{Δ} Achilles

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I feel as though Clone is too gimmicky, and currently has nothing to do with the actual movie/series Clones in playstyle/usefulness. This rework I believe would make Clone a versatile class that is not stronger than the 2 live counterparts ET/Com, but simply more adaptable. The ability to be a mobile assault class, a mid ranged support, or a long ranged engagement class would be rather interesting, I think, and make Clone infinitely more enjoyable.


- - - Clone - - -

- Weapons
* * Pistol
Description: Same as current.

* * DC-15s
Levels: 1, 2, 3
Cost: 6-7-8
Description: Reskin of E-11

* * DC-15a
Levels: 1, 2, 3
Cost: 8-18-24
Description: The long clone rifle, for accurate long-ranged engagements. Slow fire rate, high damage, high accuracy.
Stats:
- Level 1
Damage: 30
Accuracy: Only when standing still, crouched, or walking
- Level 2
Damage: 33
Accuracy: Always accurate
Adds Scope
- Level 3
Primary Damage: 35
Secondary: Charge shot, starting at 30, reaching maximum 100
Accuracy: Always accurate, charge shot only accurate while walking


* * Minigun
Levels: 1, 2
Cost: 20-30
Description: The current minigun, with some tweaks
Stats:
- Level 1
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: Current CR2
- Level 2
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: CR3
_________
- Abilities

* * Sprint
Levels: 1, 2, 3
Cost: 0-6-12
Description: Allows the Clone to sprint *forward* only until his stamina runs out, while sprinting the clone fires inaccurately.
Stats:
- Level 1
The Clone can sprint for short distances at a time
- Level 2
The Clone can sprint for long distances at a time
- Level 3
The Clone can sprint forever, and can use crouch to cancel out of sprint with a roll in any direction.

* * Bash
Levels: 1, 2, 3
Cost: 0-8-14
Description: Allows the Clone to bash a target with his rifle-stock, extremely short range.
Stats:
- Level 1
Damage: 6
Cooldown: 5 Seconds
Staggers the target for 0.5 seconds
- Level 2
Damage: 14
Cooldown: 5 Seconds
Staggers the target for 0.7 seconds
- Level 3
Damage: 20
Cooldown: 4 Seconds
Staggers the target for 1 second

* * Reinforcements
Description: Same as current

_________
- Items

* * Pulse Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Clone up to 2 Pulse Grenades

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
 
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This "rework" will just make a boring run&gun class out of clone. Bad clone rifle, bad minigun and bad BH melee ability. Wow, really exciting.

I see that the whole problem here is blob. Well, you know what else has no counterplay? Lightning. So when a sith runs at me, confident that he will press f and get an ez kill, I can at least smash his ugly face with a blob and send him straight to hell. So if you want to remove cheap abilities, make sure to remove them from all classes.
 
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Lore =/= Fun gameplay.
Corners have to be cut, I mean shit. Why can ARC run all over and clown on sith players? that never happened in Star Wars!
I think clone is in a good state w/ conc blobs but Ion's 6 second stun is definitely too long.

That being said, blobs are a gimmick and shouldn't be the primary gameplay function of a clone IMO, I don't mind it and would rather see it than something that will take forever to test & implement though.

The bash suggested by the OP could be cool but to be more 'balanced' with MB2's gameplay because the only class that can get that close and survive are sith/jedi & wook. Give the clone some cables to hook to an enemy, prevents the enemy from running further away from the clone but nothing stops them from rushing him, the clone's weapon is disabled while this is active.

Admittedly, that could be hilariously broken if two clones gripped you from two sides at once... you couldn't move :p

Alternatively, give the clone access to 'flashbang' grenades to back up the offensive nature. Throw one, push after the boom and spray the shit out of the enemy.
 
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DaloLorn

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@Oddlewad Nice map idea.

This "rework" will just make a boring run&gun class out of clone. Bad clone rifle, bad minigun and bad BH melee ability.

If done properly, it'll be a more flexible 'boring run&gun' class, one that has more than one viable playstyle (no, the choice between CR2 and CR3 doesn't count :p). You'll get no argument from me on lightning, though - I wish there was more emphasis on its damage-dealing aspect (pay FP for a short-range attack, basically) rather than its ability to stun people.

Mind you, Appo has a point - concussion blobs are okay if you know how to stay out of trouble, it's ions that are really over-the-top against gunners. And, of course, there's the whole "primary gameplay function of a clone" thing to deal with.
 

Lessen

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So when a sith runs at me, confident that he will press f and get an ez kill, I can at least smash his ugly face with a blob and send him straight to hell.
This is an extremely accurate characterization of how I feel when a saberist runs at me, as a gunner. Even if they don't have lightning, they're so confident! I'm so offended! As a gunner, I live a life of eternal resentment, and, it's funny, when I do get kills with nothing but good flinch aim and good sidestepping of swings, the cocky dead saberist tends to rage in chat. But other saberists are just absolutely impossible to flinch consistently, because they know how to mixup their movement, get halfswings, pull me for trying to do short retreating runs, etc. Or just lightning>kill. In mid range ambushes, speed is a lot like lightning, too.

They're also impossible to flinch if they're lagging. This is actually extremely bothersome. I've been on the saber side of it once too, and I apologized in chat for lag teleporting into an unflinchable kill.

I do like blobs for being a giant fuck-you to rushdown saberists entirely, to the point where sometimes I wish Sith had a total equivalent instead of just easily-avoided knockdowns and poison that just forces a retreat. Deka repulse is a lot like it, but the saberist can block (even in the air) if the Deka doesn't wait until the saberist commits to an actual swing.
 

Tempest

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A lot less work regarding blobs would just be doing something like:
A) Nerfing the speed of it to actually be pushable by Sith with good reaction time and/or dodgeable at mid-long range without already being mobile beforehand - adds counterplay
B) Making there be less per level
C) Making it so you have to charge it to get a knockdown (otherwise it does a stagger with the duration/ability to block shots depending on how long you charge it before launching it) - adds counterplay
D) Make it so it does less damage so you can't kill someone solely with blobs - adds counterplay
E) etc
Some combination of those would probably suffice vs reworking the whole class.

Edit:
For ion, making it so the cooldown applies based on charging it instead of after letting go so you can't just charge it -> weapon swap for free but that might be a bit too much :X.
 
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Fang

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A lot less work regarding blobs would just be doing something like:
A) Nerfing the speed of it to actually be pushable by Sith with good reaction time and/or dodgeable at mid-long range without already being mobile beforehand - adds counterplay
B) Making there be less per level
C) Making it so you have to charge it to get a knockdown (otherwise it does a stagger with the duration/ability to block shots depending on how long you charge it before launching it) - adds counterplay
D) Make it so it does less damage so you can't kill someone solely with blobs - adds counterplay
E) etc
Some combination of those would probably suffice vs reworking the whole class.

Edit:
For ion, making it so the cooldown applies based on charging it instead of after letting go so you can't just charge it -> weapon swap for free but that might be a bit too much :X.

A)User should see a clone and think 'ah blobs, I must be mobile to avoid them' but whatever for a)

B)If the price is still the same then I wont bother playing clone because it has nothing good to value b) is moreso for a)

C)Unthinkable with your lightning 1 stun merloc' magic - do something about that and I'd say meh ok
Blobs cost 5 points - limited uses
Lightning 1 costs 6 points - unlimited based on REGEN FORCE


D) I mean perhaps? They're pretty meh against almighty damage reduction sith but if you lower the dmg at least do something to make it feel fair in its place. Knocked down gunners should be RIP if conc'd in my opinion anyway

Start with the first idea, change/add one test it, do people think its okay still, keep going, people start disliking, need to stop
 
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Hexodious

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I'd like an extra weapon for Clone for more diversity, seperating out the Minigun would be nice.
 

{Δ} Achilles

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I'd like an extra weapon for Clone for more diversity, seperating out the Minigun would be nice.

Issue is that it would be rather pointless since everyone takes blobs on Clone, because that is all Clone is, a class with blobs. The blob class. Looking at any of the arguments in this thread, it is literally just talking about how 'integral' blobs are.
 
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As a player who plays sometimes ARC, wookie, SBD, bounty hunter, mandalorian, I think we should remove snipers. They instakill or do a lot of damage, no counters: they either hit or not.
 
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As a player who plays sometimes ARC, wookie, SBD, bounty hunter, mandalorian, I think we should remove snipers. They instakill or do a lot of damage, no counters: they either hit or not.
Lol, for real? Okay, here are the direct counters - Dodge on e. t./commander/hero, block on jedi/sith, shield on droideka, blast armour on SBD.

Here are indirect counters - sprint on clone and ARC, acrobatics on jedi/sith/ARC, and the most important of all - YOUR SKILL. Bait snipers into shooting by popping out of cover for a split second, use your teammates as bait, spam the corners they hide behind, IMPROVISE GODDAMIT!

Snipers are barely a problem this patch.
 
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Issue is that it would be rather pointless since everyone takes blobs on Clone, because that is all Clone is, a class with blobs. The blob class. Looking at any of the arguments in this thread, it is literally just talking about how 'integral' blobs are.

You are surprised that when you make a proposition to remove a feature of a class, that people in favour of the persistence of that feature will respond, with an argument, stating why they would like it to remain? Of course you are not. I think you are quite aware. This is just rhetoric, and it is done selfishly so as it only serves to blur and warp any argument until neither party can make heads-or-tails of what is factual and what is not. Please be objective.

Nothing in what Hexodious said was pointless. If diversity is to be added, in the form of separating the mini-gun out from the clone rifle, then some form of incentive is required to make a player choose the mini-gun over the clone rifle with blobs. This is the scope of the design. I haven't given much thought, but here are some grounds to start on:
  • In public games, the presence of team compositions featuring soldiers and commanders are abundant.
  • This composition is particularly fearsome and difficult to breakthrough, considering Imperials are almost always naturally in a defensive position.
  • The clone rifle, whilst fast, has low base damage meaning it is sometimes difficult to win fights against hordes of soldiers and commanders.
  • Blobs here are redundant as they are single target, blobbing one commander or soldier will not do much as it will be shot to death before it can capitalise.
  • The mini-gun can then be an option for a higher base damage, higher RoF gun that is designed to churn through waves of enemies.
Then we could look at some of the downsides:
  • A mini-gun is heavy, let the clone not be able to sprint.
  • Have equipping it reduce movement speed.
  • Naturally, it cannot use blobs so it cannot provide utility versus SBD/Deka, nor assassinate Sith with a blob/snipe combo.
Here we have diversity. The clone can be geared towards dealing with infantry, or as a more supportive role that can disable high-priority targets (Sith, Deka/SBD, flying Mandalorian). Blobs are not removed.
 

{Δ} Achilles

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You are surprised that when you make a proposition to remove a feature of a class, that people in favour of the persistence of that feature will respond, with an argument, stating why they would like it to remain? Of course you are not. I think you are quite aware. This is just rhetoric, and it is done selfishly so as it only serves to blur and warp any argument until neither party can make heads-or-tails of what is factual and what is not. Please be objective.

Nothing in what Hexodious said was pointless. If diversity is to be added, in the form of separating the mini-gun out from the clone rifle, then some form of incentive is required to make a player choose the mini-gun over the clone rifle with blobs. This is the scope of the design. I haven't given much thought, but here are some grounds to start on:
  • In public games, the presence of team compositions featuring soldiers and commanders are abundant.
  • This composition is particularly fearsome and difficult to breakthrough, considering Imperials are almost always naturally in a defensive position.
  • The clone rifle, whilst fast, has low base damage meaning it is sometimes difficult to win fights against hordes of soldiers and commanders.
  • Blobs here are redundant as they are single target, blobbing one commander or soldier will not do much as it will be shot to death before it can capitalise.
  • The mini-gun can then be an option for a higher base damage, higher RoF gun that is designed to churn through waves of enemies.
Then we could look at some of the downsides:
  • A mini-gun is heavy, let the clone not be able to sprint.
  • Have equipping it reduce movement speed.
  • Naturally, it cannot use blobs so it cannot provide utility versus SBD/Deka, nor assassinate Sith with a blob/snipe combo.
Here we have diversity. The clone can be geared towards dealing with infantry, or as a more supportive role that can disable high-priority targets (Sith, Deka/SBD, flying Mandalorian). Blobs are not removed.

CR2 and CR3 provide all of the firepower a clone-clown could possibly need, and you can still buy blobs anyway, so your point is moot. Clone has more tank, better mobility, better utility, and better weapons than any class on Imps, 'cept BH. Why do you think everyone loses their shit when someone picks up a pulled CR2/3?
 

Fang

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and here we are, with a community who undervalues the most 'unbalanced class' and spams the most nerf'd class instead.

I'd rather you not shatter the semi competent clone users and force more 'underdeveloped' players to spam the worlds most obnoxious class jedi/sith. We already have a pest problem here, be cautious when you decide to change the class anyway
 

{Δ} Achilles

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I want to change Jedi/Sith too, but not before changing Clone. My list of things that need to change:

1: Clone
2: SBD
3: Jedi/Sith
4: Hero (And Proj)

But most importantly, I'd like to see gimmicks like secondary nade, blobs, and point-blank rockets removed. Not because I can't deal with them, but because they ruin gameplay.
 
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I would like to see a clone weapon that shoots ion laser. Very effective (as in bonus damage) against shields, not so much against hull/body. Or have it have nearly no damaging effect at all on mechanical targets, but instead cause some temporal secondary effect on that target (like decreased accuracy or movement speed, etc.)

If you want to change blobs, then there are a few things I see that could be changed:
- blob amount, so the clone isn't overly reliant on blobs
- decrease stun duration on ion blobs except for dekas and SBDs
- perhaps decrease conc blob damage (dunno how much damage ion blob does), so its function is either a damaging ability or a stun ability
- in case of blob amount reduction, slightly increase AoE for conc blobs.

Well, they're also great for soldier spam. Throw into a crowd, they all lose their ammo and are temporarily disabled.
The basic tactic should not be "stay in crowd" but "split over the area", since you want to force the enemy out of every possible cover it can get. Also, tactics - if you see clone, you should assume how it can play and counter appropriately, as you should assume different playstyle and different counter when you see sith. If your tactic is to stay as closed group in every situation, you are just asking to be killed.

Minor side note: The ARC nade launcher's sticky nades are decent as a delayed-action knockdown on Sith. The delayed action gives the Sith a moment to try to retreat, but it also gives all gunners nearby a moment to notice what's going on and get ready to shoot.

(main point being that if you remove Concs you still have a ranged knockdown vs Sith. Also, of course, Frags and Conc Nades. Conc Nades are great if you have coordinated gunners but not that good on their own.)
Assuming you play sith and you get sticky nade on you, there are at least two options / strategies open for you:
1) Run away, jump so the pulse nade explodes when you are midair. Use fast getup - you will be back on your feet before you land on ground.
2) Charge at the enemy. I find this the most viable action. If you get sticky pulse nade on you, people generally assume you will run away. If you do the opposite and get to them, when it explodes, they loose all ammo, armor and get knocked down (as do you, but you have the quickest getup). And even if you die later, you still helped your own team a lot by taking all shield and part of ammo clip from enemy team.

Also, here I assume you get sticky naded at close distance. If you do get sticky at long distance, then you should just learn to play.

Damaging a Sith from a distance isn't a good thing. What Imp class can do that? BH Poison? Please. Blob is an incredibly dumb ability, which is very difficult to balance for a plethora of reasons. I'd rather a Clone be more accurate to Star Wars, and more interesting, than a walking fast-firing blob-monkey.
Why shoudn't that be a good thing? What I see as a "not a good thing" is siths who are static in their movement, their defenses up, and think they have no problem in the world. If you see clone on the enemy team, then don't stand in one place, don't run in a straight line, don't make it easy for the enemy to hit you. Simple as that.
Except for avoidable blob, what is there for rebel team that can bypass Sith's defense? And I think that Sith is the only problem here. After all, any decent gunner should be in cover and both SBD and droidekas are immune to blob knockdowns.
Also, you should've seen Hex pushing blobs at me. It was really frustrating, but as he shows, it can be done with a bit of practice.

  1. How about pistol bouncing? (Also, Achilles does have a point - the only 'damage Jedi from a distance' tool are poison darts, and those deal 10-20 HP apiece depending on whether the target can hide in a corner and meditate. Blobs will either A: cause some 60+ damage as the team picks up on the weakness in the Sith's defense or B: cause some 60+ damage while being used as a sort of 'Flinch Plus' tool fired at attacking Sith.)
  2. How about pistol bouncing? ARC sticky grenades? Frag secondaries or concussive grenades? Raging Wookiees? Wookiees in general? CR3, for crying out loud?! (Not to mention the age-old classic of letting them get flinched when they inevitably get tired of waiting for your shots.)
To your point #1 - just as I wrote above, if you get blob'd on long distance, then you just need to learn to play. Blob travels for some time at long distance after all. AFAIK poison dart deals 3 damage per second / 1 damage per second if meditating for 10 seconds. So it's actually 10-30 hp that bypasses shield completely and prevents FP regen (IIRC, dunno if the "no fp regen" part got changed in any recent patch). That's no small ammount of damage (except for wookie). The problem with them starts only if you misuse them at long range, which does not make any sense. Also why should blob cause 60+ damage? Again, it's only if you act in a way that you can get blob'd multiple times in a row that enemy gunners pick up on it and see you as an easy to kill prey. Or if you think you can take on a group of enemies alone. Again, it all goes back to bad tactics.

For point #2 - most of these can be easily countered. The only real problem I would see is for CR3 due to its high RoF, but then again this is not a "blob are OP" type of problem and can be avoided with appropriate force powers.

Or you just remove blobs. Blob isn't a 'fun' 'exciting' ability, it is a retarded ability that has 0 counterplay with how it functions. How about we make Clone a class that isn't just a walking 'exciting' ability. At this point it feels like we're not even talking about a Clone class, but a Blob class.
Actually blob is a fun and exciting and mainly it is unique ability. I don't understand how you expect anyone to agree with you when most of your posts are just attempts to trample that ability by prefacing it with words like stupid, retarded or shitty without actually providing any real argument except "it's too powerful" and "it kills siths easily".


a point and click instant kill when you have teammates that aren't completely inept isn't exactly fun new or exciting
Are we disccusing blobs or are we discussing lightning, grip or perhaps cyan/blue/gray style?

That poll is a good reason why you shouldn't take altroll or this post serious. This is a classic example of "I got owned by <insert class>, pls nerf". The fact that most people asking for a rework are saberists should be evidence enough that this is clearly a skill issue. There are plenty of classes that counter clone, which saberists fail to recognize (takuta). The intent of this post was not to nerf clone, but to buff sith. Altroll's inability to play his favorite Star Wars character because he's constantly getting his shit kicked in by the best clones in mb2 is the only reason this post exists
I somewhat agree with this post. The point of this game shouldn't be "I pick one class and that is enough for now and forever after". You should change your tactics and if tactics of a class you currently play do not work, change class to different one.
You should have (and atm you DO have) an equal or greater change of winning a fight as a sith against most classes. Then again if you expect that you should get unscathed from a fight with a group of enemies when you are alone or with bad support, and in reality you do not, then the resulting thought should not be that the enemy team is OP and devs need to nerf them.

Issue is that it would be rather pointless since everyone takes blobs on Clone, because that is all Clone is, a class with blobs. The blob class. Looking at any of the arguments in this thread, it is literally just talking about how 'integral' blobs are.
CR2 and CR3 provide all of the firepower a clone-clown could possibly need, and you can still buy blobs anyway, so your point is moot. Clone has more tank, better mobility, better utility, and better weapons than any class on Imps, 'cept BH. Why do you think everyone loses their shit when someone picks up a pulled CR2/3?
It's rather interesting to see that when someone else proposes a change to the class so it's not overly reliant on blobs that you shot that idea down with CR2/CR3 is all firepower clones need, yet in your original post you propose different (or should I say exactly the same) weapon?
If anything, I like Hex's and Crusader's idea. It doesn't change the core of the class, but it gives you more ways to play it.

Also, most of the time anyone looses their shit when imps (or even rebs) pick pulled CR is because its level scales with the player who picked it up. So for example a BH with level 3 DLT will get level 3 CR which uses the same ammo as DLT, etc.
The spray power of CR in conjuction with the class, who picked it, abilities creates deadly combos. Again, it's not about blobs. I also happened to pick up a CR (but can't recall atm which class and class setup I had) and it turned out I could use blobs with CR that took charges of nade/dart of whatever it was unique to the class I was playing.
 
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Are we disccusing blobs or are we discussing lightning, grip or perhaps cyan/blue style?
le strawman

i'm not sure why it's repeatedly pointed out that lightning/grip are incredibly powerful as well because I haven't seen anyone say that they aren't, I certainly think they're in need of getting put in line as well however i see that as a conversation for a different thread, perhaps that force stun one that stealthily suggested a huge buff to grip (and died before even getting to 15 posts)
also I can tell just from skimming the rest of your post that you view mb2 as similar to overwatch in some regards and I must say I do not share that view and know many people that don't either, just something to keep in mind
 
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Really? How interesting of you and how accurate your assumption must be, considering I have only 26 posts including this one? Or did you perhaps look over my two thousand something posts in previous forums?

Actually no, I don't like overwatch nor do I like the gamestyle it has, I have no idea where that came from you, but we can discuss this via PMs instead of going offtopic in this thread.

Edit: (also, it's not a strawman afaik :) )
 
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Really? How interesting of you and how accurate your assumption must be, considering I have only 26 posts including this one?

Actually no, I don't like overwatch nor do I like the gamestyle it has, I have no idea where that came from you, but we can discuss this via PMs instead of going offtopic in this thread.
i have no intention of discussing that assumption if it was off the mark, since I was clearly wrong in that case and can admit it. it was just subtle things in the post that I noticed, that's all
regardless, shifting the discussion into a more on-topic area:
Why shoudn't that be a good thing? What I see as a "not a good thing" is siths who are static in their movement, their defenses up, and think they have no problem in the world. If you see clone on the enemy team, then don't stand in one place, don't run in a straight line, don't make it easy for the enemy to hit you. Simple as that.
And I think that Sith is the only problem here. After all, any decent gunner should be in cover and both SBD and droidekas are immune to blob knockdowns.
you oversimplify these situations quite a bit, anywhere near point blank and it'll be easy to land a blob, especially versus slower classes
"move and don't make it easy for the enemy to hit you, use cover"
blobs are pretty fast mid-range. as i stated in an earlier post, anyone who's been playing for more than a few months or has played a twitch shooter in the past can be quite the nuisance, even I myself have a fairly easy time hitting people who are trying incredibly hard to outstrafe. blobs aren't exactly thin and a flick of the wrist is all it takes to ruin someone's round, no matter how hard they're trying to avoid getting blobbed. save for bh, of course
tight chokepoints make it even easier for blob domination
Except for avoidable blob, what is there for rebel team that can bypass Sith's defense?
bouncing pistols, sec nades, sonic nades, conc nades, wookiee charge. bouncing/sonic/wook for rebel exclusives, more than you think, and bouncies are incredibly effective at it, too. simply put I don't think clones should be able to have 9 conc blobs per life, I'd be fine with a reduction of blob amount but again I'm for the rework because it sounds fun to play.

Also, you should've seen Hex pushing blobs at me. It was really frustrating, but as he shows, it can be done with a bit of practice.

hex is a literal god though

Edit: (also, it's not a strawman afaik :) )
it was, i never said lightning/grip weren't equally as devastating as blobs and even infinite and I didn't even mention them, it simply wasn't in my argument (that blobs have been a tad ridiculous for awhile) at all

also, I'm pretty sure I myself am cherrypicking quite a bit but I'm just providing my own experiences on the matter, I'm interested in discussing it with you because it gives me a completely different perspective to consider
 
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