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Ideas for Augments!


Maf
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On 10/16/2024 at 5:58 PM, Pleasant said:

Because it's one of the drone left that got removed but never got replaced as a hull augment. Simple...

Camper is 1 of 5 drones that wasn't brought back as hull augments. Assault was basically Hyperion-lite so we can exclude that and say 1 of 4. Why should Camper be the one to come back specifically? Camper before was at least locked to being a drone and couldn't be mixed with anything else. After the Crisis nerf some things got buffed and now Camper would come back as well as mixing it with already existing drones? We need fewer people intentionally camping, not more. 

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On 10/17/2024 at 3:37 AM, JAIMUX said:

If I can camp and sit on my bum the whole time with miner and sabeteur and farming kills and do nothing it is still a nuicence, miner nerf didn't mean jack when the sabeteur drone exists as I have nentioned before as well with the augment together. We still dont need more TDM meta than already has as I have also  mentaioned already as well. Read carefully 

Just change mode, simple as that and if people likes to camp with miner saboteur and getting fewer than 100 score, what are you even complaining about?

 

On 10/17/2024 at 3:53 AM, TheCongoSpider said:

Camper is 1 of 5 drones that wasn't brought back as hull augments. Assault was basically Hyperion-lite so we can exclude that and say 1 of 4. Why should Camper be the one to come back specifically? Camper before was at least locked to being a drone and couldn't be mixed with anything else. After the Crisis nerf some things got buffed and now Camper would come back as well as mixing it with already existing drones? We need fewer people intentionally camping, not more. 

Before, people are complaining about buyers having OP augments, now it's campers? Just upgrade your protection and spawn kill them, shouldn't be too hard if you have a good team. Also, just in case, miner augment was nerfed and it is underused so camping isn't as bad as it was before. Can't blame people for having a specific playstyle (camping), if they like working smart and not harder, that's your problem.

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On 10/17/2024 at 4:20 AM, Pleasant said:

Just change mode, simple as that and if people likes to camp with miner saboteur and getting fewer than 100 score, what are you even complaining about?

Examples

#1 https://imgur.com/a/qd24GIW

#2 https://imgur.com/a/zmAc0ez

#3 https://imgur.com/a/kjVStut

On 10/17/2024 at 4:20 AM, Pleasant said:

camp with miner saboteur and getting fewer than 100 score, what are you even complaining about?

Less than 100 score  I have use these combos before and miner nerf ain't jack and you dare to say this statement. 

On 10/17/2024 at 4:20 AM, Pleasant said:

Just change mode, simple

Easier said than done, like I have said before...

 

On 10/17/2024 at 3:37 AM, JAIMUX said:

If I can camp and sit on my bum the whole time with miner and sabeteur and farming kills and do nothing it is still a nuicence

And also 

 

On 10/17/2024 at 2:27 AM, JAIMUX said:

Miner augment and sabeteur users are already annoying enough and people already treating like all modes like TDM in capture  modes or other OBJ.

Case closed, my argument still stands.

Again, if I can do good enough to win battles or tie them, farm kd , or get points, why should we allow camper to be an augment???

Edited by NikmanGT
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On 10/16/2024 at 7:52 PM, JAIMUX said:

Examples

#1 https://imgur.com/a/qd24GIW

#2 https://imgur.com/a/zmAc0ez

#3 https://imgur.com/a/kjVStut

Less than 100 score my bum. I have use these combos before and miner nerf ain't jack and you dare to say this statement. 

Easier said than done, like I have said before...

 

And also 

 

Case closed, my argument still stands.

Again, if I can do good enough to win battles or tie them, farm kd , or get points, why should we allow camper to be an augment???

No matter your argument, this idea is still valid by the moderators of forum. And it will be implemented soon no matter if you agree or not. 
Case closed

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On 10/16/2024 at 5:18 PM, Pleasant said:

No matter your argument, this idea is still valid by the moderators of forum. And it will be implemented soon no matter if you agree or not. 
Case closed

I have said what I needed to anyway and I am not going to repeat myself my argument still stands strong . Also just because an idea is approved doesn't mean it will be implemented just saying if you read the i and s section description. 

Edited by JAIMUX

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Railgun Augment Idea(s)

 Accumulative Charged Rounds (or insert cool name here)

Advantages

  • Gradual increase in normal damage every hit +8%
  • Gradual increase in critical damage every hit +8%
  • Gradual decrease in reload time every hit -9%
  • Maximum possible normal damage can be 125% 
  • Maximum possible critical damage can be 125%
  • Minimum possible reload time can be 92%

Disadvantages

  • Shot reload +20%
  • Normal damage -10%
  • Critical damage -10%
  • Missing a shot will reset progress.

Extra notes

Piercing multiple enemies will not advance the multiplier per enemy hit.

 

Preemptive Slap Rounds

Advantages

  • Normal damage +8%
  • Impact force +200%
  • When hitting the fire button, the shot will charge/warm up but wont fire. When hit again, it will fire a shot and start to reload again. Could even be made so you have to hold down the fire button to hold a charged shot, then releasing the fire button will fire the shot. Whatever is possible.
  • Piercing 2 or more targets will reduce shot warm up by 50%

> Disadvantages

  • Shot reload time +10%
  • Shot warmup time +10%
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@Pleasant This probably won't happen, just because the fact that Tanki changed the way they think about Drones and Hull augments.

Drones have to alter or boost some of the supplies, while hull augments are the exact opposite, they alter the tank itself.

BUT that does not mean they won't add a similar drone, because that is still an option ?

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On 6/4/2024 at 7:54 PM, Macabre said:

 

On 6/2/2024 at 5:59 PM, NBIHFADH said:

 

On 5/10/2024 at 12:50 AM, Monkey.D.Dragon said:

 

On 6/3/2024 at 9:45 PM, Philosopher said:

 

On 6/6/2024 at 12:29 PM, NBIHFADH said:

 

Topic Merged

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On 8/14/2024 at 1:12 AM, NBIHFADH said:

 

On 8/11/2024 at 8:35 PM, NBIHFADH said:

 

On 7/23/2024 at 1:02 AM, Philosopher said:

 

On 7/23/2024 at 12:48 AM, Philosopher said:

 

On 8/31/2024 at 6:43 PM, cybernite said:

 

On 9/21/2024 at 5:41 AM, AcnoIogia said:

 

On 10/2/2024 at 7:27 PM, NBIHFADH said:

 

On 10/10/2024 at 6:00 PM, sh4de said:

 

On 10/12/2024 at 2:18 PM, DOW said:

 

Topic Merged

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Tesla Critical Mix augment

Advantages

Critical damage: +50%

Critical damage chance: +100%

Permits ball lightning to bounce off props, similar to Ricochet:

Maximum number of ricochets: 10

 

Scorpion Missile Launcher "Meteor" augment

Advantages

Standard shot damage: +25%

Standard shot impact force: +50%

Minimum rocket speed: 200 m/s

Maximum rocket speed: 400 m/s

Pause between rockets in salvo: -60%

Salvo reload time: -25%

Disadvantages

Aiming time: +100%

Critical damage removed

 

Scorpion Missile Launcher "Bloom" augment

Advantages

Rocket damage: +50%

Salvo reload time: -35%

Aiming time: -75%

Minimum rocket speed: +500%

Maximum rocket speed: +1000%

Standard shot reload: -25%

Disadvantages

Rockets in salvo: -4 (6 total)

Critical damage removed

 

 

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On 10/30/2024 at 10:58 PM, AcnoIogia said:

Scorpion Missile Launcher "Meteor" augment

Advantages

Standard shot damage: +25%

Standard shot impact force: +50%

Minimum rocket speed: 200 m/s

Maximum rocket speed: 400 m/s

Pause between rockets in salvo: -60%

Salvo reload time: -25%

Disadvantages

Aiming time: +100%

Critical damage removed

 

Scorpion Missile Launcher "Bloom" augment

Advantages

Rocket damage: +50%

Salvo reload time: -35%

Aiming time: -75%

Minimum rocket speed: +500%

Maximum rocket speed: +1000%

Standard shot reload: -25%

Disadvantages

Rockets in salvo: -4 (6 total)

Critical damage removed

Those salvos would need specialised angular velocities because with putting those speeds on the Stock parameters, you will have a hard time hitting anything that is moving. 

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On 10/31/2024 at 10:25 AM, TheCongoSpider said:

Those salvos would need specialised angular velocities because with putting those speeds on the Stock parameters, you will have a hard time hitting anything that is moving. 

i thought as well, but i didn't want to give it too much advantages lol

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On 10/31/2024 at 10:25 AM, TheCongoSpider said:

Those salvos would need specialised angular velocities because with putting those speeds on the Stock parameters, you will have a hard time hitting anything that is moving. 

I want Scorpion Meteor to be like Striker Meteor, and Scorpion Bloom to be similar to Spear, but even faster rockets.

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Here are some hull augment ideas:

 

Mountain - Advantages: Impact Force immunity

Raven - Advantages: 50% protection from splash damage [only if you have been hit with splash damage (direct hit deals full damage)]

Neutral - Advantages: 100% immunity from burning & freezing status effects

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Jammer is a rare sight to see in battles. I propose to buff it to disable affected player(s) turret and hull augments. Current Jammer and Pulsar augments may require nerfs to Jammer duration. A player cannot be renewed with Jammer while under Jamming effect; may require further rework to add Jammer immunity for X seconds after being affected by Jammer. Self splash damage inflicts user with Jammer.

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After the Tesla update, I should remake some Tesla augment ideas that I made. (Maybe developers get some idea from these)

The parameters are in Mk7 Max upgrades

 

Tesla "High Voltage" augment

Advantages

Chain lightning damage: +50% (1350 dmg)

Reload: -18% (0.9 sec)

Disadvantages

Lightning ball reload: +100% (12 sec)

Critical damage removed

 

Tesla "Thunderstrom" augment

Advantages

Lightning ball damage = 1400

Lightning ball speed = 30 m/s

Lightning ball reload = 2 sec

Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Disadvantages

Lightning ball range: -60% (40m)

 

Tesla "Plazma" augment

Advantages

Lightning ball damage: +160% (3016 damage)

Lightning ball speed = 75 m/s

Lightning ball reload: -33% (4s sec)

Disadvantages

Lightning ball range: -70% (30m)

 

Tesla "Blue Jets" augment

Advantages

Chain lightning reload: -27% (0.8 sec)

Chain lightning range: +100% (40m)

Critical damage: +70% (1530)

Ball lightning damage = 1550

Disadvantages

Chain Lightning damage = 760

Cone angle = 6

Critical chance: -70% (4.5%)

Ball Lightning reload: +50% (9sec)

Ball Lightning range: -50% (50m)

 

Tesla Lightning "Sprites" augment

Advantages

Cone angle: +100% (34)

Chain lightning reload = 0.25 sec

Critical damage chance: +100% (30%)

Radius of adding an enemy to the circuit: +100% (30m)

Radius of adding an ally to the circuit: +100% (30m)

Disadvantages

Chain lightning damage: -75% (225)

 

Tesla Lightning "Elves" augment

Advantages

Radius of adding a ball lightning to the circuit = 40m

Radius of adding an ally to the circuit = 25m

Radius of adding an enemy to the circuit = 25m

Lightning ball reload: -50% (3 sec)

Lightning ball lifetime: 30 sec

Disadvantages

Lightning ball speed = 0 m/s

 

Tesla "Nanotech Lightning" augment

Advantages

Shooting a teammate heals them the same amount it would damage an unarmored enemy

Healing gives 1-13 REPUTATION points, depending on the percentage of health restored

Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored

Disadvantages

Critical damage removed

 

 

Tesla "Lightning bolt" augment

Advantages

Reload = 0.75 sec

Range = 30m

Lightning ball damage: +75% (2030)

Lightning ball reload = 4 seconds

Lightning ball speed = 75 m/s

Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Disadvantages

Critical damage removed

Lightning ball range: -60% (40m)

Radius of adding an ally to the circuit (m) = 1m

Radius of adding an enemy to the circuit (m) = 1m

Radius of adding a ball lightning to the circuit (m) = 1m

This means you are unable to chain between enemies, allies or lightning balls. You can only target one enemy at a time

 

Tesla "1.000.000 Volt" augment

Advantages

Chain Lightning damage: +100% (when attacking 2 or more enemies)

Disadvantages

Chain Lightning damage: -50% (when attacking one enemy tank)

Critical hit removed

It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (450), but attacking 2 or more enemy would increase the damage! (2= 900, 3=1350, 4=1800 . . . adding 450 to the damage with each enemy being in the Chain Lightning range)

 

Tesla "Tarantula" augment

Advantages

Chain lightning damage: +100% (1800)

Critical damage: +200% (2700)

Lightning ball damage: +250% (4060)

Lightning ball speed = 30 m/s

Disadvantages

Reload: +80% (2 sec)

Critical chance: -100% (7.5%)

Lightning ball reload: +200% (18 sec)

Lightning ball range: -80% (20m)

 

Tesla "Critical mix" augment

Advantages

Critical damage: +50% (1350)

Critical damage chance: +100% (30%)

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(The mentioned damages, reloads etc. are according to Mk7 MAX parameters)

 

Temperature Control

Advantages

Provides complete immunity from Freezing & Burning (Legendary hull augment)

Disadvantages

Vulcan's Incendiary band augment can't inflict burning status effect. 

 

Scorpion "Stinger" augment

Advantages

Damage: +75% (2030)

Impact force: +100%

Disadvantages

Reload: +50% (4.8 sec)

Critical damage removed

Ricochet effect disabled

 

Scorpion "Himars" augment

Advantages

Salvo damage: +800% (3600)

Salvo reload time: -50% (7 sec)

Minimum rocket angular velocity: +100%

Maximum rocket angular velocity: +900%

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Disadvantages

Rockets in salvo: -9 (1 total)

Aiming time: +100% (2 sec)

 

Scorpion "Lantern" augment

Advantages

Reload: -35% (2 sec)

Aiming time: -75%

Salvo reload: -35% (9.1 sec)

Salvo damage: +25% (500/rocket)

Minimum rocket angular velocity: +600%

Maximum rocket angular velocity: +1200%

Maximum rocket speed: +2000%

Rocket acceleration phase duration: -50%

Disadvantages

Rockets in salvo: -6 (4 total)

Impact force: -50%

Critical damage removed

Minimum rocket speed: -100%

 

Scorpion "Comet" augment

Advantages

Salvo reload time: -64% (5 sec)

Rocket min. angular velocity: +500%

Rocket max. angular velocity: +2500%

Minimum rocket speed: +100%

Maximum rocket speed: +500%

Pause between salvo's rockets: -90% 

Disadvantages

Rockets in salvo: -4 (6 total)

Aiming time: +100%

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On 11/25/2024 at 8:49 AM, AcnoIogia said:

After the Tesla update, I should remake some Tesla augment ideas that I made.

Most of your augments are extremely OP and would destroy balance in game, same for scorpion augments.  I probably have not see any normal augment that could be used and would not been super toxic in this game.  Tesla and Scorpion are one of the most toxic turrets in game in a first place they are  effective and simple to use. I cant imagine going against  augments you suggested and did not feel disgusted.  Most of the augments you suggested does require minimum to zero skill yet they would have be super effective. Here are few examples.

Scorpion "Lantern" augment

This one is just Spear on steroids and we all know how toxic spear is and how easily it can dominate battle. Its like spear with  better arcade reload, better salvo dmg,  with little better salvo reload. And disadvantages are just weak. Crits removed is sometimes seen as a advantage because how common armadillo module is. 

Scorpion "Himars" augment

 This is another joke, fast rocket that can barely miss but represent dmg as if you were hit by 8 rockets. If you somehow manage to dodge that you will still get splash dammaged. 

Scorpion "Stinger" augment

Same here, crits removed is not really big deal, no ricochet? Only uranium shells augment does have real ricochet effect, other scorpion augments does have rico only with high angles (except explosive shells wich does not have any) +50 % reload is good trade for 75 % dmg , this one seem to be the least OP from any scorp augment you suggested and its still too much. +100 % imact force would probably flip tanks even on steady surface. 

 

I dont know if I should react to your tesla augments because those are unhinged, just few examples ,

Tesla "Plazma" augment

This seem to be simillar to electroturret but, it does have better reload, same lighting ball speed and way better dmg. And the disadvantage is 30m range (instead of 100m) 

Yes electoturret does have 100m range but with how terrible autoaim is and how slow it travels you can use this effectively only at like 50m max , so your 30m disadvantage is not really big deal, its still most effective range for electroturret anyway. But with super big dmg and great reload? Nah dude.. did you think about how it would have to work in battle? Everything that would have come close to you is instantly dead withing few sec. Other meele turrets would not stand a chance, same for short ranged turrets with some of the augments.  

Tesla "Nanotech Lightning" augment

Please no, we do not need another healing turret outside of existing ones, what is purpose of isida then? Shaft  outperform it at long distances , Thunder at medium to close distance. Now tesla with this augment could easily outperform it at meele to close range? How about chaining heal? would  healing split ? or would it heal everyone as if you are attacking single enemy?  

Tesla "1.000.000 Volt" augment

Man... you did not think about possible consequences in battle right? If they would added this into game they could have delete Siege mode, annoying and super toxic augment. 

Tesla Lightning "Sprites" augment

This has to be worst of all, super reload, good cone angle, better range, crit chance 30 % with 0,25s reload? this is just way way beyond OP. 

Do you understand that by decreasing reload to 0,25 you are basically nullifying your reduced dmg  disadvantage ?  + You have better cone angle, batter crit chance, and super reload?  This is not a good suggestion list , sorry to say it  but everything is either OP at the point it could barely exists in game or total overkill. Most if not all of this augments would only make this game more toxic and less skill based than it already is.  

If you want example how augment should look 

For example if you wanna have Tesla augment thats based on crit hits (just like "Spirites" augment you suggested) It should have either decreased reload speed lets say by 20-25 % and slightly increased crit chance (25-35 %), and thats probably it, I am suggesting this by how freeze and firebird critical mix looks like, they does not have disadvantages and their crit rate is way lower than tesla have. So numbers may look crazy but eventually its not Broken, strong or OP ? definitely but it does not destroy game. Tesla does not need crit dmg bonus because it has high crit dmg anyway and there is a unique mechanic that needs to be included - chaining crit that will deal full dmg to everyone in a chaining reaction,  so eventually increasing dmg would not be optimal.  This is fast made suggestion for augment that should be categorised as very good or OP (new exotics generally are) so I am making it good on purpose. But compare it with yours and you will see difference.

Edited by Tekken8

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I think that Tanki should change the mechanics of the Blaster Augment. Its too abusive for regular match making. Its like a garrenteed kill if players are close.
I suggest they add a 40 second cool down after use. So its not as destructive. Most players will just use this augment in DM gold rush or Siege mode and its frustrating. 

Also gives other augments a chance to be used. Most players are using this broken Augment.

Blaster Augment - Changes: Added a 40 second cool down after use

The time of cool down can be changed by developers after testing

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Good idea! I 100% agree, It is way too powerful augment! Melee range turrets have it the hardest, because we can't kill enemies from afar like other turrets and most of the times that blaster damage can be fatal! But I don't know if this is possible, because it's a hull augment and not a drone anymore so It would be complicated to make this change I believe.

Changing the % dealt by range would be great:

Light hulls deal maximum 500-1000-2000 chaos damage upon death to enemies nearby

Medium hulls deal maximum 750-1500-3000 chaos damage upon death to enemies nearby

Heavy hulls deal maximum 1000-2000-4000 chaos damage upon death to enemies nearby

Radius of maximum splash damage: 3m

Radius of average splash damage: 8m (If still too strong, could be changed to 5m or 6m later)

Radius of minimum splash damage: 15m

Minimum splash damage: 25%

Average splash damage: 50%

Maximum splash damage: 100%

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Aim assist on allies removed. That's it basically. We all know it's a little too overpowered. Balance this augment similar to healing thunder. Add some sense into this augment.

Those who are in possession of the augment, obviously wouldn't want it to get nerfed! Can't blame you for that.

But please give unbiased opinions.

Edited by It_Aint_Too_Late

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Even if HE Shaft is overpowered, that's a terrible way to nerf it. It just makes the turret frustrating to play with, like if you just had a turret that randomly doesn't deal damage half the time.

Why not do the opposite and give healing Thunder aim assist on allies? In fact, it's very strange that it doesn't autoaim on teammates, since it makes the augment a lot less practical.

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Here are my ideas for scorpion augments:

 


1. Homing military modification, Anti-tank homing rockets, or just homing missiles, but i think the first name is the best:

 

Function:

The turret's salvo mode shoots one powerful rocket that moves in a straight line (rockets are launched at an angle of 35° relative to the ground)
Pressing the shooting button while a rocket is in the air will launch the projectile towards the targeted enemy at a supersonic speed.
Shooting in arcade mode right after a salvo is launched is impossible due the the homing effect like the striker's remote rocket explosives.
The reload bar could be grayed-out while a rocket is in the air so indicate the incapability of shooting, the same could also be added for striker.
A rocket still in the air, if not already launched toward the target, will disappear at death or 5 seconds after leaving the battle area.

 

Pros:

- Time of aiming recovery: 5s
- Maximum angular velocity: +1000%
- Damage per rocket: +800% (1600-3200)

- Rocket speed after homing: +500%
- Medium and weak explosion damage: 100%

 

Cons:

- Minimum angular velocity: none
- Rockets per salvo: 1
- Aiming time: +20%
- Radius of maximum, medium and minimum explosion damage: 1

 

2. Meteor shower:

 

Function:

Allows you to create a constant storm of rockets on the enemy by quickly releasing rockets one at a time.

 

Pros:

- Aiming time: -70% (0.6sec-0.3sec)
- Reload time after salvo: -95% (1.05sec-0.7sec)
- Damage per rocket: +25% (250-500)

 

Cons:

- Rockets per salvo: 1
- Time of aiming recovery: 1 sec

 

3. Reactive warheads:

 

Function:

Enables critical hits for salvo mode.
Every rocket launched increases critical chance.
You are guaranteed to get at least one critical shot per salvo.

 

Pros (All for salvo mode):

- Rockets per salvo: 12
- Initial critical chance: 10%
Chance step: 10%
- Maximum chance: 100%
- Consecutive chance: 10%
- Damage boost: 50% increase
- After a salvo is shot entirely, resets the critical chance to the initial chance.

 

Cons (All for arcade mode):

- Critical chance: -100%

- Regular shots don't trigger a chance step.

 

Note: They are mostly in "release state" meaning they are subject to nerfs shortly after being added to the game.

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On 12/1/2024 at 10:25 PM, Maf said:

Even if HE Shaft is overpowered, that's a terrible way to nerf it. It just makes the turret frustrating to play with, like if you just had a turret that randomly doesn't deal damage half the time.

Why not do the opposite and give healing Thunder aim assist on allies? In fact, it's very strange that it doesn't autoaim on teammates, since it makes the augment a lot less practical.

nah dont touch nanotech please, its balanced because it has no autoaim, if nanotech will have autoaim its over.... every noob will be "pro" healer just making game frustrating, let there be a little effort behind it.  

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