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Oxygenpoisoning
Feb 21, 2006
I’m east coast US and I’ve never had a problem with casual. It usually takes under 30 seconds for normal modes. I haven’t tried comp matchmaking in months because it’s abysmal between hackers or no one actually trying.

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Wugga
Oct 30, 2006

I BEAT MEAT

Wugga posted:

So I launched the game after a long time, and for some reason I can't access Competitive Matchmaking anymore, because I don't have a pass. It says premium account + phone number should suffice, but it clearly doesn't.

Also, Casual matchmaking says "Queued for casual" and then does nothing.

Did they accidentally destroy this game in a recent patch?

Never mind, I had a friend in my team who was offline and as soon I kicked him off it started working for me.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


How it feels to play scout

https://www.youtube.com/watch?v=dnBqjTmlLg8

8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.

https://www.youtube.com/watch?v=jRSW0Y1SgoA is where it all began for me

Countblanc
Apr 20, 2005

Help a hero out!

this isn't the harry gomm vid

American McGay
Feb 28, 2010

by sebmojo
https://www.twitch.tv/esportsarena

Oxygenpoisoning
Feb 21, 2006
Welp. B4nny continues as the most successful and potentially best TF2 player of all time.

Jippa
Feb 13, 2009
Late to the party on this but I feel I'm dying way too quickly to pyros.

nielsm
Jun 1, 2009



Jippa posted:

Late to the party on this but I feel I'm dying way too quickly to pyros.

Why are you letting the pyros get close to you?

Jippa
Feb 13, 2009

nielsm posted:

Why are you letting the pyros get close to you?

I'm trying man. :sludgepal: Pyros every where.

Oxygenpoisoning
Feb 21, 2006
They changed the way flame particles work so you most likely are dying quicker. Luckily most people are bad about positioning so you should be able to out play the vast majority of pyros.

Slime
Jan 3, 2007
The flamethrower reworks made it (I believe) so that damage isn't based on number of flame particles touching you but if you're touching flame particles at all. That's why a brief puff will take off half your health and grazing lightly against a flame will bathe you in an inferno. Luckily most pyros are bad and can't reflect, don't know how to flank and don't know how to abuse stuff like the scorch shot to kill snipers in 2 shots from a mile away.

Jippa
Feb 13, 2009
It feels like I'm dying kind of cheaply to pyros at the moment (I'm back after a long break which is why I'm noticing the change now).

I understand that the class needed some buffing but I'm not sure it's been done correctly. Afterburn should punish you if you don't know where health packs are or have a med near you. Currently I just die no matter what I do unless I'm literally being pocketed which is probably 1/20 games.

nielsm
Jun 1, 2009



If you can train yourself to never walk in the direction the flame particles are moving, it should lower the risk of massive damage.

Slime
Jan 3, 2007
As someone who liked pyro before? I think the pyro update was dogshit on the whole.

Baron von Eevl
Jan 24, 2005

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Jippa posted:

It feels like I'm dying kind of cheaply to pyros at the moment (I'm back after a long break which is why I'm noticing the change now).

I understand that the class needed some buffing but I'm not sure it's been done correctly. Afterburn should punish you if you don't know where health packs are or have a med near you. Currently I just die no matter what I do unless I'm literally being pocketed which is probably 1/20 games.

The idea "I understand x needed to change, but I'm not sure it has been done correctly" is a perfect summary of the last 3 or 4 years of tf2.

LazyMaybe
Aug 18, 2013

oouagh
pyro still isn't very strong imho, and the update fixed a number of busted things wrt pyro hitboxes(in particular airblast hitboxes are so much more consistent now bc it doesn't depend on direction pyro is facing relative to map and you don't just get jerked upwards at the exact same angle regardless of what you were doing). also the jetpack is fun.

Ariong
Jun 25, 2012

Get bashed, platonist!

Is this the thread for discussing the Saxxies? This is a really good one.

https://www.youtube.com/watch?v=0EcNp7Mpdo0

When the rewind/fast forward device fell and shot toward the camera, I thought it had become a Garry's Mod video. I was so happy. What actually happened was still great though.

Otacon
Aug 13, 2002


Does anyone use the Axetinguisher anymore? I tried it out a few weeks ago, it was dogshit - even with the Degreaser.

Slime
Jan 3, 2007

Otacon posted:

Does anyone use the Axetinguisher anymore? I tried it out a few weeks ago, it was dogshit - even with the Degreaser.

The current axtinguisher is horrible, especially with how incredibly lethal flamethrowers are now and the changes to airblast making it harder to follow up with a melee attack. There is absolutely no point in wasting all that time pulling out a weapon that swings slower and does 120~ damage per swing when you can just...keep holding down M1, and have the option of airblasting should you need to. With a primary that does work close up and doesn't need reloading, Pyro's melees either need to give him utility or burst damage capability if they're going to be used. And honestly with how slow it comes out, the axtinguisher doesn't even really count as burst anymore.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


Reserve shooter still seems good specially if your fighting a soldier

Simsmagic
Aug 3, 2011

im beautiful



you're better off backing off and trying to hit with a flare gun since that'll also crit and it puts some distance between you and the now upset enemy

if you're playing to sneak up on people you may as well be running the backburner since that'll kill anything in 2-3 seconds

FalloutGod
Dec 14, 2006
The phlog is broken as gently caress. Secondary item damage builds the meter so they just stay back, land 5-6 scorch shots, and get guaranteed kills every single life. Add a medic to pocket them and they are killing half the team or the entire team if the medic has an uber. You can try bouncing them with explosives but that only works so well and you can't airblast them because the flame range is so long. It also sucks because the flame particles take up most of the screen. I force dx8 so maybe its just a problem for me but if I have a phlog flame anywhere near me I just can't see anything. I also play on a server with very good players so all of these issues added up together are very frustrating.

I've never felt annoyed being killed by any other weapon but with the phlog it takes away all your agency and it blows. Even the sandman bonk was fine by me because it took some skill to aim that. People would joke pyro is just a W+M1 class but it really is now. I'm the chump that uses the degreaser and axtinguisher combo still because drat if getting a kill isn't satisfying.

LazyMaybe
Aug 18, 2013

oouagh

FalloutGod posted:

You can try bouncing them with explosives but that only works so well
you can also use your explosives to jump away and he will have no way to deal with it unless you already let him corner you in an enclosed space

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
The fun answer to a phlog pyro is to just chuck some stickies underneath him while he's taunting (or between him and you, if you need a little more time to set up a lethal amount).

He doesn't even have an airblast to push them away!

Slime
Jan 3, 2007
The only class I have a real issue with phlog pyros as is heavy, and my solution for that is simple: Don't play heavy.

Baron von Eevl
Jan 24, 2005

WHITE NOISE
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Yeah, phlog pyro is also locked in a taunt and the last bit of that is without the invuln. Stickies, a spun up heavy in his face, a backburner pyro right behind him will all keep it from being an issue.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



Baron von Eevl posted:

Yeah, phlog pyro is also locked in a taunt and the last bit of that is without the invuln. Stickies, a spun up heavy in his face, a backburner pyro right behind him will all keep it from being an issue.
You can absolutely turn around in time to kill a backburner pyro actively backburning you as you taunt (probably a mutual kill, but still).

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴
As someone whose main pyro loadout is backburner, I almost always kill them. Not saying it's a guarantee, but if you start early you're at least going to knock them down very very very low.

Slime
Jan 3, 2007
Basically the only reason the phlog is worthwhile is because 1) Pyro's playstyle has been skewed into rewarding WM1 more by the pyro update and 2) Most players are too bad to deal with it. I've had matches where every time I see this one phlog pyro he has an mpphhh ready for me because everyone else keeps feeding his mphh. Honestly I think phlog would be more powerful if it was reverted to the original version, where you got damage resist + a heal on taunt rather than the uber it gets now. Or hell just give it the heal back and remove the uber. Then it would actually require you to be clever with it, remove the temptation to just mmppghh right in front of everyone (which gets you killed) and give you a full tank of health to actually do something with your crits that you cleverly activated at the right time.

ArfJason
Sep 5, 2011

Jabor posted:

The fun answer to a phlog pyro is to just chuck some stickies underneath him while he's taunting (or between him and you, if you need a little more time to set up a lethal amount).

He doesn't even have an airblast to push them away!

i love doing that

Slime
Jan 3, 2007

ArfJason posted:

i love doing that

That's why my strange phlog is named "Soldiers and demos love me!" with the description "Shoot stickies at my feet!"

Sanctum
Feb 14, 2005

Property was their religion
A church for one
I miss tauntsliding so much :(
https://www.youtube.com/watch?v=WpEVCZ-GuHY

Getting rid of an old HD. I was last working on pyro gimmick video where I play with the 'w' and 's' keys unbound (moving only via bunnyhopping.) The constant jerking motions encoded horribly and it hurt my wrist to play like that so I gave up getting footage.




:rip: server browser







Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴

RIP your video card

Galaxander
Aug 12, 2009

Team Fortress 2 got a pretty good update today.

http://www.teamfortress.com/post.php?id=38643

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Axtinguisher now minicrits instead of full crits, but has a damage bonus based on how much afterburn is left (which should be a lot, if you're doing old-school puff and sting stuff).

Will have to play around with it, but if the damage bonus is enough to get kills then it could make a comeback.

ArfJason
Sep 5, 2011
Holy poo poo this update

JB50
Feb 13, 2008

King Lazer posted:

Team Fortress 2 got a pretty good update today.

http://www.teamfortress.com/post.php?id=38643

post the patch notes, I cant see them at work.

ArfJason
Sep 5, 2011

JB50 posted:

post the patch notes, I cant see them at work.

it's a longun

quote:

Matchmaking Changes

Competitive Revamp
The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked using a model based on the Glicko rating system used in CS:GO.
The old 18 Competitive ranks have been consolidated into 13 new ranks. You can view the new ranks on the updated Competitive FAQ page (http://www.teamfortress.com/meetyourmatch/faq/)
Competitive ranks have been reset and players must win 10 matches to earn a new Competitive rank
Note: The previous system started everyone at Rank 1, and required - in most cases - considerable time for players to reach a rank that properly reflected their performance. The new system - by way of placement matches - considerably shortens the time required to reach an appropriate rank
The requirements to access Competitive Mode have changed: If you do not own a Competitive Matchmaking Pass, you must now be at least Casual level 3 in addition to being a Premium user and having a valid phone number associated with your account.

Casual Improvements
Casual Mode now uses the Glicko skill rating system behind the scenes to better create balanced matches and group players by skill level
The maps listed in the Casual matchmaking screen are now sorted alphabetically
Added ctf_sawmill, ctf_well, cp_5gorge, ctf_2fort_invasion, and ctf_foundry to Casual Mode
Updated the match-end map voting to only vote on maps for the current game mode (if you are playing Payload, you will only vote on Payload maps)

Queue While Playing
You can now queue for a match while already in a Casual or Boot Camp match
While queued and in-game, queue status will be shown in the top right

Multi-Queue
You can now queue for multiple match types at the same time
Players can queue for all match types in parallel, but accepting a Competitive or Mann Up match will remove the player from other queues
Players who are in a party and not the party leader are now able to freely browse any of the matchmaking menus

Gameplay Changes
Flamethrowers
Flamethrowers were able to do full damage regardless of the spread of their flames, rewarding maximizing flame spread over focusing on a target. We've made changes geared toward preserving the current damage range of flamethrowers, but requiring better aim to do so.
Flame damage per second now ramps up based on density of flame encountered, up to 200%
Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged

The Dragon's Fury
We are happy with the design of this weapon, and the playstyle it brings, but it should require tighter hit tolerances in order to reach the higher-end of the damage range
The size/radius of the fireball has been reduced by 25%
Bonus damage against a burning target now requires the fireball's center to make contact with the target's hitbox

The Gas Passer
We found a couple of issues with the Mann vs. Machine upgrade "Explode on Ignite" that resulted in it doing far more damage than intended. We've increased base damage to help offset some of the reduction in output these fixes bring about.
Changes to the "Explode On Ignite" upgrade in Mann vs. Machine
Damage from the upgrade no longer counts toward the refilling the item's charge meter
Fixed an issue where explosive damage could be reapplied for each target in the gas cloud
Fixed the triggering bot not taking explosion damage
Increased explosion damage to 350 (from 250)

The Axtinguisher
The slow deploy time -- which is there to help "pay" for the burst-damage this weapon is capable of -- hasn't been very well received, and we agree that it feels awkward. The design goal of this pass is to embrace the concept of a finishing-move weapon -- which requires planning, timing, and introduces opportunity for "combo" gameplay.
New design:
Attacks mini-crit and then extinguish burning targets
Receives a damage bonus based on the remaining duration of after-burn
Added: "Sketchek's Bequest: Killing blows on burning players grant a speed boost"
Base damage reduced by 33%
Holster speed 35% slower
No random critical hits

The Thermal Thruster
We erred on the side of conservative with the initial design -- as this item introduces a lot of mobility to a class that's typically lacked it -- but having watched players for a while, we think it is safe to make it easier for Pyros to switch back to their weapon
Holster time reduced to 0.8 seconds (from 1.1)

The Sydney Sleeper
Jarate is a powerful effect, and this weapon makes it too easy for one Sniper to substantially increase the damage potential of their team. And, unlike the Jarate jar, the infinite-range of the rifle means the Sniper can be far away from danger. These changes are designed to preserve the "Jarate Rifle" identity, but tone it down, add more reward for the Sniper's skill by allowing higher first-shot damage output, and offer a way for players who want to focus on providing area-of-effect Jarate to recharge their Jarate jar more quickly.
Fully-charged body shots and headshots no longer splash Jarate on players around the target
Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)
Added: "Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second"

The Short Circuit
The current design of zapping projectiles is interesting, but we're not happy with how much it can be done. While it would be easy to simply increase the metal cost (which we've done before), it would quickly push this weapon into the rarely, if ever, used category. Instead, we've changed the fundamental behavior of the weapon, such that it requires a bit more anticipation and positioning from the Engineer, has more skill depth, and increases the team support potential of this weapon.
Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.

Pretty Boy's Pocket Pistol
We underestimated how much health high-skill players would be able to recover during combat.
Reduced maximum (close-range) per-hit heal amount to 3 (from 7)

The Panic Attack
The recent redesign left this weapon feeling a little weak close-in, so we've increased the damage potential at point-blank and close range.
Reduced worst-case shot pattern spread by 40%
Reduced damage penalty to -20% (from -30%)

The Atomizer
This is basically a bug fix. Players could perform a double-jump and then quickly switch to this item and eke out a third jump. The goal of the previous change was to require players to commit to this item in order to gain the extra jump.
The weapon must now be fully deployed before a triple jump can be performed

Gameplay Fixes
Fixed the "-40% health from healers" penalty on The Fists of Steel (it wasn't active)
Fixed an issue with The Gloves of Running Urgently and Eviction Notice where players that were missing health would not be properly restored when touching a resupply cabinet
Fixed the Cow Mangler 5000's charged shot so that afterburn lasts 6 seconds (instead of 10)
Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap")
Fixed Flamethrower particles sometimes failing to draw on the client
Fixed Flamethrower flames not colliding with tf_generic_bomb entities
Fixed being able to fire flames and then quickly switch teams to attack teammates
Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming
Fixed projectiles from The Pomson 6000 and The Righteous Bison pushing players around
Fixed the Razorback shields not being preserved across round restarts
Fixed the Dragon's Fury not giving health when attacking an enemy under the effects of Mad Milk
Fixed being able to load the Beggar's Bazooka with rockets and then spam the inspect key to hold the loaded rockets until ready to fire them
Fixed the Heavy being able to attack with secondary and melee weapons while stunned
Fixed being able to collect organs with the Vita-Saw during a truce
Fixed not being Marked-for-Death when doing a melee attack while under the effects of Crit-A-Cola
Lag compensation system will now reliably restore pose parameters responsible for animation layering
This makes server-side hitboxes for lag compensated players better match client-side rendered models
Fixed stickybombs sometimes blocking explosive damage from other stickybombs
Fixed The Back Scatter not mini-crit'ing when the Scout was in the air and behind their target
Fixed the resistance-piercing property on The Enforcer not working against some items or effects (Wrangler shields, Battalion's BackUp, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha)
Fixed The Sandman and The Wrap Assassin projectiles colliding with invisible objects in team spawn rooms
Fixed player movement speed sometimes being faster than intended while under the effect of a movement stun (i.e. Natascha, The Sandman's ranged attack, Bonk! Atomic Punch)

General
Added the Blue Moon Cosmetic Case and Blue Moon Cosmetic Key
New community cosmetics case with 19 items
Reduced the base price of the Competitive Mode Pass from $19.99 USD to $9.99 USD and left it on sale for 50% off the new base price
Added The Dragon's Fury and The Hot Hand to the list of weapons used when generating Killstreak Kits in Mann vs. Machine
The type of badge shown on the main menu can now be changed by clicking the gear button near the badge
The in-game action buttons (Call a vote, Request a coach, etc.) have been moved to the bottom center of the main menu
Sped up the main menu screen transitions. Controlled via the ConVar tf_dashboard_slide_time.
Party members will now have a status indicator on their Steam avatar when they are offline
Improved Steam rich presence integration based on the player's current status
Improved UI when certain match types, such as Mann vs. Machine, are unavailable for maintenance
Fixed Squad Surplus Vouchers only being usable by the party leader in Mann vs. Machine
Fixed the console, server browser and options menus sometimes going behind the main menu and becoming unclickable
Fixed a client crash related to the cycling ads in the main menu
Fixed a bug related to the ConTracker not displaying the correct number of earned contract points
Fixed not being able to move if you opened the ConTracker menu while dead and closed it after you respawned
Fixed Sniper ragdolls not displaying the correct state for the Razorback when the Sniper is killed (drawing when it should be hidden and vice-versa)
Fixed the match-end map vote menu drawing if you disconnect from a server during a vote and then connect to a new server
Fixed not using the initial observer point when first connecting to a Casual or Competitive server
Fixed not being able to spectate observer points or your own buildings in Casual Mode
Fixed not being able to inspect the Pain Train in-game
Fixed a visual artifact when inspecting the Panic Attack
Fixed The Thermal Thruster launch effects only being visible to the wearer
Fixed the Heavy fists not showing the Killstreak sheen
Fixed the Yeti Smash taunt not removing the Yeti prop if the taunt is ended before the animation is complete
Fixed Mann vs. Machine robots sometimes using human voices instead of their robot voices
Fixed Festivized items ignoring any other quality for their name (i.e. "Collector's")
Fixed Festivized Australium weapons not using the correct skins for players on the BLU team
Fixed Festivized Holy Mackerels, Soda Poppers, and Wingers not drawing the festive lights for the BLU team
Fixed the Steam Community Market icons for several Festivized weapons
Fixed training bots suiciding in the respawn room
Fixed the Prinny Hat and Prinny Pouch not displaying their painted areas when painted
Fixed The Hot Hand being hidden when the Pyro taunts
Fixed the Deflect Projectiles strange part not counting deflections
Fixed the Engineer's PDA not always honoring the "Use minimized viewmodels" option
Fixed missing display attribute for the Rescue Ranger (client display issue only)
Fixed seeing "Red Rock Roscoe War Paint" as a valid tool for all items in the context menu
Fixed the Community Sparkle particle effect not drawing on the viewmodel for players with Community and Self-Made weapons
Fixed the Wrangler's death notice icon being clipped
Fixed the Overtime label not being centered under the team status HUD
Fixed the Sap Auteur achievement not working with all types of sappers
Fixed the Krazy Ivan achievement not requiring the victim to be underwater
Added RGB sliders for Combat Text in the Advanced Options screen
Added a unique particle effect whenever a player performs a "Stomp" attack on another player with the Mantreads or The Thermal Thruster
Added the BLU skin to the Neo Tokyo War Paint
Added the ozfortress Season 21 tournament medals
Added the National Heavy Boxing League tournament medals
Added ETF2L Highlander Season 14 and 6v6 Season 29 tournament medals
Added the Ultimate Ultiduo tournament medals
Added RGL.gg Pick Ban Prolander Participant Season 2 tournament medal
Added the RGL.gg One Day Prolander Cup tournament medals
Added the Palaise tournament medals
Added the Newbie Prolander Cup tournament medals
Added the ESA Rewind II tournament medals
Added the Florida LAN 2018 community medals
Added the Journey to the East community medals
Added the Canteen Crasher community medals
Updated the Harvest Moon, Dead Presidents, and Circling Peace Sign unusual effects to fix display problems
Updated the autobalance feature to more quickly respond to team imbalances
Will select the best candidates to balance the teams then ask the candidates for volunteers
If no volunteers are found, candidates will be switched when they die
If no candidates die within a reasonable period of time, candidates will be forcibly switched to the other team
Updated past Saxxy and Memory Maker items to be Strange
Updated the Huntsman contract to give 5 points instead of 4 on the Expert objective to fix not being able to fully complete the contract
Updated The Jag to fix a problem with the Isotope unusual effect
Updated the team status HUD to be enabled by default when playing on Community servers (for game modes other than Mann vs. Machine)
Can be toggled via the Adv. Options menu
Updated the Thermal Thruster status icon in the HUD to match the actual model
Updated Titanium Tank Participant Medal 2017 so it can be used with name/description tags
Updated the description for the Skullpluggery achievement to clarify what needs to be done
Updated the equip_region for the Wally Pocket
Updated models/materials for The Patriot Peak, The Crit Cloak, and Special Snowflake 2016
Updated the localization files
Added a bot navigation file for ctf_turbine
Updated pl_badwater
Fixed a few cases where Pyros could shoot through spawn doors
Updated cp_dustbowl
Fixed Pyros shooting through the stage 3 doors
Updated some entities that were disabled but shouldn't have been (func_nobuilds, soundscapes, powerlines in the 3dskybox)
Updated ctf_foundry
Added func_noclip instances to the base areas for both BLU and RED to prevent nasty sentry locations
Updated cp_mercenarypark
Fixed RED being able to shoot through the roof of BLU's starting spawn
Changes to control point C
BLU's spawn time has been slightly lowered
The upper-mid route window now has a small opening for attackers to use
Players can no longer build on the very top of the crate stack overlooking the control point
Increased cover next to the control point
Increased the size of the metal supply next to the cover stack
Added a vent route that exits behind the new cover
Bullets no longer go through the chain fence wall at the ramp connecting lower and upper
Community requests
Fixed the Start Disabled logic in the func_nobuild entity
Added OnEat, OnEatRed, and OnEatBlue outputs and filter support in the func_croc entity
Added ConVar mp_tournament_prevent_team_switch_on_readyup (default 1) to prevent team switching on ready-up when using tournament mode

Missed note from a previous update:
Fixed security issue reported by 'Kristian N. (!AvastAntiPony 9445)

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Galaxander
Aug 12, 2009

TF2 is back baby everybody jump on engineer and start blasting hadokens

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