These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
Previous page12
 

Tips for Manual Piloting?

Author
Sabriz Adoudel
Move along there is nothing here
#21 - 2015-12-08 08:45:41 UTC
Johnny Riko wrote:
Gregor Parud wrote:
Again, I'm not talking about basic spiralling. I'm talking about the actual fight (not the approach or exit) where people will manually steer the ship instead of using orbit, stay at range or whatever. A relative newbie who doesn't know the basics of pvp, who lacks any real experience giving him the calmness and oversight to really be in control of what he's doing, such a player is not helped by people telling him he shouldn't use orbit at 500m but should do it manually instead.


I understand how to spiral in and out of fights fine. But in that situation you have lots of distance between yourself and your opponent. When you are in a frigate fight, like two interceptors going at each other, once inside point range you have less than seconds before you are in scram range if you are not careful and get slingshot.

When brawling against another frigate and you are blaster fit, do you manually pilot the entire fight, or do you use orbit 500m when close enough to engage? I realise this is different, because you will both be scrammed/webbed, so there are lower velocities, but it still seems input intensive to manually orbit something at 500m.



I use orbit except when trying to dictate range or prevent the opponent doing so.

In practice it matters far more at the start of a fight and during any attempted retreat than at any other time.

I support the New Order and CODE. alliance. www.minerbumping.com

Gregor Parud
Imperial Academy
#22 - 2015-12-08 08:57:48 UTC  |  Edited by: Gregor Parud
Johnny Riko wrote:
I understand how to spiral in and out of fights fine. But in that situation you have lots of distance between yourself and your opponent. When you are in a frigate fight, like two interceptors going at each other, once inside point range you have less than seconds before you are in scram range if you are not careful and get slingshot.

When brawling against another frigate and you are blaster fit, do you manually pilot the entire fight, or do you use orbit 500m when close enough to engage? I realise this is different, because you will both be scrammed/webbed, so there are lower velocities, but it still seems input intensive to manually orbit something at 500m.


You have to understand a few basic things:

- ONLY orbit if your overall tracking/damage application is better than your opponent's. This depends on the base tracking of yours vs his turret type and any possible ship bonuses, drones and whatnot. If his overall tracking/application is better you mess it up for yourself by orbiting

- learn about damage application based on range (check my video on that). If you have more short range dps while you can control the range you want to get up close (and perhaps, but not necessarily, orbit). If you know that he has more short range dps then you want to stay at range and hope he doesn't switch to range ammo.


This means that you have to learn each and every ship you're likely to encounter, their basic/logical fits and their key tactics and you'll have to be able to recognise their fit based on looks/actions. If you see him do a speed that's beyond base speed but really not fast enough for MWD you know he's AB fit and that probably means he's going to try and range control you within scram range, if your ship and setup can't deal with that ship with that fit and tactic then you simply avoid the fight or adapt your tactics. You can view a hostile ship and recognise he's fitting long range weapons, or short range ones, you can deduce whether he's shield or armour fit based on his speed (not always). Generally you can deduce his tactic, if you wouldn't know this already, based on how he enters the scenario.

Fights are not won or lost based on pure dps or tanking numbers, they're won by having the superior tactic for that situation. So more than anything you need to learn understand and read the situation, before you start to fight, so you will know what to do AS the fight happens. As a starting/solo/frigate pvper your best chance generally is to go for a scram kiting setup because it can deal with both kiters as brawlers, increasing your chances. Also, most people being dumb/new they won't know what scram kiting is, how to recognise it and how to deal with it. The real trick is to figure that stuff out before you go out PVPing, using EFT, so you have a really good idea what a certain ship/fit can do against yours and how you should react.

Some good scram kiting frigs: Atron, Executioner, Rifter, Kestrel (in no particular order). Pick either, fit for scram kiting, learn about other frigates you'll run in to and even cruisers (some cruisers are viable targets, others are death incarnate) and make a plan, beforehand, for each type of target/situation you might end up in.


"Orbit all the things" generally is a bad idea.
Johnny Riko
The Scope
Gallente Federation
#23 - 2015-12-08 09:07:26 UTC
Gregor Parud wrote:
Johnny Riko wrote:
I understand how to spiral in and out of fights fine. But in that situation you have lots of distance between yourself and your opponent. When you are in a frigate fight, like two interceptors going at each other, once inside point range you have less than seconds before you are in scram range if you are not careful and get slingshot.

When brawling against another frigate and you are blaster fit, do you manually pilot the entire fight, or do you use orbit 500m when close enough to engage? I realise this is different, because you will both be scrammed/webbed, so there are lower velocities, but it still seems input intensive to manually orbit something at 500m.


You have to understand a few basic things:

- ONLY orbit if your overall tracking/damage application is better than your opponent's. This depends on the base tracking of yours vs his turret type and any possible ship bonuses, drones and whatnot. If his overall tracking/application is better you mess it up for yourself by orbiting

- learn about damage application based on range (check my video on that). If you have more short range dps while you can control the range you want to get up close (and perhaps, but not necessarily, orbit). If you know that he has more short range dps then you want to stay at range and hope he doesn't switch to range ammo.


This means that you have to learn each and every ship you're likely to encounter, their basic/logical fits and their key tactics and you'll have to be able to recognise their fit based on looks/actions. If you see him do a speed that's beyond base speed but really not fast enough for MWD you know he's AB fit and that probably means he's going to try and range control you within scram range, if your ship and setup can't deal with that ship with that fit and tactic then you simply avoid the fight or adapt your tactics. You can view a hostile ship and recognise he's fitting long range weapons, or short range ones, you can deduce whether he's shield or armour fit based on his speed (not always). Generally you can deduce his tactic, if you wouldn't know this already, based on how he enters the scenario.

Fights are not won or lost based on pure dps or tanking numbers, they're won by having the superior tactic for that situation. So more than anything you need to learn understand and read the situation, before you start to fight, so you will know what to do AS the fight happens. As a starting/solo/frigate pvper your best chance generally is to go for a scram kiting setup because it can deal with both kiters as brawlers, increasing your chances. Also, most people being dumb/new they won't know what scram kiting is, how to recognise it and how to deal with it. The real trick is to figure that stuff out before you go out PVPing, using EFT, so you have a really good idea what a certain ship/fit can do against yours and how you should react.

Some good scram kiting frigs: Atron, Executioner, Rifter, Kestrel (in no particular order). Pick either, fit for scram kiting, learn about other frigates you'll run in to and even cruisers (some cruisers are viable targets, others are death incarnate) and make a plan, beforehand, for each type of target/situation you might end up in.


"Orbit all the things" generally is a bad idea.



Yeah I understand the basics of scram kiting, I have a good Incursus and Navy comet fitting for that. I normally fly a kiting Tristan in FW. I understand the basics of tactics and how you should be applying your dps. IE if I was in a beam slicer, I would keep my distance whilst still trying to minimise any angular.

The main reason of this post was that I seem to hear lots of "l33t" pvpers say they manual pilot all the time, but I don't really understand how that is possible when you are fighting at point blank range.

I wanna join up. I think I got what it takes to be a Citizen.

Gregor Parud
Imperial Academy
#24 - 2015-12-08 09:10:44 UTC  |  Edited by: Gregor Parud
Lets say that we're both fighting each other in a frigate, I have the better tracking, I NEED to stay on top of you because I'm a brawler and we're both webbed and doing similar speeds.

- if I hit the orbit button I'll have issues making the "up stroke", I simply won't orbit because I lack the speed advantage to do so meaning your weapons will hit me hard. Would I manage it anyway and then be on the "down stroke" I'd create such a massive distance so fast that before my ship turns around I'll be out of position and unable to get close again to orbit. So clicking orbit won't work

- if I hit approach then I go straight at you and as your tracking is worse than mine (and assuming I can't deal with your applying dps) then I pretty much run headfirst into a wall. So clicking approach won't help

- I'm the short range setup, so "keep at range" won't help


Thus neither of the AP options will get me a win and I have to do it manually. What I'll do is I'll snake/spiral really upclose to you, that way I keep the same speed and direction as you so I won't end up out of position. And the continued rotating, going left and right and whatnot at such a short distance will mess up your tracking more than mine giving me a better chance to win.




This is why brawler fits suck, you'll run into this every time you fight a scram kiter. A scram kiter can easily control most brawlers while it can easily brawl kiters.
Cara Forelli
State War Academy
Caldari State
#25 - 2015-12-08 13:22:17 UTC  |  Edited by: Cara Forelli
Johnny Riko wrote:
The main reason of this post was that I seem to hear lots of "l33t" pvpers say they manual pilot all the time, but I don't really understand how that is possible when you are fighting at point blank range.

Most said l33t players only fly orthrus and have no idea what it's actually like to brawl.

As you say, in general it's not necessary to manually pilot when orbiting at 500. There are a few edge cases where I will go, oh crap, I'm taking so much damage! I'll sharpen my orbit and let my tank catch up. This may or may not be wishful thinking on my part, but I feel like it sometimes works. I'll also use it if it seems like we are orbiting each other and generally making our transversal very high - sometimes you can double click to get in a more parallel path with the target and apply a burst of damage.

What is probably much more important when brawling, which Gregor alludes to, is the difference between your tracking and theirs. You may want to reevaluate orbiting at 500 in general. Almost all frig sized weapons will start to have tracking issues at that range, even on a webbed target with AB. Sometimes it's better to orbit slightly outside your optimal (1000ish) with blasters because it will greatly increase your tracking. It also depends on your tank vs. their tank. Maybe you don't mind crippling your DPS to make theirs even worse. Or maybe you can burst tank some DPS and need to burn them down in that time, in which case you'll want to apply more upfront.

So the things to think about when brawling aren't "where should I click next" usually. It's stuff like "should I adjust my orbit?" or "should I adjust my speed?" or "would keep at range be more appropriate here?". And just keep that double click option around for when you can identify a problem with your damage application or tank which is caused by your orbit.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Johnny Riko
The Scope
Gallente Federation
#26 - 2015-12-08 16:58:54 UTC
Cara Forelli wrote:
Johnny Riko wrote:
The main reason of this post was that I seem to hear lots of "l33t" pvpers say they manual pilot all the time, but I don't really understand how that is possible when you are fighting at point blank range.

Most said l33t players only fly orthrus and have no idea what it's actually like to brawl.

As you say, in general it's not necessary to manually pilot when orbiting at 500. There are a few edge cases where I will go, oh crap, I'm taking so much damage! I'll sharpen my orbit and let my tank catch up. This may or may not be wishful thinking on my part, but I feel like it sometimes works. I'll also use it if it seems like we are orbiting each other and generally making our transversal very high - sometimes you can double click to get in a more parallel path with the target and apply a burst of damage.

What is probably much more important when brawling, which Gregor alludes to, is the difference between your tracking and theirs. You may want to reevaluate orbiting at 500 in general. Almost all frig sized weapons will start to have tracking issues at that range, even on a webbed target with AB. Sometimes it's better to orbit slightly outside your optimal (1000ish) with blasters because it will greatly increase your tracking. It also depends on your tank vs. their tank. Maybe you don't mind crippling your DPS to make theirs even worse. Or maybe you can burst tank some DPS and need to burn them down in that time, in which case you'll want to apply more upfront.

So the things to think about when brawling aren't "where should I click next" usually. It's stuff like "should I adjust my orbit?" or "should I adjust my speed?" or "would keep at range be more appropriate here?". And just keep that double click option around for when you can identify a problem with your damage application or tank which is caused by your orbit.



Yeah, when I'm brawling I normally use blasters or I will be using neuts. This way, even if my dps is suffering from tracking issues, I will be suffering less than my opponent is, as blasters have the best tracking. If I'm kiting with rails or beam, then I often just hit control space to stop my ship, because as long as I'm outside their optimal I won't be taking much damage even if there is no angular, where as I will be smashing them with high quality hits.

I wanna join up. I think I got what it takes to be a Citizen.

Mephiztopheleze
Laphroaig Inc.
#27 - 2015-12-08 22:06:35 UTC
Johnny Riko wrote:
I understand how to spiral in and out of fights fine. But in that situation you have lots of distance between yourself and your opponent. When you are in a frigate fight, like two interceptors going at each other, once inside point range you have less than seconds before you are in scram range if you are not careful and get slingshot.

When brawling against another frigate and you are blaster fit, do you manually pilot the entire fight, or do you use orbit 500m when close enough to engage? I realise this is different, because you will both be scrammed/webbed, so there are lower velocities, but it still seems input intensive to manually orbit something at 500m.


once you're on top of your opponent, just hit orbit @ 'best range'.

'best range' varies a bit from ship to ship and fit to fit. Basically you want to be moving as fast as possible while still being able to apply decent damage.

For example, in a blaster Daredevil, orbit @ 500. In an dual prop AC Dramiel, I find ~2.5km a great orbit as that's giving me max transversal along with good damage.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Sabriz Adoudel
Move along there is nothing here
#28 - 2015-12-08 22:46:34 UTC
Cara Forelli wrote:
Johnny Riko wrote:
The main reason of this post was that I seem to hear lots of "l33t" pvpers say they manual pilot all the time, but I don't really understand how that is possible when you are fighting at point blank range.

Most said l33t players only fly orthrus and have no idea what it's actually like to brawl.

As you say, in general it's not necessary to manually pilot when orbiting at 500. There are a few edge cases where I will go, oh crap, I'm taking so much damage! I'll sharpen my orbit and let my tank catch up. This may or may not be wishful thinking on my part, but I feel like it sometimes works. I'll also use it if it seems like we are orbiting each other and generally making our transversal very high - sometimes you can double click to get in a more parallel path with the target and apply a burst of damage.

What is probably much more important when brawling, which Gregor alludes to, is the difference between your tracking and theirs. You may want to reevaluate orbiting at 500 in general. Almost all frig sized weapons will start to have tracking issues at that range, even on a webbed target with AB. Sometimes it's better to orbit slightly outside your optimal (1000ish) with blasters because it will greatly increase your tracking. It also depends on your tank vs. their tank. Maybe you don't mind crippling your DPS to make theirs even worse. Or maybe you can burst tank some DPS and need to burn them down in that time, in which case you'll want to apply more upfront.

So the things to think about when brawling aren't "where should I click next" usually. It's stuff like "should I adjust my orbit?" or "should I adjust my speed?" or "would keep at range be more appropriate here?". And just keep that double click option around for when you can identify a problem with your damage application or tank which is caused by your orbit.


It's not just a question of tracking, you need to take into account the impact sigrad has on tracking.

I support the New Order and CODE. alliance. www.minerbumping.com

Cara Forelli
State War Academy
Caldari State
#29 - 2015-12-09 03:51:30 UTC  |  Edited by: Cara Forelli
Sabriz Adoudel wrote:
It's not just a question of tracking, you need to take into account the impact sigrad has on tracking.

Very true. I would highly encourage OP to look at some DPS graphs in EFT for close orbits. They are very enlightening. Sig radius, speed, tracking speed all play a role. At very close ranges though, the angular speed spikes and destroys your tracking on any weapon system. When using blasters you might think "oh, I'm using blasters so it will hurt them more than it hurts me". However, sometimes that's the wrong approach because high dps/tracking on blasters is your main advantage so when you throw away your damage you've lost the edge that you had.

Example - Atron vs. punisher. If you orbit in the atron at 500 both of you will hit pretty poorly, but he's a lot tankier. Now the difference between your DPS might be something like 40 dps vs. 20 dps instead of 150 dps vs. 100 dps. Whether or not that is good for you depends on your tank vs. his tank. And as a subset of that, your burst tank vs. his burst tank, and your sustained tank vs. his sustained tank.

Lots to think about in a simple brawl Big smile

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Sabriz Adoudel
Move along there is nothing here
#30 - 2015-12-09 04:09:12 UTC
Cara Forelli wrote:
Sabriz Adoudel wrote:
It's not just a question of tracking, you need to take into account the impact sigrad has on tracking.

Very true. I would highly encourage OP to look at some DPS graphs in EFT for close orbits. They are very enlightening. Sig radius, speed, tracking speed all play a role. At very close ranges though, the angular speed spikes and destroys your tracking on any weapon system. When using blasters you might think "oh, I'm using blasters so it will hurt them more than it hurts me". However, sometimes that's the wrong approach because high dps/tracking on blasters is your main advantage so when you throw away your damage you've lost the edge that you had.

Example - Atron vs. punisher. If you orbit in the atron at 500 both of you will hit pretty poorly, but he's a lot tankier. Now the difference between your DPS might be something like 40 dps vs. 20 dps instead of 150 dps vs. 100 dps. Whether or not that is good for you depends on your tank vs. his tank. And as a subset of that, your burst tank vs. his burst tank, and your sustained tank vs. his sustained tank.

Lots to think about in a simple brawl Big smile



Lots of those close orbits aren't possible due to agility.

Every ship fit has its own minimum turning circle at full speed. It's meaningless to consider angular velocities higher than that as they cannot be sustained at all.

I support the New Order and CODE. alliance. www.minerbumping.com

Cara Forelli
State War Academy
Caldari State
#31 - 2015-12-09 04:19:37 UTC
Sabriz Adoudel wrote:
Lots of those close orbits aren't possible due to agility.

Every ship fit has its own minimum turning circle at full speed. It's meaningless to consider angular velocities higher than that as they cannot be sustained at all.

While that's true, there are situations where it's important, even if it isn't sustainable. Manual strafing and elliptical orbits can create very high angular speeds temporarily and that can be exploited to your advantage. Also when two ships with similar speeds orbit each other the angular can get very high. Any movement at all at short distances covers a big angle so being at extremely close range will almost always cause tracking issues in frig v. frig fights.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Kaska Iskalar
Doomheim
#32 - 2015-12-09 05:13:01 UTC  |  Edited by: Kaska Iskalar
Sabriz Adoudel wrote:
Without manual piloting, a frigate can never beat a turret battleship if they start at long range (50km+).

If you're still approaching a battleship from 50km+ by the time he locks you you're already doing it wrong.
Johnny Riko
The Scope
Gallente Federation
#33 - 2015-12-09 05:54:59 UTC  |  Edited by: Johnny Riko
Cara Forelli wrote:
Sabriz Adoudel wrote:
It's not just a question of tracking, you need to take into account the impact sigrad has on tracking.

Very true. I would highly encourage OP to look at some DPS graphs in EFT for close orbits. They are very enlightening. Sig radius, speed, tracking speed all play a role. At very close ranges though, the angular speed spikes and destroys your tracking on any weapon system. When using blasters you might think "oh, I'm using blasters so it will hurt them more than it hurts me". However, sometimes that's the wrong approach because high dps/tracking on blasters is your main advantage so when you throw away your damage you've lost the edge that you had.

Example - Atron vs. punisher. If you orbit in the atron at 500 both of you will hit pretty poorly, but he's a lot tankier. Now the difference between your DPS might be something like 40 dps vs. 20 dps instead of 150 dps vs. 100 dps. Whether or not that is good for you depends on your tank vs. his tank. And as a subset of that, your burst tank vs. his burst tank, and your sustained tank vs. his sustained tank.

Lots to think about in a simple brawl Big smile



I'm assuming you made up the numbers for the atron vs tormentor fight.
The way it works, is that when angular velocity = effective tracking, there is a 50% chance to hit. However the equation is not linear. When angular is twice your effective tracking, you will be hitting less than 5% of the time.

Given that blasters have the best tracking of any turrets, even if they are suffering from tracking penalties, the opposition with pulse or auto cannons is going to be affected disproportionally more, because their effective tracking is less. A better example would be 150 vs 130 dps at 0 angular, but 75 vs 30 when at the atrons effective tracking. That is obviously beneficial, the atron has gone from taking close to 1 dps for every 1 that it deals, to now dealing more than 2 dps for each one that it receives.

I wanna join up. I think I got what it takes to be a Citizen.

Cara Forelli
State War Academy
Caldari State
#34 - 2015-12-09 07:27:04 UTC  |  Edited by: Cara Forelli
Johnny Riko wrote:
I'm assuming you made up the numbers for the atron vs tormentor fight.

Yeah I just made the numbers up. I was curious about your reply though so I stuck a few fits I had lying around into EFT. Here's the DPS graphs I generated. (Fits are a neutron atron with SAAR, AB, scram, web, and a plate + SAAR punisher with AB, scram).

The top plot shows the atron's damage and the bottom shows the punisher's, as a function of the distance between them. I'm assuming both ships are moving at max speed (with a web on the punisher but not the atron because the punisher's slot layout doesn't permit). They're moving in opposite directions trying to orbit each other. In practice this isn't very precise because the punisher can't maintain an orbit on the faster atron, but you can only be so realistic in EFT.

Wow the tracking is terrible at close range! Of course, as Sabriz said, in practice you can't maintain an orbit that tight at high speeds, so there will be a bit of damage applied as the ships slow and adjust their course to try and maintain their orbits. In general it will be very bad though. You'll notice the maximum damage for the Atron is at 4km, all the way at falloff! Similarly the punisher does best at 6 km, well outside it's own optimal, because of it's poor tracking at close ranges.

The damage difference between them isn't huge. We can assume the Atron pilot has range control with the web, so if he maxes his DPS he'll be doing 41 dps versus the punisher's 16 (at 4 km -this is of course neglecting his choice to reduce speed or keep at range instead of orbit). Both ships can easily tank that DPS for a while with their AARs but will eventually run out of cap. It's pretty hard to predict who will win.

I'm not sure if I have a point or if I just find this sort of thing fascinating. Of course, EFT graphs don't always translate well into the actual game. But I have found after several hundred frigate brawls that tracking plays a huge role at close range and shorter isn't always better for blasters. For example, if we substitute in a tormentor instead of a punisher, those two drones will be doing a significant portion of the damage, and it might be better to maximize atron DPS by reducing transversal, even if it means the tormentor will be hitting better as well. Of course it's all fit dependent.

Anyway. I don't want to pollute your thread with too much rambling. I'm happy to discuss it more if you want to shoot me a mail or hop in my channel though. I'm sure plenty of people will disagree with parts of this because it's pretty difficult to get an accurate picture from EFT. You really need to go try it out in game to see what actually happens as the ships constantly adjust their trajectories. And back to the topic of the OP - no you probably don't need to worry about manual piloting most of the time while brawling. But there's plenty else to think about (whether or not you agree on the details with me Roll).

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Sabriz Adoudel
Move along there is nothing here
#35 - 2015-12-09 22:55:16 UTC
Johnny Riko wrote:
Cara Forelli wrote:
Sabriz Adoudel wrote:
It's not just a question of tracking, you need to take into account the impact sigrad has on tracking.

Very true. I would highly encourage OP to look at some DPS graphs in EFT for close orbits. They are very enlightening. Sig radius, speed, tracking speed all play a role. At very close ranges though, the angular speed spikes and destroys your tracking on any weapon system. When using blasters you might think "oh, I'm using blasters so it will hurt them more than it hurts me". However, sometimes that's the wrong approach because high dps/tracking on blasters is your main advantage so when you throw away your damage you've lost the edge that you had.

Example - Atron vs. punisher. If you orbit in the atron at 500 both of you will hit pretty poorly, but he's a lot tankier. Now the difference between your DPS might be something like 40 dps vs. 20 dps instead of 150 dps vs. 100 dps. Whether or not that is good for you depends on your tank vs. his tank. And as a subset of that, your burst tank vs. his burst tank, and your sustained tank vs. his sustained tank.

Lots to think about in a simple brawl Big smile



I'm assuming you made up the numbers for the atron vs tormentor fight.
The way it works, is that when angular velocity = effective tracking, there is a 50% chance to hit. However the equation is not linear. When angular is twice your effective tracking, you will be hitting less than 5% of the time.

Given that blasters have the best tracking of any turrets, even if they are suffering from tracking penalties, the opposition with pulse or auto cannons is going to be affected disproportionally more, because their effective tracking is less. A better example would be 150 vs 130 dps at 0 angular, but 75 vs 30 when at the atrons effective tracking. That is obviously beneficial, the atron has gone from taking close to 1 dps for every 1 that it deals, to now dealing more than 2 dps for each one that it receives.


To be pedantic, Angular = 2x effective tracking has a 6.25% hit chance (assuming there is no range penalty).

The key is effective tracking, which is your tracking, divided by your guns' signature resolution, multiplied by the target ship (or drone)'s sigrad.

If we call that ratio of effective tracking divided by angular X, hit chance is 2^(-(X^2)).

I support the New Order and CODE. alliance. www.minerbumping.com

Previous page12