Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

I'll try to make some when I know exactly what range the turret will be.

 

 

Is it short or mid-ranged? Can't be both.

Why can't it be both? ;)

If a Firebird could, like, really shorten its nozzle and shoot a beam of fire (not continuously, just a one time shot), it could act as a close range melee weapon, as well as a mid range attacker.

Share this post


Link to post
Share on other sites

Why can't it be both? ;)

If a Firebird could, like, really shorten its nozzle and shoot a beam of fire (not continuously, just a one time shot), it could act as a close range melee weapon, as well as a mid range attacker.

Melee-ranged turrets at M4 cap their range at 20 metres. 70 metres for short-ranged turrets. 150 metres for medium ranged turrets, and infinite range from long-range turrets. It's best to keep it consistent with the categories, which is why I need to know whether to cap it at 70 metres or 150 metres. 

 

Mid-range is far. I consider mid-range to be 100 metres.

 

From-here-to-that-wall.png

If this is 50 metres, then why should a Firebird be able to shoot a stream of napalm of that length. And I differentiate "melee range" from "short range" since with short range, you don't have to get up in the target's face to deal damage but with "melee range", you'd have to get in their face to deal damage.  

 

I'm having trouble understanding how this turret's projectiles will look like while it's shooting. I need how it will reload. Exactly what that supercharged plasma does. How long it will stay in the air. If it is an instant hit or if it has to travel. You said you have to tap spacebar to shoot that supercharged plasma but I can only see that working if it's an instant hit. 

Edited by TheCongoSpider

Share this post


Link to post
Share on other sites

A new turret. OK, sound nice, but what would it add to the gameplay? This game was way more fun when before all the new features were added. Diversity is of no value in itself.

 

We do not need new turrets. Sure, it is fun to create them and to share ideas, but the game does not need them anymore.

Think of Magnum -- an original idea, yet it completely spoiled the game.

Share this post


Link to post
Share on other sites

How will it impact the gameplay? I think such a turret would be hard to handle yet frustrating and no fun to play against.

Also, it would add a new protection module to the game.

Share this post


Link to post
Share on other sites

Melee-ranged turrets at M4 cap their range at 20 metres. 70 metres for short-ranged turrets. 150 metres for medium ranged turrets, and infinite range from long-range turrets. It's best to keep it consistent with the categories, which is why I need to know whether to cap it at 70 metres or 150 metres.

 

Mid-range is far. I consider mid-range to be 100 metres.

 

From-here-to-that-wall.png

If this is 50 metres, then why should a Firebird be able to shoot a stream of napalm of that length. And I differentiate "melee range" from "short range" since with short range, you don't have to get up in the target's face to deal damage but with "melee range", you'd have to get in their face to deal damage.

 

I'm having trouble understanding how this turret's projectiles will look like while it's shooting. I need how it will reload. Exactly what that supercharged plasma does. How long it will stay in the air. If it is an instant hit or if it has to travel. You said you have to tap spacebar to shoot that supercharged plasma but I can only see that working if it's an instant hit.

If a Firebird can reduce its damage at close quarters, but be able to shoot an instant shot at mid range (a spread of plasma similar to Hammer's pallet spread, then that would make it effective in it's own way. Plus, Firebird here is only used as an example, so arguing about Napalm doesn't apply here.

Share this post


Link to post
Share on other sites

If a Firebird can reduce its damage at close quarters, but be able to shoot an instant shot at mid range (a spread of plasma similar to Hammer's pallet spread, then that would make it effective in it's own way. Plus, Firebird here is only used as an example, so arguing about Napalm doesn't apply here.

Thank you, this is what I needed (more or less). It needs to stay at one maximum range which in this case, would be short range (maximum 70 metres). I'll be lenient and put it up to 100 metres. 

 

You mention that the plasma has a cone angle of 15 degrees. It may need to be in the form or a blast or a fast-moving ball of plasma because with a 15-degree cone angle, that can hit two players at once if it's close enough. It can't be instant if the capped range is 100 metres, it'll have to be a fast-travelling plasma ball or a blast. 

Share this post


Link to post
Share on other sites

Thank you, this is what I needed (more or less). It needs to stay at one maximum range which in this case, would be short range (maximum 70 metres). I'll be lenient and put it up to 100 metres.

 

You mention that the plasma has a cone angle of 15 degrees. It may need to be in the form or a blast or a fast-moving ball of plasma because with a 15-degree cone angle, that can hit two players at once if it's close enough. It can't be instant if the capped range is 100 metres, it'll have to be a fast-travelling plasma ball or a blast.

I think that a range of around 50 metres would be enough. And maybe it can be a fast moving blast??

Maybe like the shots fired by the weapon OSOG in Shadowgun Deadzone, but with a much smaller range and a broader spread?

Edited by Given
  • Like 1

Share this post


Link to post
Share on other sites

I think that a range of around 50 metres would be enough. And maybe it can be a fast moving blast??

Maybe like the shots fired by the weapon OSOG in Shadowgun Deadzone, but with a much smaller range and a broader spread?

I was already tailoring it to 100 metres, but I'll put it down to 70 metres  to be consistent with the other short-range turrets. It'll be a melee-range turret with short-range capabilities. 

Share this post


Link to post
Share on other sites

Venom:

 

M0:    750 

 

M1:    25,100

 

M2:    107,200

 

M3:    222,900

 

 

 

Damage in melee-mode:

 

M0: 300

 

M1: 405

 

M2: 490

 

M3: 610

 

M4: 700

 

 

Damage in ranged mode:

 

M0: 400

 

M1: 532

 

M2: 643.7

 

M3: 801.4

 

M4: 900

 

Reload in ranged mode:

 

M0: 3.5

 

M1: 3.24

 

M2: 3.09

 

M3: 2.7

 

M4: 2.5

 

 

Energy consumption rate in melee mode: 250/s

 

Energy reload rate in melee mode: 6 seconds 

 

Range in melee mode: 

 

M0: 10

 

M1: 11.2

 

M2: 12.0

 

M3: 13.8

 

M4: 15

 

Range in ranged mode:

 

M0: 50

 

M1: 56

 

M2: 59.99

 

M3: 65.98

 

M4: 70

 

Reload in ranged mode:

 

M0: 4

 

M1: 3.5

 

M2: 3.267

 

M3: 2.97

 

M4: 2.8

 

Maximum damage range in melee mode: 

 

M0: 5

 

M1: 6.3

 

M2: 7.1

 

M3: 8.3

 

M4: 10

 

Maximum damage range in ranged mode:

 

M0: 35 

 

M1: 42

 

M2: 47

 

M3: 55

 

M4: 60

 

Weak damage in melee mode: 10%

 

Weak damage in ranged mode: 25%

 

Cone angle in melee mode: 60 degrees

 

Projectile radius in ranged mode: 1 metre

Share this post


Link to post
Share on other sites

How I did it was making it a melee-ranged turret with short-rage capabilities. Its melee range mode is inferior to Firebird, Freeze and Isida's effectiveness as to not overpower them. Its ranged mode would look like a Railgun but will hit one person. It will instantly stop at the range of minimum damage. 

 

When thinking about how its melee mode would fare against groups of tanks, I was wondering how the turret itself would look. For a turret that has a 60-degree angle of attack, I imagined it to look like the scoop of a Subaru Impreza. 

 

 

 Scoop.jpg

 

 

And the slot to shot the ranged attack out of would be a hole at the top that resembles this:

 

 

 Snot-Rod.png

 

 

The range was reduced in the melee mode to not put it on par with Firebird, Freeze and Isida. Its ranged mode isn't too powerful to overpower Hammer or Ricochet.

 

I had to wing the first few statistics to get a basis of how the others would increase. But some I had to estimate myself because the calculations weren't working for them. 

 

I was thinking of adding a poison DOT for it but that may have made it too much like Firebird but it is what i would expect from a turret named Venom.  

Share this post


Link to post
Share on other sites

 

Venom:

 

M0:    750 

 

M1:    25,100

 

M2:    107,200

 

M3:    222,900

 

 

 

Damage in melee-mode:

 

M0: 300

 

M1: 405

 

M2: 490

 

M3: 610

 

M4: 700

 

 

Damage in ranged mode:

 

M0: 400

 

M1: 532

 

M2: 643.7

 

M3: 801.4

 

M4: 900

 

Reload in ranged mode:

 

M0: 3.5

 

M1: 3.24

 

M2: 3.09

 

M3: 2.7

 

M4: 2.5

 

 

Energy consumption rate in melee mode: 250/s

 

Energy reload rate in melee mode: 6 seconds 

 

Range in melee mode: 

 

M0: 10

 

M1: 11.2

 

M2: 12.0

 

M3: 13.8

 

M4: 15

 

Range in ranged mode:

 

M0: 50

 

M1: 56

 

M2: 59.99

 

M3: 65.98

 

M4: 70

 

Reload in ranged mode:

 

M0: 4

 

M1: 3.5

 

M2: 3.267

 

M3: 2.97

 

M4: 2.8

 

Maximum damage range in melee mode: 

 

M0: 5

 

M1: 6.3

 

M2: 7.1

 

M3: 8.3

 

M4: 10

 

Maximum damage range in ranged mode:

 

M0: 35 

 

M1: 42

 

M2: 47

 

M3: 55

 

M4: 60

 

Weak damage in melee mode: 10%

 

Weak damage in ranged mode: 25%

 

Cone angle in melee mode: 60 degrees

 

Projectile radius in ranged mode: 1 metre

  

How I did it was making it a melee-ranged turret with short-rage capabilities. Its melee range mode is inferior to Firebird, Freeze and Isida's effectiveness as to not overpower them. Its ranged mode would look like a Railgun but will hit one person. It will instantly stop at the range of minimum damage. 

 

When thinking about how its melee mode would fare against groups of tanks, I was wondering how the turret itself would look. For a turret that has a 60-degree angle of attack, I imagined it to look like the scoop of a Subaru Impreza. 

 

 

 Scoop.jpg

 

 

And the slot to shot the ranged attack out of would be a hole at the top that resembles this:

 

 

 Snot-Rod.png

 

 

The range was reduced in the melee mode to not put it on par with Firebird, Freeze and Isida. Its ranged mode isn't too powerful to overpower Hammer or Ricochet.

 

I had to wing the first few statistics to get a basis of how the others would increase. But some I had to estimate myself because the calculations weren't working for them. 

 

I was thinking of adding a poison DOT for it but that may have made it too much like Firebird but it is what i would expect from a turret named Venom.

 

 

How do you do this, man?! O_o

Share this post


Link to post
Share on other sites

Turret name: Plas

 

shoots out balls of plasma like ricochet, it does not bounce but instead it sticks to walls and tanks. after 3 seconds it explodes, has same splash damage range as thunder.

has infinite range

delay between shots:1 second

damage M0: 600-700

projectile speed: 30/m second

power per shot 20

total power 100

reload 10 power per second

cost M0: 2000

unlocks at staff sergeant

Edited by TheReaperLeviathan

Share this post


Link to post
Share on other sites

 

  

 

How do you do this, man?! O_o

I first decide the rank unlocks and prices of the M1 and M2 modifications which would give me an idea as to how much the stats would increase between M0 to M1, M1 to M2 and M2 to M3. I look at the patterns of unlock ranks for the different ranged turrets to pick an M1 and M2 unlock rank. 

 

I then start on the main damage statistics. I set boundaries on it in the form of M0 and M4 damage, meaning the statistic changes must happen between those 2 numbers. So for example, rememberable figures like 200 and 700 damage for Firebird so the changes must happen between those numbers. 

 

I then do the reload time which requires me to wing the statistics as closely as possible since they're smaller numbers. Because they're smaller numbers it makes it more possible to do the calculations for other numbers. The numbers that you see with more than one decimal are ones that were the product of direct calculations between modifications. And for some of them, I wounded it up to be easier read.

 

After those are done, the non-upgradable statistics (whatever it may be) is made or it may be made in between the upgradable one like you see with yours. I would love to see a turret like this in the game. Shooting enemies at short range and having a melee range mode just in case players try to get too personal. Oh, that reminds, I made a mistake one of the names. it was supposed to be reload in melee mode and not ranged mode. I'll fix it. 

 

The statistics I didn't do were the impact force of the ranged mode, the rotation speed of the turret (this isn't necessary really, just the main ones players would focus on). And this isn't as serious as it could be. I was tempted to reconfigure these statistics to match how it would be when micro-upgrading in the game. And I would have listed them out in each step in each modification. 

 

Other factors I take into account is how powerful someone would be and how long they would be that powerful if they had their modification fully upgraded. I try not to make them like Smoky where it would have a very large gap between M1 and M2 statistics. It usually looks more like Striker's statistics. 

Share this post


Link to post
Share on other sites

I first decide the rank unlocks and prices of the M1 and M2 modifications which would give me an idea as to how much the stats would increase between M0 to M1, M1 to M2 and M2 to M3. I look at the patterns of unlock ranks for the different ranged turrets to pick an M1 and M2 unlock rank.

 

I then start on the main damage statistics. I set boundaries on it in the form of M0 and M4 damage, meaning the statistic changes must happen between those 2 numbers. So for example, rememberable figures like 200 and 700 damage for Firebird so the changes must happen between those numbers.

 

I then do the reload time which requires me to wing the statistics as closely as possible since they're smaller numbers. Because they're smaller numbers it makes it more possible to do the calculations for other numbers. The numbers that you see with more than one decimal are ones that were the product of direct calculations between modifications. And for some of them, I wounded it up to be easier read.

 

After those are done, the non-upgradable statistics (whatever it may be) is made or it may be made in between the upgradable one like you see with yours. I would love to see a turret like this in the game. Shooting enemies at short range and having a melee range mode just in case players try to get too personal. Oh, that reminds, I made a mistake one of the names. it was supposed to be reload in melee mode and not ranged mode. I'll fix it.

 

The statistics I didn't do were the impact force of the ranged mode, the rotation speed of the turret (this isn't necessary really, just the main ones players would focus on). And this isn't as serious as it could be. I was tempted to reconfigure these statistics to match how it would be when micro-upgrading in the game. And I would have listed them out in each step in each modification.

 

Other factors I take into account is how powerful someone would be and how long they would be that powerful if they had their modification fully upgraded. I try not to make them like Smoky where it would have a very large gap between M1 and M2 statistics. It usually looks more like Striker's statistics.

*Mind blown*

You make it seem as if it was added in the game yesterday.

Also, how would you suggest the plasma fired in melee mode to look like? Wifi signals? Waves of Plasma?

Share this post


Link to post
Share on other sites

*Mind blown*

You make it seem as if it was added in the game yesterday.

I try to get it as close as possible. 

 

*Mind blown*

You make it seem as if it was added in the game yesterday.

Also, how would you suggest the plasma fired in melee mode to look like? Wifi signals? Waves of Plasma?

I was thinking something like Captain Squawk's Flem Thrower. 

 

@1:21

 

  • Like 1

Share this post


Link to post
Share on other sites

Turret name: Plas

 

shoots out balls of plasma like ricochet, it does not bounce but instead it sticks to walls and tanks. after 3 seconds it explodes, has same splash damage range as thunder.

has infinite range

delay between shots:1 second

damage M0: 600-700

projectile speed: 30/m second

power per shot 20

total power 100

reload 10 power per second

cost M0: 2000

unlocks at staff sergeant

This just sounds like an alteration for Ricochet. 

Share this post


Link to post
Share on other sites

Turret Idea: Skyhammer Mortar

 

I still have a great idea from the PlayStation 1 game called "Vigilante 8". This time, it will be an actual turret that is fixed to the hull vertically. The turret is called "Skyhammer Mortar". If you are interested, please read on. I have very exciting news for you.

 

About the turret:

 

The "Skyhammer Mortar" is a fixed turret that does not rotate up and down, nor, left and right. This turret is fixed vertically upright at a constantly fixed angle of 90 degrees. Therefore, the turret cannot move because it does not have any moving parts at its base. However, the Skyhammer Mortar turret sports unique features and abilities never before seen in Tanki Online.

 

How the Skyhammer Mortar turret works:

 

The Skyhammer Mortar turret works by shooting a powerful meteorite-like bomb the flies up in the air. When the meteorite-bomb like bomb lands on the ground, it deals heavy damage to enemies. This turret would deal 2000 HP of damage. Please note that the 2000 HP of damage is for an (M4 Skyhammer Mortar) turret. For lower modifications, the damage would be less. The mechanics of this turret works as follows. When the player tabs on the spacebar, the mortar fires up fairly low, so when it hits the ground, it deals less damage than normal. When the player presses and holds the spacebar to fill the power gause pool to 100%, the mortar shoot at its highest possible distance in the air and creates much more damage when it hits the ground. That means that the number of damage, not only depends on the turret's modification, but also depends on the amount of firepower applied to the power of the mortar shot. Take Magnum, for example. The longer you hold the spacebar, the more powerful your shot will be.

 

Impact craters:

 

Wasps overdrive nuclear bombs and gold box meteorites do lots of carnage but don't make any impact craters, like on the Moon. This unique visual feature of the Skyhammer Mortar turret is to create a huge impact crater when the mortar shell hits the ground. Of course, the size and depth of the impact crater would depend on the power of your shot and the micro upgrade level and modifications of your Skyhammer Mortar turret.

 

Deadly impact:

 

The impact of this turret would be huge. When the Skyhammer Mortar shell lands on the ground, enemies such as Wasps or Hornets would be instantly destroyed by the massive splash damage causes. However, Vikings and Hunters would suffer fatal damage when at full health. Titans and Mammoths would definitely survive the impact, but would be scared with 50% of damage.

 

The Skyhammer Mortar benefits:

 

The benefits of the Skyhammer Mortar would be to make combo kills. That is to make multiple kills simultaneously. With this turret, players can clear a cluster of tanks in their way, so that they can perform tasks such as capping flags, balls, control points and grab gold boxes. Also this turret is powerful enough to help out a losing team make a comeback in a battle when facing tough situations.

 

Rotation:

 

As I already explained in paragraph 1, this turret does not have any rotation. It is fixed at a constant angle of 90 degrees.

 

Reload:

 

Since this turret has the capacity to zap enemies dead with a maximum of 2000 HP for an M4 modification, this turret would take a long time to reload to avoid overpowering. The reload time would be 10 seconds. That means that the players would have to wait 10 seconds before firing another mortar shell.

 

Range:

 

The classification for this turret is a long range turret. This turret can also be used for medium range, but don't fire too close to your hull because you would get destroyed by the splash damage. Best use of this turret is for long range players. You've been warned!

 

Radius:

 

The radius of this turret would depend on many factors. The radius would vary from "M" modification levels, micro-upgrades, firepower and the distance enemies are from the impact site.

 

Aiming:

 

This turret cannot be aimed at anyone like you do with other turret. The only bit on aim aid players would get from this turret is by driving their hulls on a slope, such as the slopes, hills and valleys on the Massacre map which would in turn give them some aiming for enemies afar. The splash damage of this turret is huge, so players would not find it too difficult to damage or destroy their targets.

 

Brief story from the Project V8 site:

 

This fire-and-forget weapon was extremely hush-hush, until Sid broke into Site 4 and stole it. Adapted from a recovered UFO, the Sky Hammer fires an explosive charge of semi-intelligent alien matter. The blob is initially fired up to 200 feet into the air, then proceeds to fall down under gravity, tracking its target. While not extremely agile, it is able to adjust the trajectory by altering its organic shape in flight.

 

Please take a look at this page here: http://www.projectv8.co.uk/vigilante8/weapons/skyhammer-mortar/

 

How the Skyhammer Mortar turret looks like:

 

This turret resembles an upright grenade launcher, but it does not fire grenades. Instead, it shoots a single mortar into the air. Take a closer look at the images below:

 

skyhammer.jpg

 

skyhammer-crater-1.jpg

 

Where does the Skyhammer Mortar turret sits?:

 

The Skyhammer Mortar turret sits on top of all hulls just like other turrets do.

 

Skills:

 

This turret requires quite a lot of skill for players. It's not as user-friendly as Magnum. To properly use this turret, players must gain quite a lot of skills and calculate the right time when to fire the shot. To know when and where the mortar lands, it requires a lot of practice when you are new to this turret. Precision increases with time as you improve your skills and get to know how the turret works, and also know the dynamics of firepower when you press and hold the spacebar for your desires shots.

 

Protection module:

 

This turret would need to include a protection module for players to protect themselves from, like with other turrets. The protection module would have a maximum protection level of 50% when micro upgraded to M4 level.

 

Parkour:

 

This turret would be 50/50 good/bad for parkourists. Flying Parkourists would have trouble with this turret because it has a huge recoil. However, the good news is that for Parkourist friends that are on the ground, they'll have great success launching you into the air like a catapult cannon. They would give you a huge boost during your stunt time, so that you can land on a very tall building such as a skyscraper.

 

Default shot color:

 

The default shot color of the Skyhammer Mortar turret would be orange, exactly like you see in the second picture above.

 

Custom shot colors:

 

Later on, developers can choose to release custom shot colors for the Skyhammer Mortar turret for players to enjoy. More custom shot colors can be requested by players later on, and would be earned and obtained by completing challenges and opening containers.

 

Alterations:

 

Developers can choose to create alterations for this new turret. I will not go into details about each of the alterations because I may goof up and get things wrong, so I will leave this decision only to developers to decide on.

 

XT and Prime Skins:

 

XT and Prime skins would also be a great design appearance that developers can choose to implement for the Skyhammer Mortar turret. That too will come at a later date. Developers themselves would decide when those skins would be released. Skins are usually released during discount sales and holidays.

 

What developers think:

 

Developers are always trying to find new in-game mechanics to implement new turrets and hulls in Tanki Online, so I personally think that the Skyhammer Mortar turret fits in very well to bring a new mechanic that is truly unique in Tanki Online, which was never thought of before by any developers or other players, apart from me RIDDLER_8 - famous Tanki Online green player.

 

Final words:

 

I hope you folks have enjoyed reading out this brilliantly written post that I have written from scratch myself. Whether you agree or disagree with my suggestion, then that's only your opinion. However, if this Skyhammer Mortar turret is implemented into Tanki Online, it would bring new visuals such as impact craters and mortar shells with long meteorite-like tails. Also, this turret would be somewhat a new experience to players because this turret does not rotate at all, which is a new mechanic that players are not aware of yet, and would gain new experience from it over time.

 

Thank you for reading this long post.

Share this post


Link to post
Share on other sites

Turret name; Bastion

Type; Short-ranged, defensive

Unlock rank; M0 First Sergeant, M1 WO5, M2 Marshall, M3 Generalissimo

Price; M0 500, M1 10,000, M2 30,000, M3 50,000

 

"Developed by the JSDF for use in area denial, the Bastion hard light defensive projector is a unique turret in that it is not a weapon; But rather a defensive utility that deploys a wall of hard light technology in front of the user. Such technology is complex in that, while allies can shoot and freely drive through it, enemies must destroy it to progress."

 

Stats;

Wall HP - M0: 1000 - M1 1500 - M2 -2000 - M3 2500 - M3+ 3000

Construction time - M0 3 seconds - M1 2.5 seconds - M2 2 seconds - M3 1.5 seconds - M3+ 1 second

"Reload time" - M0 30 seconds - M1 25 seconds - M2 20 seconds - M3 - 15 seconds - M3+ 10 seconds

 

How it works; When space is pressed the wall is immediately deployed exactly one meter from the turret's current position. It takes a few seconds to build itself, during which it is considered incorporeal to all players and cannot block enemies from shooting or driving. Holding space down will display a transparent diagram of where it will be placed similarly to the Engineer's buildings from TF2. After construction is completed the turret "reloads" such that this can't be spammed infinitely to be annoying. The wall itself should be a team-colored transparent barrier about the height of the walls on Highlands and does not change in size with any upgrade. The turret looks like the original concept for Isida with the weird looking three-fang thing. If the person who placed it dies it disappears like mines do.

 

Oh, and if it wasn't obvious enough this is kinda useless outside of team battles.

Edited by The-Operator219

Share this post


Link to post
Share on other sites

New Hulls and Turrets would be nice but since devs are working on that new Hull, I doubt any new Turret will be implemented anytime soon. Nevertheless, this idea as well as others will be forwarded to them and it will be up to them whether they will implement or not.

  • Like 1

Share this post


Link to post
Share on other sites

It could work as a new supply, or a hull overdrive, but definitely not a whole separate turret. I looked at the gameplay for Vigilante 8, and it looks like this "Skyhammer Mortar" is a secondary special weapon, just like an overdrive. The primary weapon is still just a basic rocket launcher or machine gun, which makes sense.

 

No one would use a turret that can only shoot straight up - there are very few (if any) gameplay situations where it would actually be effective.

  • Like 2

Share this post


Link to post
Share on other sites

 

No one would use a turret that can only shoot straight up - there are very few (if any) gameplay situations where it would actually be effective.

*Laughs in Kamikaze Magnum*

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...