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Vim Razz

Joined: 02 Nov 2010 Posts: 1227 on topic

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Posted: Sun, 18. Dec 11, 19:46 Post subject: AP boarding ops -- first impressions |
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Sooo... I started up in AP as a Bankrupt Assassin the other night and have been havin' fun kicking around and seeing what's new.
I'm not very far in yet or anything, (just finished my first "day" in game, haven't started any plots or built any stations), but one of the first things I wanted to check out was what boarding's like now.
So I hired me up a random pack of marines (no bioscanner yet; I just grabbed up every grunt on deck), quick-trained 'em up to 1/1/1, threw 'em into a basic Express, and been having a blast seeing how much they can do.
It's clear from the very beginning that a number of major changes have been made, and they've all been awesome so far (in my ever-so-humble opinion, hah!). Kudos to Cycrow and the crew that handled the redesign! !
Don't get me wrong: I absolutely love the TC system, even as "quirky" as it tends to be. (That's just part of it's charm!) But it is definitely a ~rough~draft~ compared to the AP system, which plays as a far more polished product. This should make it a lot more fun and accessible to folks who get put off by all the many, many "eccentricities" in TC boarding.
So these are my thoughts and observations on boarding in AP, and I'm wondering reactions other folks are having. So far all I've done is a few low-econ fighter/TP hits on small targets (7 TM and 3 M6) with no internal defenses, so that's what I'll be talking about here.
If anyone's tried out any pod boarding, TP or M6 based one-ship spacewalks, or major target spacewalks yet I'd love to hear about those too. (There are some powerful new TP+ ships in AP. The Teladi TP+ in particular -- Geochen -- looks like it can one-ship civ TLs or Supply TLs w/ limited turret coverage pretty easily. I'll be trying that out as soon as troops are ready.)
The first Big, Obvious Difference between TC and AP is the marine carrying capacity of ships. TP now carry 40 marines. TM and M6 now carry 8. (M7 and up, I haven't played with yet. Anybody know?)
EDIT: Capitals confirmed as being the same as TC at 20 marines.
At first glance I was kind of disappointed by the scale of the TP change -- thinking maybe it was just lazy pandering to the whiners out there who don't want to learn how to manage multiple ships during an op (you know who you are!) -- but it does make more sense from a roleplay immersion perspective, and the more I played around with it the more I warmed up to it. It completely eliminates the tedium of juggling 3 or 4 ships just for troop storage and training management in the early game, making it a lot faster and easier to get out there and get to the fun parts. BIG win on that point right there.
The changes to TM and M6 capacity are a huge benefit as well, changing boarding party size from 6 in TC to 9 in AP. In TC, if two of your guys die that cuts your potential fighting strength by 30% for the next deck, and things can snowball kind of fast -- 60%-90% casualty rates are not uncommon for rookie crews. In AP, each individual loss is a lower overall loss and your squad's in a much better position when moving to the next deck. Total casualty rates have been reduced as well, at least for M6s (according to Cycrow's post in another thread, here). This, combined with much more reliable target latching, has made a huge difference.
All in all -- over the course of 10 spacewalks without reloads -- I only lost 5 marines, all of them from rookie crews (~0-2* fighting). Experienced crews lost no marines at all. For comparison, in TC I tend to get ~30-50 casualties on the same kind of low-econ fast-boarding start (many of them for from poor latching or other bugs rather than fighting on deck, ie: 3 marines board well ahead of the main party and get partially or entirely wiped out), and I don't DARE send higher fight rank marines out against small boats because the risk of loosing them is too high. This allows for a lot more time spent actually boarding ships, and less time wasted doing missions to try and come up with troop replacement/training funds.
This all makes boarding TM-class ships economically viable in the early game, AND it's a viable way to train up overall fight skill early on without untenable losses (or pods). I've already got two marines at 100 fighting, and solid little block of 2-4* fight marines to anchor initial boardings vs larger targets. This is with NO bioscanner; most of my marines started at 0-1* fighting skill.
Good stuff. It makes transitioning into the midgame far less dependent on pods or tedious troop-farming.
The next Big Change is the availability of marines at outposts and training stations. There aren't as many. All outposts started with a full set, but by the time I started buying them up about ~14-16 hours in there were only 1 or two in most locations, if any.
It looks like the rate of marine production might depend on keeping the station supplied with resources, and if that's the case then it's a really cool gameplay change. It'd make for more running around, sure, but I like game elements where player interaction improves functionality.
Moving on to the boardings themselves, I was flat out shocked my first time out when the TP launched all marines on the very first flyby from what should have been a very poor approach angle. According to Cycrow, he increased the range at which TP will launch, and it's made a huge difference in-game. Marines launch much from TP far more reliably all around, even when boarding near gates or asteroids.
I'm still getting used to it, tbh, since it really changes approach considerations and plays out very differently than what I'm used to.
Latching on consistently as a group is also greatly improved, without the groups of three that frequently race out ahead or lag behind in TC. In all but two boardings, the entire party of marines started cutting at the same time. In TC, I tend to launch 10 marines at a time at TM/M6 in order to ensure that at least 6 will get on deck together, but in AP that kind of overkill has been unnecessary. Launching 8-9 marines at the target has been perfectly sufficient.
The launch condition changes and improved group cohesion really have me excited, and I'm looking forward to seeing how they affect large-ship boardings. They should remove a huge amount of headache, and the Piracy->Board Ship command might be a lot more viable for big targets than it has been in TC. We'll have to see how it plays out.
I'm also looking forward to playing around with the new TP+ and light M7 (griffon-like) ships on spacewalking boarding ops. I've already mentioned Geochen, as it's an absolute monster, but there's a whole slew of them. The Griffon from TC is an awesome ship to manage spacewalks vs M6+/M7/M2/M1, and the fact that it's been expanded into a purchasable ship class in AP is just great.
So, those are my thoughts so far. Been havin' a great time this game.
Day 2 Commentary -- Spacewalking TLs: Direct Link.
Day 3 Commentary -- Spacewalking M7Ms: Direct Link.
And I suppose I'd be much remiss if I didn't provide a direct link to this useful note.
Last edited by Vim Razz on Thu, 9. Aug 12, 21:31; edited 6 times in total |
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Urschleim

Joined: 10 Jan 2007 Posts: 651 on topic Location: Dortmund

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Posted: Mon, 19. Dec 11, 13:06 Post subject: |
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Great post, thx! It´s linked in the german forum too.
_________________ Lucikes Scriptcollection
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Skillzfire

Joined: 03 May 2011
Location: blackpool
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Posted: Mon, 19. Dec 11, 14:52 Post subject: |
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so boarding is fun now hazarr il do it now then
_________________ Death is not a hunter unbeknownst to its prey, one is always aware that it lies in wait. Though life merely a journey to the grave, it must not be undertaken without hope. Only then will a traveler's story live on, treasured by who bid him farewell. But alas, my guest's life has ended, his tale left unwritten |
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Sovereign01
Joined: 25 May 2005 Posts: 1186 on topic

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Posted: Tue, 20. Dec 11, 00:13 Post subject: |
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Well I just tried boarding a Hyperion Vanguard with my rookie marines that came with my M6 (only one had any experience in anything), and while I was able to succeed, I was really surprised to learn that in doing so it dropped my Paranid rank to rock bottom from friend of priest duke.
What I'm wondering is that either the rank penalties are far more severe, or simply because my rank wasn't great to start with, or was it because my marines were rookies they shot up the ship in question and lost rank that way 
_________________ I used to use my Odysseus and do Assassination missions for 35 million at a time when I wasn't scraping Xenon off the bow of my Osprey in X2. Then I did them for 50 million in my Skirnir in X3TC. Now the Megalodon is my weapon of choice! |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19855 on topic Location: London

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Haine
Joined: 17 Dec 2008
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Posted: Tue, 20. Dec 11, 00:58 Post subject: |
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Has anyone tried a balls to the wall Frigate/Destroyer cap mid war mission?
I've been considering it, I've got these marines that came with the Centaur, but I've never -ever- tried boarding actions.
I saw a damn Tokyo during my first War Mission and bugged the hell out, I'd love to try and cap something like that, but apparently the Argon Navy is on point with it's rapid response times.
_________________ Toshiba Qosmio X305
Vista Home Premium 64-bit SP1
Intel Core 2 Duo P7350 @2.00ghz
4.0GB 1066 DDR3 RAM
Nvidia Geforce 9700M GTS 512meg |
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Sovereign01
Joined: 25 May 2005 Posts: 1186 on topic

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Posted: Tue, 20. Dec 11, 05:21 Post subject: |
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I tried it with a Carrack that was attacking the highway, I'd managed to destroy its CLS to get rid of the defending marines, but no matter what I did I couldn't get my marines to board it, only two would appear in space despite the personnel screen telling me they all were, I'm trying like mad to earn enough to get a TL, I'm about halfway so far 
_________________ I used to use my Odysseus and do Assassination missions for 35 million at a time when I wasn't scraping Xenon off the bow of my Osprey in X2. Then I did them for 50 million in my Skirnir in X3TC. Now the Megalodon is my weapon of choice! |
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Vim Razz

Joined: 02 Nov 2010 Posts: 1227 on topic

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Posted: Wed, 21. Dec 11, 10:25 Post subject: |
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| Urschleim wrote: |
| Great post, thx! It´s linked in the german forum too. |
That was fun to see it referenced! It took me a while to find, though. Mich deutsche ist nicht so gut. (Vanity link!)
| Skillzfire wrote: |
so boarding is fun now hazarr il do it now then |
It's always been fun! But it's a lot less buggy now!
| Sovereign01 wrote: |
| Well I just tried boarding a Hyperion Vanguard with my rookie marines that came with my M6 (only one had any experience in anything), and while I was able to succeed ... |
You took a Hype V with 5 newbie marines?! Congratulations! That's really amazing, tbh. I haven't worked myself up to hitting a Hype quite yet this game.
| Cycrow wrote: |
| rank drops have been increased |
Lots. They make more sense now. They could probably stand to be harsher, imho.
| Haine wrote: |
| Has anyone tried a balls to the wall Frigate/Destroyer cap mid war mission? |
Sounds like a job for an M7M.
One thing I forgot to mention in my first post was a little bug I ran into --
As I was boarding a Hydra in Clarity's End, half my team finished the job before the other half reached the ship:
http://i1127.photobucket.com/albums/l640/Vim_Razz/x3apbug-1.jpg
When the ship was captured, I transferred into it and picked up the marines who were still inbound. One of them never stopped trying to board even though I picked him up:
http://i1127.photobucket.com/albums/l640/Vim_Razz/x3apbug-2.jpg
He didn't show up in the freight list, and even after I sold the Hydra, I still have 1 marine "on a boarding operation" even though he's long gone:
http://i1127.photobucket.com/albums/l640/Vim_Razz/x3apbug-3.jpg
So, now I've got a little ~ghost~marine~ following me around and joining in on all my ship boardings...
http://i1127.photobucket.com/albums/l640/Vim_Razz/x3apbug-4.jpg
Also, checking back over my notes, I lost 13 marines over the course of the first "day", not 5. I guess I got kind of excited and forgot. That's still pretty gosh-darn low compared with the same kind of start in TC, though.
And as long as I'm doing pics... These were my stats at the end of day 1, for the potentially curious --
http://i1127.photobucket.com/albums/l640/Vim_Razz/statsday1.jpg
And teh loot! --
http://i1127.photobucket.com/albums/l640/Vim_Razz/lootday1.jpg
Stats from the end of day 2, where I am right now --
http://i1127.photobucket.com/albums/l640/Vim_Razz/ststsday2.jpg
Loot from day 2 was sold as quickly as I could get it back to the shipyard -- Training marines gets expensive!
Day 2 was devoted to TL boarding, and it's improved a lot.
The early part of the day was spent patching up ships from day 1 (repair laser), then selling the 3 Hydras and 2 of the TMs for basic funds. Marines all went into training for mech.
I made my way over to Terracorp for a bioscanner and some transporter devices, then sent 4 of the remaining TMs out to hire any 2*+ fighting marines I could find while I took a Boa for myself and pirated a few Ion Disruptors off of weapons dealers passing through Moo-Kye's Revenge and Desecrated Skies. (I can't buy them on account of my ~poor~standing~ with Boron.)
I also did some missions for Argon so I could buy a Phantom to try out, and picked up a Teladi Geochen and Tern (Teladi TS+) to play around with as well.
Eventually, I had enough 4* mech marines to make a go of things. In TC I make sure that every marine has at least 4* mechanical skill before hitting large targets, but in AP with the much improved group cohesion I decided to try and do it with less than that.
Near the end of the day I had 10 marines with 4* mechanical (theoretically enough to get 40 marines through the target's hull, plus 2 extra for good measure), so I threw them into Geochen with 30 others and went out to see what they could do.
EDIT: Math fail. 10 marines with 4* mech are enough to get 25 marines through the hull, not 40. This probably effected the way I interpreted some of my experiences on this game day.
Geochen, as expected, is a total beast.
My first few targets were civilian TLs -- something you really can't take in TC very well with spacewalking because of the difficulty of getting a full crew of 20 marines on board. The problem is that they have no weapons, therefore they don't fight you. Because they don't fight you, you can't control their position in order to make them fly into your marines. Managing dual-TP against a fleeing target is insanely difficult.
Being able to launch everything from a single TP and fly it directly, though, makes that a non-issue. You can drop exactly where you want -- and Geochen has enough on-board firepower to handle shields on its own, though any TP could be used for this with drones, missiles, or a group of light fighters dealing with shields.
The first target I found without internal defenses (or local military support) was a Boron Casino in Menaelaus's Frontier. I'd cut down it's shields with the Mamba while waiting for Geochen to show up, then switched ships, cut shields the rest of the way, dropped marines ~500m off the casino's nose (Additional Commands -> Launch all Marines) and spun around to continue maintaining shields.
No troubles what-so-ever getting a full crew of marines on board. (pic) The only hiccup was a single casualty.
You simply cannot do this kind of thing in TC. Even with modded ships marine capacity of TPs is hard-coded at 10, making civilian TLs pod-only unless you've already got a well-hardened team of 10 combat marines (and if you're already that far into the game, you might as well just use pods!).
While Geochen was picking up loose marines, I docked the Mamba into my "new" Orca and used it's jumpdrive to get the Orca back to basecamp in Company Pride. (loot!) My initail plan was to repair it before selling it, but with the new reinforced hulls... omg...
So I gave up and sold it damaged(profits!), using the cash to buy a Notus Hauler for my Ion Disruptors. (You can buy them now! They're great for this kind of job.)
For the next target I decided to experiment with throwing just 20 marines out the airlock, but getting a full crew of them on-board at the same time that way was unreliable. (not so good) As long as you can use 40 marines so easily, there's no reason not to for targets like this. It greatly increases the chances of getting a full crew on-target at the same time. (much better)
So anyway, that was my experience with Geochen. This is a whole new option for spacewalk boarding that was completely unavailable in TC, due to the ridiculous impracticality or trying to catch a fleeing ship.
This kind of boarding isn't my style, per se, but the fact that options like this exist in AP is really cool.
After knocking off a few more civilian TLs for fast cash, I got to the main event: Testing the new TP launch conditions against Supply TLs, when piloted by the AI (Piracy->Board Ship command) with some basic fighter/TP boardings.
And I gotta say, it works well.
It works really, really well.
It works so well that I quit and restarted the game at lower res graphics so I could make some videos (fraps kills my FPS in AP for some reason).
Note that I cut out the prep work (burning off internal defenses with ID) because it's just tedious, and both these vids show an "extra marine" on the boarding list because of the bug I mentioned earlier.
Really, though, just look at how smoothly the new launch conditions work against larger targets. It's amazing:
Boarding a Paranid supply Hercules in Third Redemption:
http://www.youtube.com/watch?v=asKDTx2B-IA
Boarding another Hercules in Heaven's Assertion:
www.youtube.com/watch?v=U4UxVryfyAM
So easy it feels like cheating .... seriously.... wow........
For comparison, this is what fighter/TP boarding looks like vs a Hercules in TC:
http://www.youtube.com/watch?v=WxrUwpFJGKA
What a difference...
The Hercules in particular is one of the more difficult ships to launch marines against in TC -- I assume that's because of it's crazy geometry. The fact that the AI can handle it this easily in AP is just awesome.
An unforeseen problem arises with the new TP+ class ships since they carry main guns: They move in to attack when they take turret fire. That probably isn't a big deal for something like the Phantom, but Geochen can do some real damage. So that's certainly something to be careful of.
I also happened to discover that the Advanced Express is still in the game! Not for sale, but I saw it cruising around as:
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| an Argon Weapons Dealer |
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It wouldn't bail for me, but maybe next time. It's my favorite boarding TP, and it's great to know that it's still in the game!
So anyway, it seems that boarding TLs got a heck of a lot easier in AP, regardless of what kind of style one goes for.
Last edited by Vim Razz on Tue, 27. Dec 11, 09:27; edited 1 time in total |
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Stealth17
Joined: 01 Nov 2007 Posts: 325 on topic

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Posted: Wed, 21. Dec 11, 13:32 Post subject: |
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Hey Vim,
Thanks for your extensive guide and vids!
I'm working on getting some marines trained and readied to do some serious boarding. I was planning on doing it from a Heavy Centaur (only 8 rines) but this seems easier. It was always so much of a hassle and micromanagement in X3TC that I hardly ever did it.
Your post inspired me to just go at it again .
Thanks!
Stealth
_________________ Like a thousand other commanders on a thousand other battlefields, I wait for the dawn... |
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DaWilko
Joined: 27 Dec 2007 Posts: 58 on topic

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Posted: Wed, 21. Dec 11, 14:02 Post subject: |
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Thanks fro your post Vim Razz.
I tried capturing in TC and failed, running into too many issues.
I'de like to give it a go in AP, could you provide some pointers on ship configuratons/weapons you recommend to get the 'job done'?
Cheers,
Wilko
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The-Monk
Joined: 12 May 2009 Posts: 27 on topic

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Posted: Wed, 21. Dec 11, 14:05 Post subject: |
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Is the whole boarding process still clunky in that you have to navigate through multiple menus to launch the marines or can it be hotkeyed?
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Vim Razz

Joined: 02 Nov 2010 Posts: 1227 on topic

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Posted: Thu, 22. Dec 11, 03:21 Post subject: |
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| Stealth17 wrote: |
I'm working on getting some marines trained and readied to do some serious boarding. I was planning on doing it from a Heavy Centaur (only 8 rines) but this seems easier. It was always so much of a hassle and micromanagement in X3TC that I hardly ever did it.
Your post inspired me to just go at it again . |
Good luck! If you decide to got for an AI-piloted TP, it seems to deploy best against large targets when it approaches straight in from the front -- if you can manage to line that up while the TP is coming in.
Approaches from other angles are still doable, but they require wrestling the target ship around a lot more. (moving to one side or the other to get it to turn the way you want so it'll fly into your marines.)
| DaWilko wrote: |
| I'd like to give it a go in AP, could you provide some pointers on ship configurations/weapons you recommend to get the 'job done'? |
Sure. As a player-ship, I prefer fighters vs TM, M6, and TL since their maneuverability gives you a lot of control over the target. Using a fighter also allows you to dock into TM and TL and to use the fighter's jumpdrive you get your new toy home, which is handy. (transferring excess e-cells off the TP.)
M6/M6+ seem to be popular, but I find them cumbersome unless I really need that extra shielding -- vs Heavy M6/M6+, for example.
For boarding fighters, Notus Hauler has the best combination of shields, weapon regen, and speed among ships that can mount ID, EBC, and PBG -- and it's super-easy to get in AP. Eclipse is also super-strong and turns on a dime, but is kinda slow.
Nova Raider/Vanguard, Skate, Venti, or Blastclaw (not prototype) are all pretty effective too, but they tend to be better as combat fighters than at sitting around getting shot at while waiting for your marines to do their thing.
Fighters that can't mount ID limit you in targets you can hit cheaply (like the Mamba I'd been using), so I tend to move away from them as soon as I can for my boarding rig.
For weapons, I carry 2 HEPT, 4 EBC, 2-4 ID, and 2 PBG (or 2 PAC if I don't have PBG yet).
- HEPT for general use.
- EBC for supplementing the HEPT, or for tearing down shields while saving energy for ID.
- ID for burning off ship defenses.
- PBG/PAC for dealing with light fighters or drones, swapping them into the ID slots as needed.
Freight scanners, bioscanners, transporter devices, docking computers, and so forth are also super helpful of course.
For a TP, I more-or-less prioritize rudder, cargo space, and shielding. Fight Software 1&2, special command software (for Collect all Astronauts->Marines), transporter device, nav software, and jumpdrive are all essential upgrades. They carry extra e-cells and sometimes an extra 200 MJ shield to transfer over to the target while getting it out.
Having some kind of TM/light carrier around somewhere with extra jumpdrives, shields, e-cells, ammo, missiles, a scout ship, a combat fighter, and so forth is super handy too.
| The-Monk wrote: |
| Is the whole boarding process still clunky in that you have to navigate through multiple menus to launch the marines or can it be hotkeyed? |
Still Clunky in vanilla. Menu structures are the same as TC.
I don't know if the Launch all Marines hotkey mod functions with AP; you'd have to look in the S&M forums. If I did more one-ship type stuff I'd check it out myself, but that's not really my thing.
Piracy -> Board Ship has a lot more utility in AP with the new TP launch parameters and can be accessed entirely through keystrokes. I don't know if any mods exist to hotkey it, but since can you issue the command while the TP is still ~10km+ away, it's not such a big deal.
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Sir Warwick
Joined: 07 Feb 2004 Posts: 310 on topic Location: Reading, UK

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Posted: Thu, 22. Dec 11, 03:42 Post subject: |
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| Vim Razz wrote: |
Still Clunky in vanilla. Menu structures are the same as TC.
I don't know if the Launch all Marines hotkey mod functions with AP; you'd have to look in the S&M forums. If I did more one-ship type stuff I'd check it out myself, but that's not really my thing.
Piracy -> Board Ship has a lot more utility in AP with the new TP launch parameters and can be accessed entirely through keystrokes. I don't know if any mods exist to hotkey it, but since can you issue the command while the TP is still ~10km+ away, it's not such a big deal. |
I found it too clunky, So now written a hot key script that basically find my nearest M7M with marines and pods or nearest space walk capable ship with enough marines, auto-selects a balance set of marines and as many as the target can accomodate and issues the start boarding command.
Makes the process alot safer, but needs some more tweaking.
Lost count of the number of time Ive been splatted by something while navigating menus.
I used to have a rough one in TC to execute the whole attack and boarding open from whatever random M7Ms you can available - if hammers and/or tomahawks from whatever ships could launch them , flails from another to manage the shield and pod from whatever had marines and could launch a couple. OTAS were non too happy when I first tested it on a boreas outside their HQ 
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darianle
Joined: 17 Dec 2008
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Posted: Thu, 22. Dec 11, 04:50 Post subject: |
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launching is still a pain.
You can open the sector map, highlight your target and select Launch Marine. But in doing so, you also open a huge window that blocks any visibility you had to fly your ship around and find that sweet spot to launch..... sigh
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A5PECT

Joined: 03 Sep 2006 Posts: 3512 on topic Location: NJ, USA

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