162] - Quote
Catherine Laartii wrote:Please, PLEASE get rid of the bloody cap usage bonus, and increase the cap regen and amount rate appropriately to compensate. It needs a tracking speed bonus or drones, and it has neither.
This. I'm kinda sick of the cap usage bonus also. It's a useless bonus that should not be on ANY amarr ships. |
elitatwo
Eve Minions Poopstain Removal Team
492
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Posted - 2014.11.30 07:50:18 -
[163] - Quote
Reaver Glitterstim wrote:-snip- Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora?
You could just hop on SiSi and look it up, you know. It's 46/52km in sniper mode.
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Rowells
Unknown Soldiers Fidelas Constans
1755
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Posted - 2014.11.30 08:08:07 -
[164] - Quote
elitatwo wrote:Reaver Glitterstim wrote:-snip- Anyone have a computation for the effective range these will have with max skills and small beam lasers/aurora? You could just hop on SiSi and look it up, you know. It's 46/52km in sniper mode. does this include tracking comps? i got 64/68 on mine |
elitatwo
Eve Minions Poopstain Removal Team
492
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Posted - 2014.11.30 08:28:32 -
[165] - Quote
Rowells wrote:does this include tracking comps? i got 64/68 on mine
No
signature
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Syrias Bizniz
Krautfleet
378
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Posted - 2014.11.30 11:33:04 -
[166] - Quote
Got a fit that reaches 70km Aurora in Sniper. When **** gets too close, it can go up to 3.9k heated in Speedmode, all pre-imps / links. (Only Genocore 1&2 for fitting reasons)
DPS at that range is about 220ish.
Or all in all:
Pretty much a Navy Omen in another design. I like it! |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2009
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Posted - 2014.11.30 11:37:52 -
[167] - Quote
I'm surprised it's less than a Cormorant. I figured with the tracking computers that you can't take advantage of on a Cormorant, the Confessor would get more range.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Syrias Bizniz
Krautfleet
378
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Posted - 2014.11.30 11:38:24 -
[168] - Quote
Reaver Glitterstim wrote:I'm surprised it's less than a Cormorant. I figured with the tracking computers that you can't take advantage of on a Cormorant, the Confessor would get more range.
Well, it's without a tracking comp. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2009
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Posted - 2014.11.30 11:41:35 -
[169] - Quote
dammit I need EFT so I can figure this out for myself!!
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Harvey James
The Sengoku Legacy
1002
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Posted - 2014.11.30 11:45:32 -
[170] - Quote
Syrias Bizniz wrote:Got a fit that reaches 70km Aurora in Sniper. When **** gets too close, it can go up to 3.9k heated in Speedmode, all pre-imps / links. (Only Genocore 1&2 for fitting reasons)
DPS at that range is about 220ish.
Or all in all:
Pretty much a Navy Omen in another design. I like it!
sounds a little excessive for a small ship
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Syrias Bizniz
Krautfleet
378
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Posted - 2014.11.30 11:49:43 -
[171] - Quote
[Confessor, Confessor] Nanofiber Internal Structure II Small Ancillary Armor Repairer Heat Sink II Nanofiber Internal Structure II Heat Sink II
Small Capacitor Booster II Limited 1MN Microwarpdrive I Warp Disruptor II
Small Focused Beam Laser II Small Focused Beam Laser II Small Focused Beam Laser II Expanded Probe Launcher II Small Focused Beam Laser II Small Focused Beam Laser II Small Focused Beam Laser II
Small Energy Locus Coordinator II Small Energy Locus Coordinator II Small Ancillary Current Router I
Actually, with Dessie to V, this should be somewhere around 240-250 dps preheat. Will Edit in more numbers as i assemble it on Sisi again. It got killed yesterday after some CCP dude blapped it in his officer polarized oracle.
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7164
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Posted - 2014.11.30 12:05:27 -
[172] - Quote
Harvey James wrote:Syrias Bizniz wrote:Got a fit that reaches 70km Aurora in Sniper. When **** gets too close, it can go up to 3.9k heated in Speedmode, all pre-imps / links. (Only Genocore 1&2 for fitting reasons)
DPS at that range is about 220ish.
Or all in all:
Pretty much a Navy Omen in another design. I like it! sounds a little excessive for a small ship its not as bad as you might think, i cant shoot and go at that speed at the same time, it has to pick one or the other and it cant tank for **** while doing either
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Syrias Bizniz
Krautfleet
379
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Posted - 2014.11.30 12:10:59 -
[173] - Quote
Ralph King-Griffin wrote:Harvey James wrote:Syrias Bizniz wrote:Got a fit that reaches 70km Aurora in Sniper. When **** gets too close, it can go up to 3.9k heated in Speedmode, all pre-imps / links. (Only Genocore 1&2 for fitting reasons)
DPS at that range is about 220ish.
Or all in all:
Pretty much a Navy Omen in another design. I like it! sounds a little excessive for a small ship its not as bad as you might think, i cant shoot and go at that speed at the same time, it has to pick one or the other and it cant tank for **** while doing either
The tank isn't as bad as you assume. The native resists are really good, and range and speed are enough to mitigate tons of damage already because people just can't hit you. This thing on Imps / Links will bring tears to a broad spectrum of players, as it will be able to reliably hit out to pointrange with good dps and incredible velocity.
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Harvey James
The Sengoku Legacy
1002
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Posted - 2014.11.30 12:29:29 -
[174] - Quote
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
from the OP are these correct? some pics from sisi shows normal T1 resists
its T3 so it should really have T1 resists not partial T2 ..
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Syrias Bizniz
Krautfleet
380
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Posted - 2014.11.30 12:34:21 -
[175] - Quote
Harvey James wrote:Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
from the OP are these correct? some pics from sisi shows normal T1 resists
its T3 so it should really have T1 resists not partial T2 ..
The base armor resistances you provided are correct. |
Harvey James
The Sengoku Legacy
1002
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Posted - 2014.11.30 12:37:33 -
[176] - Quote
Syrias Bizniz wrote:Harvey James wrote:Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
from the OP are these correct? some pics from sisi shows normal T1 resists
its T3 so it should really have T1 resists not partial T2 .. The base armor resistances you provided are correct.
really? .. so they haven't learn't from the T3 cruisers then ...
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7164
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Posted - 2014.11.30 12:39:27 -
[177] - Quote
Syrias Bizniz wrote:
The tank isn't as bad as you assume. The native resists are really good, and range and speed are enough to mitigate tons of damage already because people just can't hit you. This thing on Imps / Links will bring tears to a broad spectrum of players, as it will be able to reliably hit out to pointrange with good dps and incredible velocity.
Edit: Keep in mind that pimping this ***** is totally viable. An A-Type MWD will decrease capuse, a RF point will free up tons of CPU. An A-Type repper will greatly increase sustainability in prolonged damage situations.
However i feel like this ship will not be a good 'buffer' tank for kiting fleets with logi, as this cripples it's mobility severely. I'll actually go and try doing a good Brawler and/or scorchkite fit.
good point but you can only do one of those thing reliably at a time
as for brawling, actually its quite good at it, granted it cant deal with light drones quickly enough as its tracking sucks balls and the native hp is minuscule but if you sig tank it its actually fairly hard to kill for what it is (again though, t2 hobs make it go )Harvey James wrote:really? .. so they haven't learn't from the T3 cruisers then ... the base hp is much much lower than those though. these things are not all that hard to kill, a well flown daredevil or ishkur will take one of these for a shortcut
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Harvey James
The Sengoku Legacy
1002
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Posted - 2014.11.30 13:01:09 -
[178] - Quote
Ralph King-Griffin wrote:Syrias Bizniz wrote:
The tank isn't as bad as you assume. The native resists are really good, and range and speed are enough to mitigate tons of damage already because people just can't hit you. This thing on Imps / Links will bring tears to a broad spectrum of players, as it will be able to reliably hit out to pointrange with good dps and incredible velocity.
Edit: Keep in mind that pimping this ***** is totally viable. An A-Type MWD will decrease capuse, a RF point will free up tons of CPU. An A-Type repper will greatly increase sustainability in prolonged damage situations.
However i feel like this ship will not be a good 'buffer' tank for kiting fleets with logi, as this cripples it's mobility severely. I'll actually go and try doing a good Brawler and/or scorchkite fit.
good point but you can only do one of those thing reliably at a time as for brawling, actually its quite good at it, granted it cant deal with light drones quickly enough as its tracking sucks balls and the native hp is minuscule but if you sig tank it its actually fairly hard to kill for what it is (again though, t2 hobs make it go ) Harvey James wrote:really? .. so they haven't learn't from the T3 cruisers then ... the base hp is much much lower than those though. these things are not all that hard to kill, a well flown daredevil or ishkur will take one of these for a shortcut
they also said they wouldn't add any new T3 ships until they had nerfed T3 cruisers .. so 2 lies from CCP ... they overbuff stuff that only need a tweak , and neglect ships that need big changes....
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Syrias Bizniz
Krautfleet
380
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Posted - 2014.11.30 13:02:16 -
[179] - Quote
Harvey James wrote:Ralph King-Griffin wrote:Syrias Bizniz wrote:
The tank isn't as bad as you assume. The native resists are really good, and range and speed are enough to mitigate tons of damage already because people just can't hit you. This thing on Imps / Links will bring tears to a broad spectrum of players, as it will be able to reliably hit out to pointrange with good dps and incredible velocity.
Edit: Keep in mind that pimping this ***** is totally viable. An A-Type MWD will decrease capuse, a RF point will free up tons of CPU. An A-Type repper will greatly increase sustainability in prolonged damage situations.
However i feel like this ship will not be a good 'buffer' tank for kiting fleets with logi, as this cripples it's mobility severely. I'll actually go and try doing a good Brawler and/or scorchkite fit.
good point but you can only do one of those thing reliably at a time as for brawling, actually its quite good at it, granted it cant deal with light drones quickly enough as its tracking sucks balls and the native hp is minuscule but if you sig tank it its actually fairly hard to kill for what it is (again though, t2 hobs make it go ) Harvey James wrote:really? .. so they haven't learn't from the T3 cruisers then ... the base hp is much much lower than those though. these things are not all that hard to kill, a well flown daredevil or ishkur will take one of these for a shortcut they also said they wouldn't add any new T3 ships until they had nerfed T3 cruisers .. so 2 lies from CCP ... they overbuff stuff that only need a tweak , and neglect ships that need big changes....
There kinda has been a passive Nerf to T3s, it's the new Ishtar.
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Harvey James
The Sengoku Legacy
1002
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Posted - 2014.11.30 13:05:38 -
[180] - Quote
the massively overbuffed ishtar along with buffed overbuffed drones
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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