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SakuraVisions

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Everything posted by SakuraVisions

  1. SakuraVisions

    Tightening of Moderation Standards

    This is a good change, these disrespectful players need to be punished.
  2. SakuraVisions

    Why do they do this WHY? someone answer please

    Public discussions about moderators' actions are prohibited. If you think that you've got your ban without any cause you should send the pretension to help@tankionline.com. In the message you should clearly and in details describe your claim. Also it is necessary to attach chat screenshot to the letter. Attention! This letter will not be discussed too and your ban won't be canceled but we will run an administrative review of moderator' actions.
  3. SakuraVisions

    Designer for English Community Newspaper needed

    Good luck everyone interested ;)
  4. SakuraVisions

    [Issue 2] Whats Wrong With Ricochet

    Cute. Almost newspaper quality. Just kidding.
  5. SakuraVisions

    Game Economics to Change Soon!

    The point in multiplying everything by 10 is to distribute fund fairly. The current distribution system is exponentially based on number squares, leaving those who finish lower with next to nothing. It is much easier to split 40 crystals among 5 players than current 4!
  6. SakuraVisions

    The Silence of the Isida

    It makes noise, very faint, but noise. A good shaft can detect it, as can anyone else.
  7. SakuraVisions

    Discuss the community vlog and the daily news

    New page looking great ;)
  8. SakuraVisions

    I got a message in a battle

    You can also get some sort of "fatal error".
  9. SakuraVisions

    method of payment

    Hopefully the administration will add new methods of payment in the future that can reach out to even more people, but for now there are plenty of other ways. I would advise looking for another way like a credit or prepaid card.
  10. SakuraVisions

    [Issue 8] Main Topic

    Enjoy guys! We all worked very hard on this :)
  11. SakuraVisions

    [Forum Game] The Endless Circle

    ORGAN donor charity kind great wall fort defense INTERNAL
  12. Stop disgracing my name with your flood, please.
  13. SakuraVisions

    Happy Birthday!

    Happy birthday! 666th post :o
  14. 1 day left.. good luck everyone :)
  15. SakuraVisions

    "How Big Is Your Ego?"

    I'm ShadowVisions. I win?
  16. SakuraVisions

    [Issue 8] Dream Team No. III

    Fort Knox III Dream Team “Hey, you’re not Ranger7!” Good observation, Sherlock. Doesn't mean I can't write a dream team article! Introduction Fort Knox III. A great all-around map that is also quite visually appealing, it has a nice aesthetic atmosphere and provides a fabulous battleground for some great action to transpire. The map is intricate yet symmetrical- it’s identical fighting from both sides, which makes it considerably easier to strategize considering you only have to fight on one side, essentially, even if you switch teams and fight again. It can be played in both team deathmatch (TDM) or capture the flag (CTF), though it is yet to be granted the control points (CP) mode which still resides only scarcely across few maps on the servers. Without further ado, a very fancy overhead of the map. TDM Defense TDM is the basic team mode, simple enough as working together to destroy the enemy, rather than capturing an object of the opponent. Any team’s backbone in defense, but the term defense has a very different defense in TDM than it does CTF. In TDM, the opponent has no need to siege your base aside from the excellent opportunity to spawn kill all of your team and make all of your little tank lives a complete and utter misery. However, in TDM, the best defense is a constant and consistent offense. If you can counter the enemy so they can’t get to your base, there’s no point in having a single defender- and if you can spare a defender, you can have an extra on the attack to make sure there doesn’t need to be a defender in the first place. Perhaps a bit tough to follow at first, but it’s an essential concept. While there is not a single defender necessary, some players will go full force to attack and others are required to hang back a tad and cover their allies, which is a strong strategy. If the front line is defeated, it will need a wave to hold them off while waiting for the destroyed first line to respawn. The two lines demand a variety of weapon and tank combinations to keep combat fresh and in the upper hand for your team. Complimentary weapons will be essential and teamwork is mandatory for success. The two lines can be split into “Offense” and “Coverage”, obviously the full-out attack being the one dubbed offense. TDM Offense There are two ways to travel on Fort Knox III- the top route and the bottom route (who would’ve guessed?). Given the maximum team of the map allots seven players, we can reserve four for constant, reliable offensive gameplay. Two for the upper and two for the lower paths. It’s silly to restrict the offense to which route they must always take- sometimes more help is required at bottom, and vice versa. So it’s much better and adaptable to instate four players that can attack through both top and bottom routes. Firstly, while Fort Knox III isn’t a strictly close ranged map like Farm or Island, it contains a lot of tight spots that encourage a close range weapon, like hiding behind a corner or guarding the ramp up onto the top route. Firebird is an excellent weapon that can kill the opponent after they kill you, and since kills are the most important objective in TDM, Firebird is a better choice than Freeze since slowing down the opponent won’t help as much face to face and there isn’t much space to play ring-around-the-rosie with the opposition. Mount the firebird on something quick yet sturdy like Dictator to help it get around the map but not be destroyed easily. One player check. Firebird-Dictator. Secondly, a mid-range weapon is needed. Ricochet’s ammo is less than satisfactory after the rebalance, so Twins is a great choice especially taking into account the distance on the map is usually within the range of Twins’ fire. Stick the Twins on something heavy, durable, and can take a lot of damage like Mammoth. Easy enough. Have the Twins generally take the bottom path since the long straight across the top route is a bit long for Twins to shoot all the way across to hit its target. For a third player, a long range weapon is needed. Thunder is in danger of self damage during assault, so for offense it’s better to be safe with a Smoky, that has the awesome chance to do massive damage to the enemy with every shot. Top path would be the best idea to generally travel due to its range allowing for it against the Twins or Firebird on the team. Put the Smoky on a Dictator for a smooth combination of speed and health and you’re all set. Finally, for a fourth offensive player, an Isida is required to always be healing the other attackers. Post-rebalance, its healing ability is phenomenal, and should it's client die it stands a fair chance to defeat and avenge whatever killed it's patient. Isida can win almost any duel one versus one due to its immense self healing potential. The Isida should never attack alone unless the probability of success is almost certain, or should it be left in a situation to fend for itself or die. Have the Isida alternate between top and bottom paths making sure to give each teammate the healing they need and deserve, they’ll thank you for it. To heal everyone quickly, a quick and agile tank is needed. Combine the Isida with a Wasp for a swift doctor that can help your team perform to their fullest. To recap- for TDM Offense, A Firebird-Dictator, a Twins-Mammoth, a Smoky-Dictator, and an Isida-Wasp. TDM Midfield With four of the seven spots on the team occupied, it leaves three positions open for the “second line”- reliable teammates that will do their best to stay back and cover those that go in. They need to be long ranged to cover the entire map. It is best to have one player snipe from the top to the bottom path through the jagged castle wall, which requires a sniper weapon like Railgun or Shaft. With Shaft being better at its part-time pizza delivery job than a sniper weapon after the rebalance, Railgun is a much better choice unless the team needs to eat a fresh meal to celebrate after victory. Have the Railgun snipe from top to bottom as aforementioned, on a sturdy and tall tank like Dictator to give it the stability and health points it needs to survive should its defense be compromised. The shape of Dictator allows for smooth shots with Railgun over the perch the castle wall. For a second midfield player, a Thunder would be a superb accompaniment to the team, with the ability to fire splash damaging shots into the enemy base from afar. It is probably a bit more useful as backup on the bottom path incase the Firebird or Twins is struggling in a fight. A worthy tank for the Thunder would be Dictator, providing the speed for a quick getaway while the health to stand and fight for a few crucial seconds. Concentrate on getting kills, and remember to always self destruct if someone is about to kill you. In TDM it is of upmost importance to limit kills for the enemy, and if that means not letting your death count as a kill for them, so be it. For a third midfield player and final player to round out the team, take another Railgun to hang out close to the base but not officially be a defender. Have them closely monitor the bottom path and keep an eye on the top route through peripheral view, though the primary focus should be on not letting anyone past the gate of the bottom route. This player should go with the attack on the bottom path but never get right in the heat of battle, and use hit-and-run tactics to use Railgun to its full potential. Mount the Railgun on a heavy hull like Mammoth to ensure that as the final barrier between the midfield and base will not fall easily. To recap, the coverage team is composed of a Railgun-Dictator, a Thunder-Dictator, and a Railgun-Mammoth to assist the main offense comprised of a Firebird-Dictator, Twins-Mammoth, Smoky-Dictator, and Isida-Wasp. With exemplary teamwork and sufficient cooperation, this team should beat just about anyone. CTF Defense The huge difference between TDM and CTF teams is the defense, because the entire goal of the battle changes from simply killing the enemy to entering their base, grabbing their flag, and returning alive to your own base to capture a flag. Now, a defense team is certainly called for. Out of the seven spots allotted on a Fort Knox III team, save two for defense, three for midfield play, and two for constant attack. In a closed base map like Fort Knox III, a Freeze for a primary defender is in order. The hugely enhanced freezing effect is core to protecting the flag. Have a Freeze Mammoth sit under the ramp leading up to the top route, so that it is within range of the flag but impossible to hit by anything other than a Ricochet (which are becoming more rare to see every day). For the second defender to help the main Freeze, a long weapon like Thunder is needed to hide behind the houses in the base and snipe the enemy before they even reach the base. Put the Thunder also on a Mammoth for the health it needs to survive waves of attackers even with self damage. Two good spots for this camper are behind the house near the bottom path tunnel entrance and the opposite corner of the base, behind the pole and building. Keep the Freeze alive at all costs, because if the Freeze is killed the Thunder will have a very rough time especially if the attacker utilizes the disadvantage of self damage for you. Work together with the Freeze and become comfortable alerting each other and the team or incoming danger to the base and potential flag maneuvers. Optimally a voice call would be activated for essential communication. If someone takes the flag and runs into a far corner with it, don’t return it unless someone is about to pick it up. Other than that, be observant and alert on defense. To recap, on defense is a Freeze-Mammoth and a Thunder-Mammoth to cover it. CTF-Midfield With five players left to assign roles, take out three and reserve them for covering the middle of the map, which is the vast majority of it- from the tunnel entrances on either side of the bottom to the gates on the top leading out to the bases, inclusive to the sniper perches formed by stretches of castle wall on all sides. Firstly, an aggressive sniper is needed. Take the same Railgun and Dictator used to snipe coverage in TDM and apply it for the exact same situation on the top path, sniping into the enemy base through the bottom path. This Railgun now also has the secondary role of making sure to kill anyone who could get the flag through the bottom route and try to escape by top. For the second midfielder, once again use a Twins to both fight offensively and stay back and ensure defensive coverage. The Twins should operate mainly on the bottom route helping the attack there. Should the two primary attackers attempt to siege the enemy base with the Twins nearby, the Twins should follow. To do this and keep up, Dictator is a good choice since it dying no longer matters as much aside from the annoyance of respawning. If the attackers die, the Twins can carry the flag safely back to base. The extremely fast damage output of the Twins should almost guarantee destruction of anyone in its way. Finally, a third midfielder should be the good old Smoky used in the TDM mode. The critical chance will annoy the opponent excessively, and a distraught and desperate opponent is twice as easy as a sane one. The Smoky should alternate covering top and bottom, and work with the Twins and Railgun to give the attackers safe passage while generously handing the enemy their worst nightmares. Put the Smoky on a Dictator once again to have the speed to escape with the health to stand and fight back. While the Smoky shouldn’t directly charge straight into battle, it should be involved in fights, just hang back so it doesn’t take the damage but instead deals massive pain to the other team. To recap, the midfield team should consist of a Railgun-Dictator, Twins-Dictator, and a Smoky-Dictator. It should become clear that Dictator is a very reliable tank for team battles despite its awkward shape, due to its excellent statistics. CTF- Offense The remaining two slots on the team should be devoted to all out attack and efforts to capture the flag, which is important since it’s the goal of the game. The more flags captured and the bigger lead obtained, the better. The main attacker should be a close ranged weapon that can hurt all of the opposing defenders at once. With a Freeze defending the flag, it’s probably good to take a Firebird to attack. A useful tactic may be to run in and set everyone on fire, then duck out of their base and wait for them all to die, and finally rush in, take the flag, and claim your capture. Mount the Firebird on something quick but with a bit extra health, and it needs to be low to the ground so that it can hit an enemy pushing against it. Despite worse statistics than Wasp overall, Hornet has the stability to support Firebird well, and working together with the other attacker it should be able to perform well and capture some flags. As for the other attacker, the team needs an Isida to heal all of them. The Isida should make sure every time it dies that the two defenders are healed to full health, and only then start attacking. The Isida should only attack with the Firebird or occasionally the Twins. It is fine to heal anyone that needs healing, as its only helping the team. Remember that it’s more important to always heal the person with the flag, and always sacrifice yourself so the flag carrier can get away. Put the Isida on something agile enough to get around the map, but also can take a beating to heal the attacker for a while. This time, Dictator is a good choice to mount an Isida on. To recap, an Isida-Dictator and a Firebird-Hornet should be on full-time offense. They should always be covered by a Twins-Dictator, a Smoky-Dictator, and a Railgun-Dictator. At base always defending should be a primary Freeze-Mammoth and secondary Thunder-Mammoth. This team should be able to win comfortably, especially with the proper teamwork and cooperation! Variants This guide was designed for play like that in clan wars, with no supplies and only the clan non-protective paint. However, with supplies on I would recommend a much more heavy-based tank system, with many Mammoths which when equipped with nitro will perform very well in capturing flags. In an everyday no supplies or normal battle, paints are clearly allowed. There are several paints that are good to counter a weapon set that works well on Fort Knox III. The best paint for an attacker that will have to face close ranged defenders is Inferno, with 40% Freeze, 30% Firebird, and even 12% Twins protection, all which are used in this dream team. At midfield, a good paint would be Rock, which protects 48% against the annoying Twins with also 30% against Isida which is very helpful, and an extra 15% Freeze for good measure. Finally, for long ranged protection, Emerald is an excellent option with 42% Thunder, 26% Twins, and 10% Railgun, which would work great against this setup. However, different enemy teams require different paint combinations, but overall take one of those three and you should be set. Conclusion Overall, Fort Knox III is a great and interesting map that calls for a lot of intricate strategy and planning to succeed. With a well thought out combination of weapons and tanks in the fighting force, victory can be easily within grasp. Both TDM and CTF modes are supported and can be deciphered into individual dream teams. I hope you enjoyed this article, it was my personal first “Dream Team” and feedback would be appreciated. See you in the battle! Thanks for reading, ShadowVisions
  17. Nope. I'm not entering, poetry isn't exactly my forte and I feel the players already have enough competition :P
  18. I'd really like to know the true identity of shadowvisionsto...
  19. SakuraVisions

    [Issue 8] Maximizing Crystal Income

    Maximizing Crystal Income Introduction Crystals! Everybody wants them. It’s not so perplexing to define why, as they’re the core currency of Tanki and enable purchases in the garage to help in battle. The recent rebalance radically changed the dynamics of what a crystal is worth now that prices of items are higher overall. There is much more to buy and previous expensive prices have only built upon, but it’s still more than possible to succeed. This article highlights some good ways to get them and some wisdom on handling them. You don’t want to end up like that one guy that spent all his crystals on experience and became a Generalissimo with Smoky m0 and Hunter m0, do you? Didn't think so. Methods of Obtainment Tanki offers several different ways to obtain crystals that everyone should be relatively acquainted with. There is a wide range of options and some work better for one person than they do for another. Crystals can be achieved through pickups in-game (including gold boxes), battle rewards, friend referrals, bought through real money, rewarded by admins through contests, through daily bonus, and completing small achievements when first starting the game. This section will review all of them and offer some tips to maximize the income. In-game pickups We all remember our favorite source of income as a newbie, that rare blue box falling from a parachute landing on the top of Sandbox, resulting in a mad but very slow race of wasps attempting to get it. Ah, the days spent in the “For newbies” battles. Now, at a higher ranked level, there’s a bit more science behind pickups- including the eternally prized gold boxes. Most of it has to do with the battle fund indicated in the bottom right of the battle screen, which is also a key factor of the battle reward source of income. The following is not based on any true or announced facts, simply my own observations. Obviously, a crystal box occasionally falls and only when there is action on the map to increase the battle fund. How often do they fall? Quite simply, at a rate proportionate to the incremental rate of the battle fund. It is also dependent on another factor- the number of “drop points” in the given map. Every time the battle fund increases by one, there is a chance a crystal will fall. The chance can be written as the number of drop points in the map over the number six. Suppose we call variable “x” the fluctuating amount of drop points from map to map. An equation to describe the chance of a crystal dropping on a given fund increase can be written as x/6. Perhaps you’re not a math person, but the application of it can be useful. Take a map like Polygon, which has six drop points. Plug it in and the equation is 6/6 which simplifies to 1, so every time the fund increases in Polygon, a crystal falls. Meaning maps like Polygon with many drop points combined with a lot of action to increase the battle fund are great to collect crystals. Island only has two drop points on the minuscule surface, so on average every increase of three in the fund a crystal will fall, which is a 33.3% chance per singular increase. Fort Knox III has four drop points, or a crystal every increase of two. It can be valuable information if you’re hunting for some crystals. Anyways, onto another important element of pickups- the legendary gold box containing a hundred crystals. It falls at a completely random point in time but it is safe to say the faster the fund increases the faster the gold will fall, on average. Taking to account that the old gold box mechanics dropped it at every multiple of seven hundred, and Tanki announced it would be the same frequency of golds just randomized times, it is okay to assume that every time the fund increases by one, there is a one in seven hundredth (1/700) chance of the gold falling. For two golds to fall back to back, which is certainly possible, it requires a one in four hundred ninety thousandth (1/490,000) chance. Interesting and quite unlikely, but possible. Should you want to catch a gold, as most do, it is wise to know the gold drop points of every map. Some have one, some have more than one. Polygon golds can fall by the billboard near the ramp to the sniper perch, or by the bridge on the other side of the map. Highland golds always fall in the middle by the “stop” block. Silence golds can fall on the skinny ramp to blue base or the other tight entrance near the pipes by the red team platform. It’s smart to know the drop points and cover areas by them, but be sure to always help your team regardless of whether or not you are hunting a gold box. Battle Rewards Probably another of the most common methods of getting crystals, battle rewards are a main source of income. After a long, hard battle the victors receive the majority of the battle fund to split, proportionate to the score of the battle and the score of the individual players. Time for some more math. To get more reward from battles, it is crucial to win them. lt is also important to remember that the more score you have the more crystals you will win, especially when compared to the other members on your team. In deathmatch mode, the crystals are solely divided by kill count. The crystals are split based on a system of numeral squares, meaning that if someone has twice the amount of kills as you, they will get four times as many crystals. This difference really starts to increase exponentially as the kill difference increases. Someone with thrice the kills will rake in a whopping nine times as many crystals. Four times the kills, sixteen times as many crystals. Five times the kills, twenty-five times the crystals. Keep going and eventually ten times the kills is worth a hundred times as many crystals. Meaning if the score of a duel is ten to one in kills, the fund would have to be a hundred crystals for the loser to even get a single crystal. That perhaps shines some light on the importance of closing the gap in score in an attempt to win more crystals. In team games, it’s a bit different. The winning team always gets the majority of the fund to split, leaving the losing team with next to nothing. If the score of a battle is 10-0 to red team, red will get all the crystals, no matter if the fund is ten or ten quadrillion. The closer the battle score is, the more percentage of the battle fund the losing team will get. Both teams still split what crystals they are allotted to the team members based on the same system of squares that applies in deathmatch mode. These rules go for team deathmatch, capture the flag, and control points. Clearly the bigger fund, the more crystals for all, win or loss, so it’s important to increase the fund. Longer games with more action makes the battle fund go up a lot faster. Kills and flag captures increase the fund the most, so make sure for there to be a lot of those. Battle fund and pickups are the two kinds of income through battle, but there are still a few more sources to cover. Friend Referrals This source of income is as profitable as you want to make it. By sharing your friend code with, well, your friends, you gain a profit based on the crystals they buy and the ranks they achieve in the game. You will receive a respectable 10% of all crystals bought by your friends, and get a small sum of crystals every time they rank up. It’s only still a few hundred for the highest ranks, so it requires many friend referrals to start to become a good source of income. To access your friend code, simply press the button between the garage icon and settings, where you can get the link, send to a friend by email, or even get your banner code to show off your cool tank and rank, which when clicked reveals the link to become your referral. Overall, friend referrals are not excessively profitable unless you have a lot of referrals or a friend that will buy a lot of crystals with real money. Buying Buying crystals for real money is definitely the fastest means of gaining crystals, as long as you’re willing to spend the cash. Through buying, not only do you gain crystals but you directly support the developers of the game that are actively working to make the game a better place for all. There are many means of buying crystals so there is sure to be a method that works for everyone. It’s possible to buy through Paypal, SMS, prepaid cards, credit, and many other options. Some methods cost more for the crystals than others so be sure to watch out for that. Also, double crystal cards are so common that I would recommend only buying when you have one, they simply double the crystals you get for the same price, so considering the mass of double crystal cards in daily bonuses it’s a great deal to wait until you get one. Occasionally there are sales on certain methods of pay that usually stack with double crystal cards, watch out for those as they are a great way to get even more than double the crystals paid for. Contests Crystals can also be sent (or taken away) directly by the administration of Tanki Online. The main reason this is used for is for winners of contests. Contests are a great way to get a lot of crystals, especially since they are so common. There are a wide variety of contests so there is sure to be something for everyone. Usually a contest is running on the forum, as well as some kind of clan championship which makes it a great reason to join a clan, and there are very commonly other contests that can be found through sites like the Tanki facebook page, or livestream shows and events. Be sure to follow all of them for a great chance to win! Daily Bonuses Daily bonuses can sometimes hold crystals, but it is very rare. The amount of crystals in daily bonus is dependent on rank, capping at 335 crystals for the rank of Generalissimo. The higher the rank, the more crystals, with the amount increasing from ten to fifteen every rank up. Daily bonuses provide an unreliable but randomly pleasant method to get free crystals, also providing a good incentive to log on and play some every day. Also, daily bonuses can hold double crystal cards, which can be used to nicely double crystal output on any payment. Rewards for Beginner Tasks While it’s not applicable for most of the community, as a new player or account to the game there are a few achievements to be completed that result in a five crystal reward each, from joining or creating your first battle to putting in your email. Should you make a new account or have a friend start one this might be a great way to earn a few extra crystals to start you off. Crystal Strategies Saving crystals can be almost as hard as earning them. With everything to buy with crystals, the opportunity to buy more stuff is more tempting the more crystals you have (I don’t know how I lasted two weeks without spending 205,000 crystals)! It’s important to concentrate on saving for one thing at a time, and working up to it without giving into the temptation to buy anything else. Crystals can be spent on supplies, passes, weapons, tanks, paints... so there’s a lot of options. Try and figure out what you want early on and stick with it the best you can. Invest in one weapon and tank to start off with instead of wasting crystals to upgrade two, it will be regrettable later when you have the rank to upgrade what you wanted but no longer the crystals because of your decision. To earn more crystals, become active in the community and play with others. Battles will be much easier when you’ve got a clan or a group of friends to have your back. Crystals will start to flow in and eventually you’ll lose track of how many you have in your bank! Ask others and do some research to get some advice on what to buy, you’ve already started by reading this article, and another of my articles the issue titled “A Shopper’s Guide to the Rebalance” is a good guide on what’s worth it after the huge rework of the game. If experience is needed alongside crystals to buy something but the experience to directly buy it is way out of your cost range, the 30% experience pass is a great deal if you play a lot. In general, if you’re saving don’t buy supplies, they won’t pay you back what you spent on them unless you’re very skilled. Also, if you’re fairly certain there may be an upcoming sale in the garage, don’t be afraid to save your crystals for it. A 20-25% discount will result in colossal savings and will do a huge favor to your budget. You’ll thank yourself for it. Conclusion Overall, crystals are what makes Tanki run. Everybody wants them, everybody needs them, and the smarter you are about the matter the more you’ll be able to earn. Save crystals well and concentrate on a single item for purchase at a time. Make use of all sources of income, in battles and out. Tell your friends about the game, and get active in the fantastic and voluminous community. Watch your crystals skyrocket and enjoy the game! Good luck! Thanks for reading, ShadowVisions
  20. SakuraVisions

    We do not want to rebalance

    The rebalance is here to stay, no matter how much spam and multiple accounts you use as support, nothing will change. The rebalance is necessary for expansion of the game.
  21. SakuraVisions

    New Feture Suggestion - Ammo

    Yup, thanks!
  22. SakuraVisions

    New Feture Suggestion - Ammo

    Presentation is great. Idea isn't and assuming the guy is the rank on the forum he doesn't have much experience with the weapons.
  23. SakuraVisions

    Tanks Running Around In Circles

    This is lag generally caused by poor connection to servers. It is constantly being worked on in attempt for fixing it. For now, be patient and simply reload the page or try and wait for it to refix itself.
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