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Thread Statistics | Show CCP posts - 22 post(s) |
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CCP Fozzie
C C P C C P Alliance
1062

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Posted - 2012.08.20 12:15:00 -
[1] - Quote
Hello again everyone. Hope you all had a good weekend.
This post will cover the last four tech one frigates to get a discussion thread. This is in many ways the trickiest but also the most rewarding part of the winter frigate rebalance, since we are creating a new role for these frigates and hopefully shaking up frigate combat quite a bit.
Each race will be getting a tech one logistics frigate, bonused in remote repairing. These ships will be replacing the mining frigates that are being displaced by the new ORE frigate, taking the Inquisitor from the Amarr lineup instead because we already stole the Tormentor to make a mini-Armageddon.
Our goals here are 1)Create a new set of interesting gameplay choices when flying or fighting against frigate groups 2)Provide an upgrade path for new players on their way to Logistics ships
These ships are weaker for their size than our T2 Logistics Ships are, and that is by design. This reflects both the lower cost and SP investment and our desire that these ships compliment current frigate warfare without eclipsing all the other ships in the lineup. I am aware that any expansion of logistics capability in eve makes things harder for solo players, and we are endeavoring to make sure that these frigates add options to combat instead of taking them away.
So these ships have a max rep range of 28.8km with T2 reps and are generally among the slowest of the tech one frigates. We built them quite heavy so that they perform closer to destroyers/interdictors than the other frigates. Piloting these ships effectively in the midst of a battle will require some thought, helping create ships that are easy to get into but take time to master.
Along with the changes to the ships we are also changing the fitting requirements of small remote armor and shield reps. Details of those changes are (apologies for the formatting): MetatypeNamepowercpu 0Small Remote Armor Repair System I610 1Small I-ax Regenerative Projector69 2Small Coaxial Regenerative Projector69 3Small 'Arup' Remote Bulwark Reconstruction68 4Small 'Solace' Remote Bulwark Reconstruction68 5Small Remote Armor Repair System II712 6Brotherhood' Small Remote Armor Repair System I610 7Beatnik' Small Remote Armor Repair system I58 11Centii C-Type Small Remote Armor Repair System810 11Coreli C-Type Small Remote Armor Repair System610 12Centii B-Type Small Remote Armor Repair System910 12Coreli B-Type Small Remote Armor Repair System610 13Centii A-Type Small Remote Armor Repair System1010 13Coreli A-Type Small Remote Armor Repair System610 0Small Shield Transporter I335 1Small Asymmetric Barrier Transpositioner I333 2Small Murky Shield Screen Transmitter I332 3Small 'Atonement' Ward Projector328 4Small S95A Partial Shield Transporter330 5Small Shield Transporter II442 11Gistii C-Type Small Shield Transporter337 11Pithi C-Type Small Shield Transporter350 12Gistii B-Type Small Shield Transporter337 12Pithi B-Type Small Shield Transporter352 13Gistii A-Type Small Shield Transporter337 13Pithi A-Type Small Shield Transporter354
Here's the stats on the ships themselves. I won't give the difference from before since these guys are in a whole new role so the previous stats don't really matter.:
Inquisitor: Frigate skill bonuses: 10% bonus to Remote Armor Repair amount 10% reduction in Remote Armor Repair cap use Role Bonus: 500% bonus to the range of Remote Armor Repairers Slot layout: 3 H, 2 M, 4 L, 2 turrets Fittings: 51 PWG, 135 CPU Defense (shields / armor / hull) : 225 / 500 / 330 Capacitor (amount / recharge rate / cap per second): 400 / 200s / 2 Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95s Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 700 / 7 Sensor strength: 10 Radar Signature radius: 34 Cargo capacity: 250
Bantam: Frigate skill bonuses: 10% bonus to Shield Transporter boost amount 10% reduction in Shield Transporter cap use Role Bonus: 500% bonus to the range of Shield Transporters Slot layout: 3 H, 4 M, 2 L, 2 turrets Fittings: 39 PWG, 215 CPU Defense (shields / armor / hull) : 500 / 225 / 310 Capacitor (amount / recharge rate / cap per second): 380 / 190s / 2 Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19s Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 650 / 7 Sensor strength: 12 Gravimetric Signature radius: 35 Cargo capacity: 270
Navitas: Frigate skill bonuses: 10% bonus to Remote Armor Repair amount 10% reduction in Remote Armor Repair cap use Role Bonus: 500% bonus to the range of Remote Armor Repairers Slot layout: 3 H, 3 M, 3 L, 2 turrets Fittings: 49 PWG, 145 CPU Defense (shields / armor / hull) : 250 / 400 / 335 Capacitor (amount / recharge rate / cap per second): 390 / 195s / 2 Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61s Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 675 / 7 Sensor strength: 11 Magnetometric Signature radius: 36 Cargo capacity: 280
Burst: Frigate skill bonuses: 10% bonus to Shield Transporter boost amount 10% reduction in Shield Transporter cap use Role Bonus: 500% bonus to the range of Shield Transporters Slot layout: 3 H, 3 M, 3 L, 2 turrets Fittings: 40 PWG, 205 CPU Defense (shields / armor / hull) : 400 / 250 / 290 Capacitor (amount / recharge rate / cap per second): 370 / 185s / 2 Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72s Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 725 / 7 Sensor strength: 9 Ladar Signature radius: 33 Cargo capacity: 260
Let us know what you think! |
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CCP Fozzie
C C P C C P Alliance
1064

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Posted - 2012.08.20 12:33:00 -
[2] - Quote
Ok answers to excellent questions coming up:
Michael Harari wrote:I appreciate that they are slow and fragile but 1) With the cost of small reps, I dont think its reasonable to expect a t2 fit - deadspace reps will be the norm. Yup, and we balanced them with the idea that T2 will be baseline and C and B type reps relatively common. I've been keeping a close eye on the number of small faction reps in existance, and they're within a range I'm happy with.
Michael Harari wrote: 2) Logi dont get +50% rep power, these do.
Instead, logi get to use reps from a size larger. The rep power of these ships relative to their size class is significantly less than logistics ships.
Michael Harari wrote: 3) For PvE, the tank and speed on these is meaningless
Not going to go into detail since it's not my team, but there are plans to deal with that.
Michael Harari wrote: 4) For camping a plex, you can have this orbit 30km away while your main sits on the warpin
Indeed, but minor plex camps are already so powerful that I think the solution lies with giving people other plexes to hit so that we keep gangs moving. |
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CCP Fozzie
C C P C C P Alliance
1064

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Posted - 2012.08.20 12:48:00 -
[3] - Quote
I'm not going to rule out creating t2 versions of these someday, but the t1 versions are all that's coming for winter and t2 versions would be a somewhat more difficult balancing problem if we ever do them. |
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CCP Fozzie
C C P C C P Alliance
1066

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Posted - 2012.08.20 13:08:00 -
[4] - Quote
Michael Harari wrote:A merlin with one of these repping it gets nearly a 300 dps tank. That is nearly unbreakable in a 1v1 situation with another frigate, even a gank fitted enyo.
Edit: "oh, so just go kill the logi frigate" - these frigs are faster than assault frigates, gl with catching them while scrammed and webbed.
But if there's a logi frigate it's no longer a 1v1, it's a 1v2. Add a second ship on the other side and the picture changes a lot (or swap the logi frigate for another Merlin and the picture stays pretty similar).
Also keep in mind that the mass on these ships changes their speed when ABing and MWDing. They're already fairly slow (the Burst (335m/s) is closer to the speed of a Punisher (330m/s) than the speed of a Rifter (355m/s)). And with a MWD running the Enyo is actually the same speed as a Navitas since the Enyo has significantly lower mass. |
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CCP Fozzie
C C P C C P Alliance
1066

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Posted - 2012.08.20 13:10:00 -
[5] - Quote
Belsina wrote:its fine that u redo the minig frigs to logi frigs but then u should redo the tormentor instead of the inquisitor
because the inquisitor is reserved as rocket missile boat (because ccp said there'll be a rocket/missile frig for every race)
think bout it ;)
Since that dev blog was released the plans for frigates have changed. The Tristan is now planned as a drone boat and the Inquisitor as a logi frigate instead of missiles. Both of those races have no other tech one missile bonused ships, so the decision was made that a logistics frigate would serve them better. |
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CCP Fozzie
C C P C C P Alliance
1070

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Posted - 2012.08.20 13:49:00 -
[6] - Quote
serras bang wrote:wouldnt the logicl path here be to make the osprey and its counter parts into a full t1 logi criuser. ?
I completely agree. |
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CCP Fozzie
C C P C C P Alliance
1073

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Posted - 2012.08.20 14:00:00 -
[7] - Quote
Mizhir wrote:Michael Harari wrote:how does this not make solo pvp exponentially harder? I doubt Kil2 will like this.
I expect I would get an earful from him and Kovorix if it wasn't for the fact that he completely ignores frigates. 
Yes any change that extends the length of fights and makes killing key ships quickly harder makes soloing harder, and that's something we knew going into this. In the end we believe that the options this gives small gangs and new pilots outweighs the downsides.
We have not forgotten solo pilots, even though this ship class does make things somewhat harder for them. |
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CCP Fozzie
C C P C C P Alliance
1110

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Posted - 2012.08.20 19:19:00 -
[8] - Quote
Felter Echerie wrote:what happened with the navitas being a drone boat? :(
The Tristan became a drone boat instead. |
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CCP Fozzie
C C P C C P Alliance
1111

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Posted - 2012.08.20 19:34:00 -
[9] - Quote
If we find that the range isn't enough it is open to possible changes after we roll out the testing. But I don't really want them to be able to sit so far away that catching them becomes extremely difficult.
Putting them right on the edge of longpoint and heavy neut range was intentional. |
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CCP Fozzie
C C P C C P Alliance
1114

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Posted - 2012.08.20 20:04:00 -
[10] - Quote
Vakr Onzo wrote:CCP Fozzie wrote:Belsina wrote:its fine that u redo the minig frigs to logi frigs but then u should redo the tormentor instead of the inquisitor
because the inquisitor is reserved as rocket missile boat (because ccp said there'll be a rocket/missile frig for every race)
think bout it ;) Since that dev blog was released the plans for frigates have changed. The Tristan is now planned as a drone boat and the Inquisitor as a logi frigate instead of missiles. Both of those races have no other tech one missile bonused ships, so the decision was made that a logistics frigate would serve them better. So you are saying we won't get to see a Tech 1 Khanid Kingdom ship for Amarr?
We don't have any plans to release tech one ships made by the tech two ship producers.
Khanid faction ships would be cool, maybe someday. |
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CCP Fozzie
C C P C C P Alliance
1122

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Posted - 2012.08.20 22:50:00 -
[11] - Quote
Lili Lu wrote:Tomytronic wrote:So does this mean you're gonna make armor reps start at the beginning of the cycle? Because 5 seconds is a long time to wait for a rep to land in a frigate. Got to page 4 and saw no response to this Fozzie. While conceptually I like a tech I logi frigate and an improved tech I logi cruiser, you really need to rethink some of the current mechanics in the game. Having the remote armor reps take 5 seconds after lock forces more and bigger plates on armor frigs. This in turn reduces their mobility even more. Just another scenario of reinforcing the supremacy of shield kiting ships in the game (here at the frigate level). 
Not going to rule out decreasing the cycle time of remote armor reps, but I also don't want to commit to anything at this point. They are already faster than small armor reps, but it's possible we may decide to tweak them a bit as part of this balance pass. |
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CCP Fozzie
C C P C C P Alliance
1135

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Posted - 2012.08.21 13:49:00 -
[12] - Quote
Ok I'm gonna do another response post, try to cover the major themes so far. This is responding to subjects brought up both in this thread and on third party sites, although those of you hoping for me to respond directly on third party sites will be best served asking specific questions you want answered here on the official forums since this is where I will be replying.
Discussion of tanking imbalances: So some people have been asking if we care about some of the design problems inherent in our current tanking situation, and if we're going to redesign these ships to compensate for these problems. Firstly, we are very aware of the many problems we're facing in tanking design at the moment. The balance between active and passive tanks, and between armor and shield (and honour) tanking are both in need of work. ASBs have made parts of this problem better (adding new interesting gameplay and making "active" tanking more popular) while making other parts worse (too good in many circumstances, and skewing the meta further towards shield). Armor and shield tanking balance suffers because mass (and velocity) penalties are far more severe than signature radius penalties in most circumstances, and to a lesser extent because of the difference between shield hitting at the start of a cycle and armor hitting at the end. This is especially harmful for active tanking Gallente blaster ships that need that speed to get within range. These problems are real and we are working on them, but the solution isn't to skew the ships themselves too far in the opposite direction. Our goals are to hit the problems at their source. That being said there may be things we end up doing to these ships to help smooth things out, such as reducing cycle times and/or tweaking the mass of the armor tankers down a bit. We're going to keep working on these ships up to and beyond release in the Winter.
What about reducing the cycle times so the reps can hit fragile frigates faster?: It's definitely an option we're keeping open, both to help deal with the armor/shield imbalances and also because these ships will so often be repping low buffer allies.
Gonna quote one post since it sums up three good questions so succinctly:
Paul Clancy wrote:Dear CCP Fozzie, there's three questions about these ships. 1. Bantam without launchers, but you say you don't want to make noobie's train 'wrong' skills? Turrets are 100% a viable and correct weapon system for Caldari pilots. They have turret ships at all levels in every tech level. Also the hardpoints on these frigates are not intended to be primary weapons in most situations. There's two reasons I put them on: a) Because I think some people will experiment with fleets of combat fit logi frigates as a fun (but not generally optimal) setup b) Because part of giving people freedom and choice is allowing them to make choices like putting killmail grabbing guns on a logistics ship. Learning why you should not use those guns is a key step in the life of a logi pilot.
Paul Clancy wrote:2. Exactly same bonuses within armor/shield tank, shouldn't there be more racial diversity? such as more range but less healing or vice versa? In the case of logistics ships adding differences on the scale of range and rep amount will quickly create optimal ships and sideline the rest. We are separating the ships into the slightly more durable (Inquisitor and Bantam) and slightly more mobile (Navitas and Burst). We'll keep tuning those to make sure they're as distinct as possible without making any of them useless.
Paul Clancy wrote:3. No more drones for Navitas? Just one light drone for any of the ships? Maybe do Navitas as 'repair drone' boat? (also note the string above.) A Navitas built as a dedicated logistics drone ship was actually a design I spent a lot of time working on early in the process. There were definite issues balancing it, but the nail in the coffin was that logistics drones are much more SP intensive than normal reps. We needed all of these ships to be similarly viable for newer players.
Don't you care about the fact that the Tormentor used to be the mining frigate so it breaks the pattern of mining frigates becoming logi frigates? Not really, no.
What if these ships ruin solo pvp? So this is a big question and is the main reason I'm moving relatively carefully here. I understand how much solo players rely on killing key enemy ships fast and how anything that helps gangs keep their ships alive is going to make solo harder. In the end I believe that the stats on these ships will make them managable for solo and small gangs to face. The rep amount is very low (even accounting for ship size) compared to the commonly used rep ships, and the logi frigates are sluggish enough that you can use speed and maneuvering to your advantage against them. We're going to be testing these ships for a longer period than we have ever tested new ships, and we will be taking all of that testing into account. If we need to tune these ships to reduce or increase their power, we have time to do so. And we're not firing and forgetting once they are on TQ as well.
Now for the big one. Why didn't we keep the Inquisitor as a rocket frigate so that the Khanid ships would have a tech one precursor?
This is a big issue brought up by these changes, and I want to address it in some depth. Currently the Khanid line of Amarr T2 ships uses missiles but Amarr only has one tech one missile ship, and it was almost unusable. CCP had a choice to make when planning for the Amarr tiericide. a) Create a whole line of T1 Amarr missile ships that have similar styles to the Khanid ships to act as a stepping stone. This would mean making the Inquisitor into a mini-Vengance, and the Maller and Prophesy into HAM ships. b) Increase the use of drones on Amarr ships and turn drones into the full fledged secondary Amarr weapon. Create some pure droneboats in the style of the Arbitrator and Sentinel, as well as more ships that have a strong unbonused dronebay as a secondary weapon like the Armageddon. c) Attempt to do both
The choice was made to reinforce the use of drones in Amarr ships, which meant that there would not be room for a full line of missile ships at tech one. CCP would love to expand the missile capabilities on Amarr ships in other ways, but that would be a more long-term goal.
At the time that Ytterbium's blog was released discussing the summer balancing work, this was the point the de... |
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CCP Fozzie
C C P C C P Alliance
1141

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Posted - 2012.08.21 17:02:00 -
[13] - Quote
Hustomte wrote: 2) The stealth bomber is going to need to be redesigned since it can't be based off a logi frig hull.
Why not? |
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CCP Fozzie
C C P C C P Alliance
1146

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Posted - 2012.08.21 19:01:00 -
[14] - Quote
Ryelek d'Entari wrote:Apologies if this has been mentioned before, but... The new player career agent mission arcs reward several ships, including multiple copies of the old mining frigates (now logistics frigates). Last I checked, you get one of the current mining frigates (e.g. Navitas) in each of the trade and industrial chains. That was fine then, since the mining frigates could be used effectively for starter hauling, starter mining, or even starter combat L1 missioning reasonably effectively. However, with this change, new players will be stuck with multiple hulls of a ship that they're almost certainly not going to be using for its intended role (logi) anytime soon. Might it not be a good idea to retrofit the career agent missions to reward different ships instead? Here's the current list:
- Exploration career agent rewards 1x exploration frigate
- Trade career agent rewards 1x mining frigate and 1x industrial
- Industrial career agent rewards 1x mining frigate and 1x industrial
- Military career agent rewards 1x attack frigate and 1x other combat frigate
- Advanced military career agent rewards 1x attack frigate and 1x destroyer (and another attack frigate that you get blown up in)
Rewarding a frigate with remote rep bonuses during the trade and industrial career lines seems... odd. However there no longer seems to be a decent starter industry ship (will the industry career agents be changed to give the ORE mining frigate and skillbook, when available? Seems odd.) and the most appropriate starter trade ship is clearly the exploration frigate with its oversize cargo bay. (also, random related career agent ship reward oddity - Gallente get a Tristan at the end of the Military mission, whereas the other races get Punisher/Merlin/Rifter. Seems Gallente should get an Incursus for consistency as it's part of the same combat frigate group)
Yep, those rewards have not been updated in quite a while. I'll double check tomorrow to make sure our NPE team has a defect in the system for it (I think they already do). |
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CCP Ytterbium
C C P C C P Alliance
904

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Posted - 2012.08.22 10:01:00 -
[15] - Quote
CCP Fozzie wrote:Ryelek d'Entari wrote:Apologies if this has been mentioned before, but... The new player career agent mission arcs reward several ships, including multiple copies of the old mining frigates (now logistics frigates). Last I checked, you get one of the current mining frigates (e.g. Navitas) in each of the trade and industrial chains. That was fine then, since the mining frigates could be used effectively for starter hauling, starter mining, or even starter combat L1 missioning reasonably effectively. However, with this change, new players will be stuck with multiple hulls of a ship that they're almost certainly not going to be using for its intended role (logi) anytime soon. Might it not be a good idea to retrofit the career agent missions to reward different ships instead? Here's the current list:
- Exploration career agent rewards 1x exploration frigate
- Trade career agent rewards 1x mining frigate and 1x industrial
- Industrial career agent rewards 1x mining frigate and 1x industrial
- Military career agent rewards 1x attack frigate and 1x other combat frigate
- Advanced military career agent rewards 1x attack frigate and 1x destroyer (and another attack frigate that you get blown up in)
Rewarding a frigate with remote rep bonuses during the trade and industrial career lines seems... odd. However there no longer seems to be a decent starter industry ship (will the industry career agents be changed to give the ORE mining frigate and skillbook, when available? Seems odd.) and the most appropriate starter trade ship is clearly the exploration frigate with its oversize cargo bay. (also, random related career agent ship reward oddity - Gallente get a Tristan at the end of the Military mission, whereas the other races get Punisher/Merlin/Rifter. Seems Gallente should get an Incursus for consistency as it's part of the same combat frigate group) Yep, those rewards have not been updated in quite a while. I'll double check tomorrow to make sure our New Player Experience team has a defect in the system for it (I think they already do).
I already have a defect on me regarding this We definitely plan to replace the old NPE given ships by the new ORE frigate when it comes out yes. |
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CCP Fozzie
C C P C C P Alliance
1166

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Posted - 2012.08.24 10:29:00 -
[16] - Quote
Tub Chil wrote:I applaud this idea.
Also what about TII logistic frigs? please don't make me read 18 pages.
We have no concrete plans to make a T2 logi frigate. It's an option we're keeping open in case we see the need in the future. |
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CCP Fozzie
C C P C C P Alliance
1726

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Posted - 2012.10.01 13:00:00 -
[17] - Quote
Hey everyone. I want to give a special thanks to everyone who came onto Duality to help us test these and other frigates. We'll be getting the testing open again as soon as possible for more feedback.
In the meantime we have a set of tweaks ready for these ships based on the experience testing them. To help them respond faster when repping low-ehp ships we're increasing their scan res significantly to just a bit below the attack frigs. For the same reason we are also proposing that the small rep cycle time be cut in half. Rep amount and cap use are also cut by the same amount so rep/s stays the same but pilots can respond faster to changes in the battlefield.
Let us know what you think! Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1730

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Posted - 2012.10.01 13:19:00 -
[18] - Quote
Mizhir wrote:Sounds good. But does that also affect the local reppairers or is it only remote reppairers? Just remote.
Harvey James wrote:so the ships get the bonus to cut cycle time? or the better option of changing the modules themselves? Modules. I've updated the OP but unfortunately the lack of tables makes the module specs a bit hard to read. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1734

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Posted - 2012.10.01 14:20:00 -
[19] - Quote
Bloodpetal wrote:CCP Fozzie wrote:Hey everyone. I want to give a special thanks to everyone who came onto Duality to help us test these and other frigates. We'll be getting the testing open again as soon as possible for more feedback.
In the meantime we have a set of tweaks ready for these ships based on the experience testing them. To help them respond faster when repping low-ehp ships we're increasing their scan res significantly to just a bit below the attack frigs. For the same reason we are also proposing that the small rep cycle time be cut in half. Rep amount and cap use are also cut by the same amount so rep/s stays the same but pilots can respond faster to changes in the battlefield.
Let us know what you think! I think that's a brilliant resolution. My main concern would become the sensor res becoming used for tackling rather than logistics. :)
Scan res is still lower than attack frigs Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1863

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Posted - 2012.10.05 13:30:00 -
[20] - Quote
Akili Unik wrote:So what will happen to the rigs we've applied to those mining frigates?
You can use them to hold more cap boosters, or alternatively replace them with another set of rigs. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2044

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Posted - 2012.10.25 22:40:00 -
[21] - Quote
Bugsy VanHalen wrote:CCP Fozzie wrote:serras bang wrote:wouldnt the logicl path here be to make the osprey and its counter parts into a full t1 logi criuser. ? I completely agree. Doing the same with existing T1 logi cruisers? Does that mean there will also be a new ORE cruiser mining ship in the spring 2013 expansion?
ORE has a complete line of mining barges in T1 and T2 variants for your excavation needs. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Ytterbium
C C P C C P Alliance
1351

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Posted - 2012.12.04 10:38:00 -
[22] - Quote
Unsticking, let's make some space for future threads. |
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