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LaSquida
Nov 1, 2012

Just keep on walkin'.

Hieronymous Alloy posted:

So is the only Atlas in the game, plot related?

You can encounter regular Atlases (Atlae? Atlopodes?) randomly in procgen missions if you're running into assault level opposition.

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Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Psykmoe posted:

The Dragon is so disappointing. It only has 1 ton more space to play with than a Shadow Hawk, but less space than a Centurion, Hunchback or Enforcer. Its max armor values are seemingly not better than a fully armored Centurion, either, so the only thing I get for being stuck in the Heavy initiative slot is a weapon slot layout I don't hate and more structure hitpoints, which isn't often relevant since I don't get mauled that badly on most missions.

Love my Thunderbolt, though.

I'm 2/3 on two separate Jagermechs (Balistics and missile variants), and 1/3 on two separate Orions, a Black Knight and a Catapult K2 (not the one from a plot mission). Also got bits for two more Thunderbolts. Really hoping to replace the Dragon soon. I expect I'll bench the Dragon before I upgrade my LRM Centurion (which has more free tonnage than a Dragon).


Also, the Smithon mission felt like a tedious slog.

I'm 2/3 on a Jägermech and a Quickdraw for ages, is there a place selling heavy mech pieces? It's so annoying that I have to wait until I finally fight them again.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
gently caress, this game starts easy and never really gets any more difficult and the battles are starting to drag on and nothing meaningful in gameplay has changed from the midgame and I'm starting to burn out on this poo poo because of the endgame grind to the end of the plot missions to a terrible plot I couldn't care less about.

Fun game but I really look forward to whatever those difficulty sliders are supposed to add. This game seriously also needs better AI. The game could throw a 12-4 at you but if you're smart about the terrain they all might as well be a string of 1-4 encounters.

Big Beef City
Aug 15, 2013

This isn't game related so much as it is BT related, and since this thread has nicely veered off a little into the background of the original game from time to time I thought I'd ask here.

From my recollection of the TT game, sometime after the fall of the star league and the dark ages and the rise of the successor states, lets say... 2750 to 3025, the ownership of a mech was basically hereditary (other than maybe comstar or the largest houses who could do 'stuff'), so you'd be riding a 200 year old Jenner, essentially.

It seems implied from the original 3025 source books that a company of mechs and support tanks, infantry and the various air superiority and logistics people needed to run things was MORE than sufficient to take or hold most minor worlds, with battalion mech formations being the stuff of near legend.

Battlemechs were supposed to be rare, few people ever actually saw one in their life times, and few units could be cranked out every year but they were more than prohibitively expensive, requiring you to stake your entire family's wealth and more, even assuming you could purchase one after-market, with the 'new' ones, which were really just copy/paste versions of the 'old tech' made as a brand new machine in whatever configuration for whichever state owned the works.

Then between 3025 and 3050/3055 the technical readout books (which are lovely if you're a sperging teen) just start tossing out "the mechworks at so and so can pump out yadda yadda a day and..." like it's a Ford F150 getting pumped out of the construction line. Was there ever a reasonably solid explanation for this, or did the IS just rediscover enough lostech to make mass production viable again JUST in time for the clan invasion?

Psykmoe
Oct 28, 2008

Big Beef City posted:

This isn't game related so much as it is BT related, and since this thread has nicely veered off a little into the background of the original game from time to time I thought I'd ask here.

From my recollection of the TT game, sometime after the fall of the star league and the dark ages and the rise of the successor states, lets say... 2750 to 3025, the ownership of a mech was basically hereditary (other than maybe comstar or the largest houses who could do 'stuff'), so you'd be riding a 200 year old Jenner, essentially.

It seems implied from the original 3025 source books that a company of mechs and support tanks, infantry and the various air superiority and logistics people needed to run things was MORE than sufficient to take or hold most minor worlds, with battalion mech formations being the stuff of near legend.

Battlemechs were supposed to be rare, few people ever actually saw one in their life times, and few units could be cranked out every year but they were more than prohibitively expensive, requiring you to stake your entire family's wealth and more, even assuming you could purchase one after-market, with the 'new' ones, which were really just copy/paste versions of the 'old tech' made as a brand new machine in whatever configuration for whichever state owned the works.

Then between 3025 and 3050/3055 the technical readout books (which are lovely if you're a sperging teen) just start tossing out "the mechworks at so and so can pump out yadda yadda a day and..." like it's a Ford F150 getting pumped out of the construction line. Was there ever a reasonably solid explanation for this, or did the IS just rediscover enough lostech to make mass production viable again JUST in time for the clan invasion?

3028, the Gray Death Legion discovered the Helm Memory Core, a repository of Star League knowledge and basically handed out copies for free to everyone because they suspected Comstar would try to bury it otherwise. It sparked something of a renaissance and gave engineers the confidence to experiment and redesign because they knew more and didn't risk ruining something irreplaceable.

Taerkar
Dec 7, 2002

kind of into it, really

Also the ability to remake some of the critical parts that wore out on the production lines that did not get nuked during the 1st and 2nd succession wars.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Great Beer posted:

Unlike MWO, bracket builds are pretty good. There will be situations where the enemy is out of SRM range. Plus its a nice holepuncher for your SRM sandpaper to exploit for crits.

I disagree with this because:

1. Visual range is low so you simply don't get that much time to take full advantage of long ranged weapons.

2. Jump jets exist so you still generate heat when not shooting (essentially generating some value out of what would otherwise be 'wasted' heat).

3. Brace exists and JJ into bracing is the strongest defensive tactic in the game (generates 4+ evasion and gives entrenched and guarded) while also moving you closer to your optimum range.

4. Unless it's the very earliest part of combat you will have a nice big fat chunk of heat already built up so having a turn where you don't shoot is fine as it lets you cool down a bit.

Zigmidge posted:

gently caress, this game starts easy and never really gets any more difficult and the battles are starting to drag on and nothing meaningful in gameplay has changed from the midgame and I'm starting to burn out on this poo poo because of the endgame grind to the end of the plot missions to a terrible plot I couldn't care less about.

Fun game but I really look forward to whatever those difficulty sliders are supposed to add. This game seriously also needs better AI. The game could throw a 12-4 at you but if you're smart about the terrain they all might as well be a string of 1-4 encounters.

Even without AI improvements the game could be made massively more challenging with a few minor changes. Between precision strike and easy LRM knockdowns with Called Shot Mastery it's simply too easy to core enemy mechs. And some weapon balance fixes will make stock mech designs more competitive with hyper-specialised customs. And then some tweaks to the strategy layer to make it more difficult to get way over the difficulty curve.

RabidWeasel fucked around with this message at 16:09 on May 6, 2018

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
There was also a separate store of knowledge discovered by House Davion that allowed Hanse to set up the New Avalon Institute of Science, which paired together with the Helm Memory Core eventually finding its way there, helped immensely (to the point once ComStar learned that the NAIS had a copy of the Helm Core they immediately and utterly attempted to smash the entire university to pieces through a false flag attack).

But by and large the thing that probably most allowed the Inner Sphere to recover somewhat was that after the 4th Succession War there was a longer, sustained period of peace. Only the War of 39 flared up in any significant way and Theodore Kurita managed to bluff Hanse Davion into backing down very quickly. Prior to this ComStar's favorite mechanism of re-igniting the Succession Wars was "trick the Combine into declaring war", but with Theodore at the helm he was capable of resisting that manipulation- because he knew the Combine would get its poo poo kicked in by the FedCom.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The best way to look at the sudden shift is that a lot of the core production was largely intact, but the factories have production quotas to reach for their various governments (most actual soldiers aren't nobility but a good soldier can turn a career into a minor noble rank and may be allowed to keep their 'Mech when they retire) so few "New 'Mechs" were entering the public sector.

If your factory makes 120 Wasps per year but the Federated Suns has a contract for 118 of them, you're "producing" 2 Wasps per year that you can market to mercenaries or Dispossessed nobles who lost their family heirloom in such a hilariously stupid way (i.e. on some personal vendetta) that the Federated Suns said "lol gently caress you" and refused to replace it.

After the Helm Core, production might jump from 120 Wasps to 150 Wasps and suddenly you have 52 Wasps that aren't under quota allowing them to either negotiate for more money (and higher quotas) or to retool one of their Wasp lines to produce something new that people might want more than a Wasp.

Big Beef City
Aug 15, 2013

Psykmoe posted:

3028, the Gray Death Legion discovered the Helm Memory Core, a repository of Star League knowledge and basically handed out copies for free to everyone because they suspected Comstar would try to bury it otherwise. It sparked something of a renaissance and gave engineers the confidence to experiment and redesign because they knew more and didn't risk ruining something irreplaceable.

TY for that.

Embarrassing as it is I read the novel that describes the formation of the Grey Death Legion.
Of the few novelizations of nerd poo poo that I've read from my young adult life until now, I think that was the best one. I figured something like this was in play to enable them to kickstart mech production. Seeing the way it happened, it doesn't surprise me it was Grey Death or Wolfs Dragoons, since they're up in every single piece of everything that happens ever because the franchise is stuck with the state of the houses being dead locked and they need a foreign hand to move crap along.

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
I just got my first Heavy through salvage, a Black Knight (BL6-KNT if there are other variants). I refitted it to have a ton of Medium Lasers/Armor/Sinks/Jets and called it Disco Stu. What is the 'best' way to build one out?

Skippy McPants
Mar 19, 2009

PoptartsNinja posted:

After the Helm Core, production might jump from 120 Wasps to 150 Wasps and suddenly you have 52 Wasps that aren't under quota allowing them to either negotiate for more money (and higher quotas) or to retool one of their Wasp lines to produce something new that people might want more than a Wasp.

And the house armies themselves aren't that huge. 50-100 Battlemech regiments seems like a lot, but spread out over ~500 worlds it starts to look pretty thin. Even post-Memory Core, I can buy that a dirt farmer living outside the core infrastructure systems might only see a handful of proper mechs in their lifetime.

Skippy McPants fucked around with this message at 17:02 on May 6, 2018

Skippy McPants
Mar 19, 2009

Fhqwhgads posted:

I just got my first Heavy through salvage, a Black Knight (BL6-KNT if there are other variants). I refitted it to have a ton of Medium Lasers/Armor/Sinks/Jets and called it Disco Stu. What is the 'best' way to build one out?

That's about the best way. A LL or two, just to eat up some tonnage, then all of the MLs and heatsinks.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Fhqwhgads posted:

I just got my first Heavy through salvage, a Black Knight (BL6-KNT if there are other variants). I refitted it to have a ton of Medium Lasers/Armor/Sinks/Jets and called it Disco Stu. What is the 'best' way to build one out?

I put two PPCs in mine and a bunch of medium lasers. I try to emphasize stability damage on all mechs though. Even my grasshopper has one ppc and the rest ML's.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I wonder what the shortest amount of time in terms of in-game days you could beat the campaign in is.

feedmegin
Jul 30, 2008

Skippy McPants posted:

And the house armies themselves aren't that huge. 50-100 Battlemech regiments seems like a lot, but spread out over ~500 it starts to look pretty thin. Even post-Memory Core, I can buy that a dirt farmer living outside the core infrastructure systems might only see a handful of proper mechs in their lifetime.

I mean, I'm a relatively well travelled guy and I've never seen a straight up modern MBT just out there in the wild. Old stuff in museums, sure.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.
I mean "FASAnomics" is a long used term to describe how the Inner Sphere's economy and military sizes stop making any sense the moment you start thinking about it. Which normally would just be a rule of cool thing but the sourcebooks really like going into these kinda details as if they were supposed to make sense.


I think the original number of surviving jumpships during 3025 was like 3000 for the entirety of the Inner Sphere and it was eventually retconned by a factor of 10 because interstellar civilization wouldn't work otherwise.

Der Waffle Mous fucked around with this message at 17:13 on May 6, 2018

armchairyoda
Sep 17, 2008
Melman

LeSquide posted:

You can encounter regular Atlases (Atlae? Atlopodes?) randomly in procgen missions if you're running into assault level opposition.

ATLOXEN.

:parrot:

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

I looked it up. The correct Greek plural would apparently be Atlantes.

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


GreyjoyBastard posted:

I assumed you wouldn't get salvage because you're booking it away from a battalion of Space Texans, what are your pilots gonna do, stuff a disabled mech in their loving pockets? :argh:

I did this exact same thing. :argh:x2

On fitting the Highlander, I stripped the heat sinks, shoved in an LRM20++ and 15++ plus a bit of ammo, and it's now my designated sniper mech. I had a mission last night where Behemoth just jumped it on top of a mesa and didn't move all game but still did an alpha strike every turn. The heat sinks went into a catapult that now overheats a LITTLE less.

Emy
Apr 21, 2009
Hey, I wonder if anyone else has run into this problem. I'm using the milestone edits that remove the story difficulty boosts, and vary the planetary difficulty. I did change them midcampaign, but only a few missions in.





The planetary governments are willing to give me missions of whatever difficulty, but the other factions, even the ones that really like me, won't give me anything over 2 skulls. Am I being limited by my MRB rating? (405 / 2 pips), or do I need to edit something to make the factions let me do missions?

The_Angry_Turtle
Aug 2, 2007

BLARGH
After getting some new medium mechs I've converted everyone to SRM boats and after about six missions nobody has lost any limbs and never more than 1 injury per map. Its real nice.

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Emy posted:

Hey, I wonder if anyone else has run into this problem. I'm using the milestone edits that remove the story difficulty boosts, and vary the planetary difficulty. I did change them midcampaign, but only a few missions in.





The planetary governments are willing to give me missions of whatever difficulty, but the other factions, even the ones that really like me, won't give me anything over 2 skulls. Am I being limited by my MRB rating? (405 / 2 pips), or do I need to edit something to make the factions let me do missions?

I have this too and I'm wondering if the mod author messed something up with his update, because the game didn't do this before I downloaded the new version of it.

That Guy Bob
Apr 30, 2009
My buddy and I had the same issue with that mod. Fixed it with this: https://www.reddit.com/r/BattleTechMods/comments/8fpxox/removed_forced_difficulty_boosts_planet/dyeyl3e/

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

The_Angry_Turtle posted:

After getting some new medium mechs I've converted everyone to SRM boats and after about six missions nobody has lost any limbs and never more than 1 injury per map. Its real nice.

Yeah at the moment you can win the game by just filling every mech with SRMs and JJs because they gently caress poo poo up

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

Hieronymous Alloy posted:

I put two PPCs in mine and a bunch of medium lasers. I try to emphasize stability damage on all mechs though. Even my grasshopper has one ppc and the rest ML's.
Or you can do what I did with the Grasshopper I just got and fill it with SLs, ramp up the armour, fill the remaining space with MLs, and just play laser show Punch Out with everyone.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

30 hours in and still no heavies since I've never fought the same variant twice. I move to a 2.5 skull planet to do a 3 star assassination I have to instantly withdraw from because I can't fight two assault vehicles four heavies and four mediums when they cripple and knock someone out in one turn because evasion doesn't matter against eight billion ppc shots.

I just want a 60 tonner :smith:

e: Come to think of it every hellmission has been from Lady Arano. :v:

RBA Starblade fucked around with this message at 18:17 on May 6, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Is there a way to modify weapons? Flamers shouldn't require ammunition.

DarkDobe
Jul 11, 2008

Things are looking up...

So did anyone figure out what to edit to remove loving heatsinks and JJs from the salvage pool?

Perestroika
Apr 8, 2010

Beer4TheBeerGod posted:

Is there a way to modify weapons? Flamers shouldn't require ammunition.

There is, and it's actually pretty simple. Go the the gamefolder, then "BattleTech_Data\StreamingAssets\data\weapon". In there, you'll find a file for each weapon in the game, determining all their stats. For your goal, you'll want to set "AmmoCategory" to "NotSet", and "StartingAmmoCapacity" to "0", that should probably remove the ammo requirement. Otherwise just set StartingAmmoCapacity to like 50 and you'll have enough shots to last you through every battle.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Small lasers are... good. I salvaged a jagermech from the prison mission and it's loaded with large and medium, and then can multitarget melt lights with the smalls.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Beer4TheBeerGod posted:

Is there a way to modify weapons? Flamers shouldn't require ammunition.

Flamers are very, very good so having to think about when to use them is a good thing. I do wish there was a flamer fuel ammo type.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

feedmegin posted:

I mean, I'm a relatively well travelled guy and I've never seen a straight up modern MBT just out there in the wild. Old stuff in museums, sure.

I dunno about "just out there in the wild", but I used to drive by about 10-20 of them parked on the side of the road in Fort Benning every couple of months.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


DarkDobe posted:

So did anyone figure out what to edit to remove loving heatsinks and JJs from the salvage pool?

I've seen nothing in the jsons you can edit to completely remove them. Maybe with .dll code fuckery.

However, one thing you can do is adjust the weighting of each type of salvage on the RNG.

code:
	"DefaultChassisWeight" : 5,
        "DefaultWeaponWeight" : 6,
        "DefaultComponentWeight" : 3,
	"DefaultMechPartWeight" : 6,
Edit those to whatever you'd like. If all you really want is to make sure you get all the mech parts and don't care about anything else set the chassis weight super high.

Chronojam posted:

Small lasers are... good. I salvaged a jagermech from the prison mission and it's loaded with large and medium, and then can multitarget melt lights with the smalls.

Support Weapons ignore evasion pips, so small lasers are great for putting the hurt on cheeky lights that get too close.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I don't remember now if this was in the external beta or just a story I heard about an internal build, but at some point in development flamers didn't have ammo restrictions. It was stupidly, stupidly overpowered, like 4 Firestarters against 4 Atlases was a 4-0 victory for the Firestarters just by shutting them down every single turn with critical overheat forever.

so amusing, but badly balanced to the extreme. flamers having limited shots is the best compromise out of a bad situation, imo. Either nerf flamethrower heat/damage and give them infinite ammo, at which point why bother or you give them the right damage and limited charges. I think b2 had them at three charges per, and that wasn't enough. Six is about right.


again, if they'd just add the Charger... :v:

Psion fucked around with this message at 18:34 on May 6, 2018

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Honestly all the support weapons are actually useful and have a good role, they're just tricky to use since you have to get so close.

Psykmoe
Oct 28, 2008

Chronojam posted:

Small lasers are... good. I salvaged a jagermech from the prison mission and it's loaded with large and medium, and then can multitarget melt lights with the smalls.

Yeah, they're pretty nice. My Catapult K2 has 4 small lasers, 3 mediums and 1 large, all + or ++ variants so at least the large does as much damage as a ppc, minus stability obv.

It's just kind of pokey at range but as soon as there's an opening I JJ into position and core out something with a called shot to the back with a light show. It's pretty funny.

I never leave home without Jumpjets.

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
Does getting contracts ever get easier? What I mean is, I only ever find contracts in a system ~20 days away, and by the time I get there and do it, the next available contracts are in another system ~20 days away. So I'm only getting like 1 contract per financial period, which means I'm always teetering on bankruptcy. Can I just fly to another system that doesn't have a contract and will ones pop up there? Or do I just have poo poo luck in going to a planet that has more than one contract available at a time? I'm just past prison break and finally got my first Heavy, and I just want to churn missions for cash, but can't.

DarkDobe
Jul 11, 2008

Things are looking up...

Galaga Galaxian posted:

I've seen nothing in the jsons you can edit to completely remove them. Maybe with .dll code fuckery.

However, one thing you can do is adjust the weighting of each type of salvage on the RNG.

code:
	"DefaultChassisWeight" : 5,
        "DefaultWeaponWeight" : 6,
        "DefaultComponentWeight" : 3,
	"DefaultMechPartWeight" : 6,
Edit those to whatever you'd like. If all you really want is to make sure you get all the mech parts and don't care about anything else set the chassis weight super high.


Support Weapons ignore evasion pips, so small lasers are great for putting the hurt on cheeky lights that get too close.

Where are these variables located?
And which one is jjs/hs? Components or Parts?

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Oh, whoops, forgot to mention that, its the same one I mention just below, simGameConstants.json, same filepath.

Not 100% sure which it is, I'd guess components for heatsinks and jump jets, however I'm pretty sure fancy stuff like arm mods and TargetTrackingSystems, and gyros also count as components, so you might be reducing your ability to pick up those as random salvage too. They might be parts though. I'm not sure as the only tinkering I've done with that set, is reducing mechchassis weighting.

Fhqwhgads posted:

Does getting contracts ever get easier? What I mean is, I only ever find contracts in a system ~20 days away, and by the time I get there and do it, the next available contracts are in another system ~20 days away. So I'm only getting like 1 contract per financial period, which means I'm always teetering on bankruptcy. Can I just fly to another system that doesn't have a contract and will ones pop up there? Or do I just have poo poo luck in going to a planet that has more than one contract available at a time? I'm just past prison break and finally got my first Heavy, and I just want to churn missions for cash, but can't.

You shouldn't be having that much trouble with contracts, weird. The only systems where they are specifically designed to dry up are the initial 4 systems.

go to ...\Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants (or where ever your install is) and open simGameConstatns.json. In there look for line 320
code:
"MaxContractsPerSystem" : 3,
Change it to whatever you like. I doubled it to 6 personally, but a lot of people just like setting it to 10.

Galaga Galaxian fucked around with this message at 18:52 on May 6, 2018

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