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FireFoxx80
Caldari
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Posted - 2006.07.17 13:18:00 -
[121]
Originally by: Sebyusion I don't understand how you find your shield regen. I would assume that it's your shield total divided by your recharge rate. for example i have 11525 shields and a recharge of 389 sec = 29.6 shields/second.
but on quickfit it says i have 74/sec. what gives?
Shields don't recharge in a linear fashion. I'm not sure of the equation off-hand, but 74/sec will be peak recharge rate.
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FireFoxx80
Caldari
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Posted - 2006.07.17 13:24:00 -
[122]
5 minutes in quickfit and I've come up with.
One thing noone has touched upon in this thread is the Ferox's bonus to Hybrid range. The setup below gives me an optimal of ~30km with Thorium (37km with 'empty' guns). If you think that a lot of the time you will be engaging <= 20km, you don't need uber sniper 250mm's; especially when it comes to interceoptors orbiting you at 10km. Also consider your resists, a damage control adds a nice set of resists across the board. Averaging out these resists (for shield) gives 51% (say 50% for math convenience). Halving the damage effectively doubles your recharge rate... meaning you can tank 120 damage a second (albeit this is based on an average). As for the 4 extenders making you as big as a house. Yes it will, but only to battleships. Smaller weapons will still hit you for full damage, regardless of extenders. The only downside to using them is the massively decreased locking rate of your enemies.
Ferox
Dual 150mm 'Scout' I Accelerator Cannon [160xThorium Charge M] Dual 150mm 'Scout' I Accelerator Cannon [160xThorium Charge M] Dual 150mm 'Scout' I Accelerator Cannon [160xThorium Charge M] Dual 150mm 'Scout' I Accelerator Cannon [160xThorium Charge M] Dual 150mm 'Scout' I Accelerator Cannon [160xThorium Charge M] 'Malkuth' Assault Missile Launcher I [63xBloodclaw Light Missile] 'Malkuth' Assault Missile Launcher I [63xBloodclaw Light Missile]
Large Shield Extender II Large Shield Extender II Large Shield Extender II Large Shield Extender II 10MN Afterburner II
Tracking Enhancer II Damage Control I Shield Power Relay I Power Diagnostic System I
Acolyte I Hobgoblin I Hornet I Warrior I Hornet I
14383 shield, 60.74/s, E/T/K/Ex=30/44/58/72 2406 armor, E/T/K/Ex=64/50/32/19 2496.0 cap, +11.48/s, -8.52/s 389.4901315789474 m/s 71.8 DPS
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Nicose
Caldari
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Posted - 2006.07.17 14:35:00 -
[123]
no one touched on hybrids coz chances are if your a n00b caldari you won't have even trained gunnery well enough yet. and really those skills at the start for flying a ferox in are crap. theres only 3 things you need to stick on your ferox, missiles, nos and sheild mods. p.s. screw this passive tank crap its a waste of time and effort. get your shiled skills up and fit TII invun feilds and large TII booster and boost amp and you'll be fine.
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Mar Idoun
Catalyst Reaction Chimaera Pact
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Posted - 2006.07.17 20:08:00 -
[124]
it's a shame the ferox goes improperly used all to often. With named, or tech II rails and mods you can get 100km range, at least, with iron ammo and the ship boni. The ship also provides a great tank bonus which seems to be the only thing that's taken advantage of. I can't see losing too many in fleet or gang engagements sitting 100km away unless the ferox gets called primary.
for PvE though, i can see using missiles and passive tank, depending on what rats you're hunting.
Anyone ever try a blaster ferox?
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Havelcek
Eve Defence Force Ascendant Frontier
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Posted - 2006.07.17 21:10:00 -
[125]
I also support the notion of webber versus scrambler because the webber is always valuable and the scrambler is only valuable if they aren't stabbed. Why not go for the sure thing?
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Cade Morrigan
Caldari
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Posted - 2006.07.18 01:32:00 -
[126]
Originally by: Mar Idoun it's a shame the ferox goes improperly used all to often. With named, or tech II rails and mods you can get 100km range, at least, with iron ammo and the ship boni.
Iron ammo does such ****ty damage it isn't even worth considering. And it's "BONUSES" rather than "boni".
Quote: The ship also provides a great tank bonus which seems to be the only thing that's taken advantage of. I can't see losing too many in fleet or gang engagements sitting 100km away unless the ferox gets called primary.
Good tank but if you fit for the 250mm gank necessary to actually deal some damage without a damage bonus, your tank isn't so good.
Quote: Anyone ever try a blaster ferox?
Too slow, too horribly fat.
-= Save the Gila! Fix its grid and cpu! =-
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Elmo Zumwalt
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Posted - 2006.07.21 18:19:00 -
[127]
I don't know about you guys, but I love that 'Cuda on the front page. Blue 1970 Cuda with a shaker scoop, can you say sexy?
I actually am either going to get one of those, or a Camaro with a 427

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Borris Bovishnikov
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Posted - 2006.07.23 22:59:00 -
[128]
Hey ..... this seems to work pretty well i need a tackler to keep the prey around but yea
4 heavy launchers; 3 med nos
large shield boost; boost amp; em hardener ;inv field; large extender
2 diagnostic systems 1600mm plate(as a surprise ) and either a damage control or backup array
i would like any feedback on anything i can improve (other than skills )
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Azural Kane
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Posted - 2006.07.25 00:34:00 -
[129]
Hey all -
I've mixed and matched some of what I've learned from this thread and other areas, and I'm wondering if I might get your guys' opinions on this buildout? Many thanks for any advice.
--
5 Heavy Missile Launcher I's 2 Medium NOS I's
1 10MN Afterburner II <-- (How else can you catch up to someone to NOS with no Webifier and no AB/MWD? Or am I missing something here?) Invulnerability Field I 2 Large Shield Extenders 1 Warp Scrambler I [20km] <-- (Don't they just run away otherwise?)
2 BCU I's 1 Internal Force Field Array I 1 Shield Power Relay I <-- (Tradeoffs here on the low slots. Is the 1 Array w/ 1 SPR better than 2 SPR's, or vice versa? Or, removing 1 BCU for one of the others here?)
--
Thanks again.
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steveid
Penetrate
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Posted - 2006.07.25 01:01:00 -
[130]
Originally by: Azural Kane Hey all -
I've mixed and matched some of what I've learned from this thread and other areas, and I'm wondering if I might get your guys' opinions on this buildout? Many thanks for any advice.
--
5 Heavy Missile Launcher I's 2 Medium NOS I's
1 10MN Afterburner II <-- (How else can you catch up to someone to NOS with no Webifier and no AB/MWD? Or am I missing something here?) Invulnerability Field I 2 Large Shield Extenders 1 Warp Scrambler I [20km] <-- (Don't they just run away otherwise?)
2 BCU I's 1 Internal Force Field Array I 1 Shield Power Relay I <-- (Tradeoffs here on the low slots. Is the 1 Array w/ 1 SPR better than 2 SPR's, or vice versa? Or, removing 1 BCU for one of the others here?)
--
Thanks again.
A few things here.
Firstly you are nossing your target but you dont need the power. If you are looking to nos as a break the tank methodology then go 1 nos 1 neut. Far more effective and you use the fact that you dont need cap whereas they do.
Secondly, an afterburning fox does around 350 - 400 m/s. I.e. a waste of time. If you want speed, you need a mwd.
Thirdly, your spending 12 mil on a damage control unit. While its a good mod you'd be much better going for named extenders (but only if you cant t2 - they are cheap and pretty easy to train) and named launchers. Youd be a LOT more effective.
finally you can passive tank two ways, you can brute force tank where you rely on your hitpoints to last while you kill your target, or secondly you can rely on your recharge rate to out tank your enemy. I would reccomend changing the bcu's for shield relay's as it would give you a good recharge rate that should tank a fair amount of targets use the abundance of cap to its best: so revised reccomended travel / gank (empire war hunting setup)
5 named heavy launchers 1 medium nos 1 medium neut
1 mwd 1 invun field 2 large extenders 1 20km scram
1 DCU 3 shield relays
This will give you 1400 m/s, a decent recharging tank, the ability to take out most HAC's (if you get close enough to neut) and certainly the ability to strip down two or three cruisers. In empire wars this is ftw as it handles most things (tanking bs's long enough to mwd out of range) whilst being able to move on instas easy, and if you need to go back on yourself with the speed you'd get bacl on the gate fast. With 5 small drones its relatively tackler proof and its an easy skill ship.
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Azural Kane
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Posted - 2006.07.25 01:23:00 -
[131]
Originally by: steveid
Originally by: Azural Kane Hey all -
I've mixed and matched some of what I've learned from this thread and other areas, and I'm wondering if I might get your guys' opinions on this buildout? Many thanks for any advice.
--
5 Heavy Missile Launcher I's 2 Medium NOS I's
1 10MN Afterburner II <-- (How else can you catch up to someone to NOS with no Webifier and no AB/MWD? Or am I missing something here?) Invulnerability Field I 2 Large Shield Extenders 1 Warp Scrambler I [20km] <-- (Don't they just run away otherwise?)
2 BCU I's 1 Internal Force Field Array I 1 Shield Power Relay I <-- (Tradeoffs here on the low slots. Is the 1 Array w/ 1 SPR better than 2 SPR's, or vice versa? Or, removing 1 BCU for one of the others here?)
--
Thanks again.
A few things here.
Firstly you are nossing your target but you dont need the power. If you are looking to nos as a break the tank methodology then go 1 nos 1 neut. Far more effective and you use the fact that you dont need cap whereas they do.
Secondly, an afterburning fox does around 350 - 400 m/s. I.e. a waste of time. If you want speed, you need a mwd.
Thirdly, your spending 12 mil on a damage control unit. While its a good mod you'd be much better going for named extenders (but only if you cant t2 - they are cheap and pretty easy to train) and named launchers. Youd be a LOT more effective.
finally you can passive tank two ways, you can brute force tank where you rely on your hitpoints to last while you kill your target, or secondly you can rely on your recharge rate to out tank your enemy. I would reccomend changing the bcu's for shield relay's as it would give you a good recharge rate that should tank a fair amount of targets use the abundance of cap to its best: so revised reccomended travel / gank (empire war hunting setup)
5 named heavy launchers 1 medium nos 1 medium neut
1 mwd 1 invun field 2 large extenders 1 20km scram
1 DCU 3 shield relays
This will give you 1400 m/s, a decent recharging tank, the ability to take out most HAC's (if you get close enough to neut) and certainly the ability to strip down two or three cruisers. In empire wars this is ftw as it handles most things (tanking bs's long enough to mwd out of range) whilst being able to move on instas easy, and if you need to go back on yourself with the speed you'd get bacl on the gate fast. With 5 small drones its relatively tackler proof and its an easy skill ship.
One question here: With 3 Shield Power Relays at -35% a piece for the Tech I's, my Capacitor regharge rate would drop by what looks to be 105% =X. Not sure if I'm missing something here, but assuming I can't get within range to NOS, I'd be 100% screwed on regaining any Cap back? Even if I got within range, how would 1 NOS make up for it?
I'm may not be calculating something right - many thanks for the insight.
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Azural Kane
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Posted - 2006.07.25 02:17:00 -
[132]
Edited by: Azural Kane on 25/07/2006 02:18:29 I'm also curious how, with Engineering IV, you guys are fitting 3 Large Shield Extenders on the ship along with 5 Heavy/Named Tech I Launchers, and 2 Med NOS? I have 1200 total Powergrid with Engineering IV on my Ferox, and need about 75 more to power my 3rd Shield Extender.
Any thoughts? =/
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Azural Kane
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Posted - 2006.07.25 05:42:00 -
[133]
I've been looking over things some more, and another option to make enough grid available for a 3rd Extender like everyone seems to have is to switch a NOS for a Energy Transfer Array. The neutralizers look like they use more grid than a NOS, though...
However I'm still really confused as to how people are fitting 3 Extenders with 5 Named/regular Heavy Launchers alongside 2 NOS? Am I missing an imporant skill somewhere? I've engineering at IV, and I'm not aware of any othe skill that'd free up more grid for this?
Thanks for any help - I really appreciate it. =)
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steveid
Penetrate
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Posted - 2006.07.25 08:14:00 -
[134]
With regards to the cap penalty of the shield relay's, they do nerf your cap but at the end of the day in the 5 cycles youd get of a mwd if you havent caught your target your not going to. Thats a good 40 km's +. The shield extenders, on a fox I have been able to fit 5 .. so your missing a skill. Not sure tbh which one (possibly shield upgrades) and that will hep out. In the inbetween, switch out your shield relay's for power diagnostic units. You get extra cap recharge, a shield recharge rate bonus and a shield hitpoint bonus. Not AS good as the relay's for your recharge rate, but still pretty nifty and decent if your cap skills are low.
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Azural Kane
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Posted - 2006.07.25 08:15:00 -
[135]
Edited by: Azural Kane on 25/07/2006 08:22:03 Edit: Think you posted while I was posting. ;)
1 major question then... what do you guys do about looting cans? It's painfully slow if there's no MWD or AB. On the flip side of this, I'd be without a Warp Scrambler for solo PVP if I squeezed one in. Any thoughts here?
Thanks much!
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Greyshadow
Yesodic Nomads Corp Triumvirate.
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Posted - 2006.07.25 08:46:00 -
[136]
Originally by: Azural Kane 1 major question then... what do you guys do about looting cans? It's painfully slow if there's no MWD or AB. On the flip side of this, I'd be without a Warp Scrambler for solo PVP if I squeezed one in. Any thoughts here?
Thanks much!
I normally loot the cans after a kill if I feel its worth it and there is no one in the system that might jump on me. In regards to the warp scrambler it is a must if your solo pvp as you target will just warp off, if your using a mwd then I might be tempted to use a 7.5km scrambler as you should be getting into range of them making sure that they can't get away even with 1 x stab! 
"Now you see me, now you don't!" |

Azural Kane
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Posted - 2006.07.25 10:27:00 -
[137]
I've looked over what skills might contribute to my lack of grid on this, perhaps someone could post their exact setup for comparison? At the moment I have:
High Slots: ----------- 5 XR-3200 Heavy Missile Bay 2 E50 Prototype Energy Vampire
Medium Slots: ------------- 1 Invunerability Field I 1 Fleeting Warp Scrambler I 3 Large F-S9 Regolith Shield Induction
Low Slots: ---------- 1 Internal Force Field Array I 1 Power Diagnostic System I 2 Shield Power Relay I
My Powergrid is at: 1258 of 1260 My CPU Usage is at: 472.80 of 570
I have Engineering IV, Afterburner IV, Acceleration Control III, High Speed Manuvering III, and am currently training Shield Upgrades to III. Once Shield Upgrades is at III, I estimate that will drop about 7.5 grid usage from each Large Shield Extender, putting my roughly at 1235 Powergrid, (still with the Power Diagnostic System I installed.)
Am I missing something skill-wise? I am struggling just to power the 2nd NOS *with* a PDS, let alone a Microwarp Drive, or even just running a Multiphasic Bolt Array I BCU like I see on many posts above.
Quite confused at the moment - thanks for any help clarifying what I'm missing. =) Regards.
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Greyshadow
Yesodic Nomads Corp Triumvirate.
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Posted - 2006.07.25 10:36:00 -
[138]
Edited by: Greyshadow on 25/07/2006 10:37:21
This is what I'm running currently
High Slots: ----------- 4 XR-3200 Heavy Missile Bay 3 Medium Nos II
Medium Slots: ------------- 1 Invunerability Field II 1 Fleeting Warp Scrambler I 1 Large Shield Booster II 1 Webber (Named) 1 Shield Amp
Low Slots: ---------- 1 Internal Force Field Array I 2 Power Diagnostic System II 1 Ballistic Control II
Sometimes I swap and change the PDS with another BCU II but it depends, if you have drones as well you can do enough dmg to cruisers and BC's without needing the extra BCU II
"Now you see me, now you don't!" |

Azural Kane
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Posted - 2006.07.25 16:52:00 -
[139]
Steveid: Would you by chance be able to post your setup or take a quick look at what I've posted as far as my perceived powegrid shortage? Many thanks, really appreciate it. =)
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Azural Kane
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Posted - 2006.07.25 21:55:00 -
[140]
Update: With Shield Upgrades now at III, I'm at 1235 / 1260 Powergrid. Still 35 grid (at the least) short of what others have posted. Thanks again for any help to point me in the right direction - if there's any other useful information I can post, just say the word.
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Matrim Acoma
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Posted - 2006.07.27 04:21:00 -
[141]
Here is the setup that I was running....
5x XR-3200 Heavy Launchers 2x Medium Ghoul NOS
3x Lg Shield Extender II 2x Invulnerability Field II
1x Shield Power Relay I 1x Power Diagnostic System II 2x Ballistic Control System II
It just barely fit, but it just wallowed around like a pig, so I put it into storage.
- Mat
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Dinique
Caldari
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Posted - 2006.07.27 07:52:00 -
[142]
Highs:
5x Heavy Launchers 2x Medium Nos
Mids:
2x Invulnerability Field IIs 3x Large Extender IIs
Lows:
4x Shield Power Relay
You cant tackle, but this will kill a Cerberus without him even getting close to breaking your passive tank with t2 heavy missiles. _____
There's so many different worlds So many different suns And we have just one world But we live in different ones
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Tklaebo
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Posted - 2006.07.27 09:51:00 -
[143]
I have just read the first two pages of this post so what I'm about to write might already been stated. I see every one mention heavy missils and that they do little dmg. But so far I haven't seen anyone except 1 post mention it. Also every setup will depend on the situation your up against! Therfor I always change my setup for the occation. Here is a fun fun setup :) This works well against frigates and cruisers, BUT only in fleet when defending targets!! It could work solo if you jump your enemy also! High: 5X Rocketlauncher T2 2X Med Nos ( T2 if you can use it)
Med: 2X Scram 20 Km 2X Webb 87% 1X T2 Signal booster
Low: 1X1600mm rolled tungston 1X 800mm nano plates 1X Nano hardner 1X BCU II
Drone bay: T2 med drones/ or Nos drones
This setup will tear any tackler either T1 or T2 in seconds. BUT this setup demands GOOD shield tank skills to prolong your life AND good missils skills to get range on your rockets. Use Javelin rockets. I get over 23 KM range on them which are usually enough to pop any tackler out there except faction tacklers! This setup allows to heavily tank passivly your ship because your launchers take almost 0 CPU/PG . They do very nice DPS and have a ROF of about 1.5 seconds.
Setup 2: High: 5X T2 heavys (loaded with javelins) 1X Med nos 1X small nos ( Due to PG)
Meds: 1 large T2 or named Shieldbooster 2X Inv field T2 if you can afford it. 1X EM T2 Passive hardner 1X Thermal Passive hardner
Lows: 3X T2 PDU 1X T2 BCU
Drone bay: T2 medium drones
This setup is made for maximum dmg with a basic tank that you can tank for a while. Here is passive and active modules mixed due to cap problems. Just activate 1 of the Inv fields to see if it is enough if not set in nr. 2 . This setup depends on good engineering skills. AND lvl 4 minimum preferablly lvl 5 BC. The drones will quickly take care of any annoying ships trying to hold you back. Your weapons will also allow you to quickly pop any interceptor/tackler or cruiser. T2 heavis are VERY effective against smaller ships!!! This can be used for solo as for ratting or just supporting your friends in a camp to pop smaller ships. hopefully this was a helpfull post :)
Just remember in setup 1: You need to ALWAYS be alligned to a escape point or else it's bye bye ship. It's to late to start alligning when you see this aint working because you'll use a LOOOOOONG time to get into warp due to your plates!! Consider yourselfe warned :) Else this is a different but fun fun fun setup :D
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Greyshadow
Yesodic Nomads Corp Triumvirate.
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Posted - 2006.07.27 11:04:00 -
[144]
Originally by: Azural Kane Update: With Shield Upgrades now at III, I'm at 1235 / 1260 Powergrid. Still 35 grid (at the least) short of what others have posted. Thanks again for any help to point me in the right direction - if there's any other useful information I can post, just say the word.
One way to get your powergrid up, replace the shield power relay with another PDS, that will give you the extra powergrid you need as well as helping with you cap and some other things. 
"Now you see me, now you don't!" |

operated
Slacker Industries Exuro Mortis
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Posted - 2006.07.27 12:01:00 -
[145]
I love ferox , im 3 year old pilot and fell in love with it . Ikilled a t2 temp in my ferox that used 1200 mm and had 1 lar2 and t2 hardners just by waiting till hes capboosters ran out (17 mins) .Also a great sniper ,, comes very close to a eagle .Dont know why id buy a eagle to snipe .i used following :
5 hvy launchers t2 1 med nos 1 gun 2 large ext t2 , 1 large shieldboosters t2 , 1 invuln t2 1 warpdisruptor 4 pdu t2
t2 missiles ftw , but also t1 missiles for longer fights
snipesetup :
5 250mm t2 2 sensorboosters 3 trackingcomps 3 dam mods 1 rcu t2
with spike ammo , great cheap sniper think you were able to fit protype cloak to , but i didnt use it as it reduced locktime , optimal range of 160 km might be more now then i had bc 4 . killed anything up to battlecruisers .ferox ftw rlly
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Darien
Imperium Technologies Firmus Ixion
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Posted - 2006.07.28 20:26:00 -
[146]
Edited by: Darien on 28/07/2006 20:26:28 good post 
anyone use any blaster setups? i am fond of the blaster eagle and find that the opt range bonus helps hit out at 15km with null m.
im currently toying with this setup for solo gate work in 0.0:
High 5x Heavy Ion II 2x Medium NOS (named)
Meds 1x 28km scram 1x web (named) 1x EM resist amp 2x LG Shield Extender II
Low 1x Dmg Ctrl (named) 2x PDU II 1x Mag Stab II
This gives you just under 10k shields with resists of 60/70/55/40 at bc lvl3 (currently training to 4)
With Null M : turrets opt is ~5km+ w/ a falloff of ~6km
With Void M : turrets opt is ~1.6km w/ a falloff of ~5km+
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Gabby05
Amarr
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Posted - 2006.07.28 21:19:00 -
[147]
Originally by: Darien Edited by: Darien on 28/07/2006 20:26:28 good post 
anyone use any blaster setups? i am fond of the blaster eagle and find that the opt range bonus helps hit out at 15km with null m.
im currently toying with this setup for solo gate work in 0.0:
High 5x Heavy Ion II 2x Medium NOS (named)
Meds 1x 28km scram 1x web (named) 1x EM resist amp 2x LG Shield Extender II
Low 1x Dmg Ctrl (named) 2x PDU II 1x Mag Stab II
This gives you just under 10k shields with resists of 60/70/55/40 at bc lvl3 (currently training to 4)
With Null M : turrets opt is ~5km+ w/ a falloff of ~6km
With Void M : turrets opt is ~1.6km w/ a falloff of ~5km+
You have a 28km warp disruptor and only a max range of 14km with your blasters and no propulsion device to close the distance. If your trying for a semi-passive tank wouldnt it still be better to fit the shield relays over the PDU's as they are needed to give the ferox its awesome recharge rate.
For gatecamping why dont you just use heavy launchers as it would save you a midslot for mwd/ab.
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Azural Kane
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Posted - 2006.07.28 22:19:00 -
[148]
Edited by: Azural Kane on 28/07/2006 22:19:17 I think blasters would be an extremely poor choice for the Ferox.
Even when I had mine fitted with 2 Nano's, a MWD, ship velocity & agility implants, and solid skills in Navigational speed and maneuvering - the ship chugs. It is not meant to go very fast, and it certainly does not turn very well at all.
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Simus Marcus
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Posted - 2006.08.04 12:19:00 -
[149]
Originally by: Surgio I agree with her to an extent.
Drop one of the heavies, replace with another med or small NOS.
Purpose? When your going against a HAC or AF your missiles won't mean much to them. You maybe able to keep up the pace with doing equal damage but lets face it. Drain their CAP and they can't do anything.
I went against a friends gallante HAC and managed to completely drain his cap. Once their cap is gone, they just float. Easy kills after that.
well - unless the hac in question is cerberus .. cerberus dont need no cap to kick a ferox's ass.
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Ujio Noki
Puppets on Steroids Veritas Immortalis
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Posted - 2006.08.04 21:51:00 -
[150]
here's my setup, its not for solo but for small roaming gangs with nothing bigger than bc's
high: 5x t2 heavy missile launchers with fury heavy missiles, 1x medium nos, 1x medium neutraliser
med: 3x t2 shield extenders, 2x invul fields (t1 or t2)
Low: 2x bcu, 1x pdu, 1x SPR or 2xSPR 1xpdu and 1x bcu
does some mean damage (for a ferox) and has a very heavy tank
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