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terok nor molested by cosmozoan

telbasta7386telbasta7386 Member Posts: 761 Arc User
Terrans promptly scurried their arses back to their own universe after their battlestation became the erotic plaything of a massive tentacle creature, starfleet reports.

This is one of the more fun/ useful tfos for the cnidarian defender, I'll admit.

I found a few more interesting synergies as well:

The "anchored" space trait will still stack up to 4 and remain regardless of movement in jelly mode. I guess it isn't moving fast enough to be considered movement.

Simultaneously, the temporal starship trait that gives hull and shield Regen and removes power drain while in reverse also works in conjunction with anchored.

Rapid emitting armaments allows you to fire the three heavy plasma torpedoes with tractor beam in jelly mode. They're even bright pink and match the jellyfish aesthetic.

Temporal trajector jump (temporal warp core) works in jellyfish mode for a small bit of movement.

Still trying to find more useful/ interesting console synergies, if anyone has come across tricks for this ship.
Post edited by baddmoonrizin on

Comments

  • rattler2rattler2 Member Posts: 58,008 Community Moderator
    Yup. The Jellyfish excels at defensive operations. The area denial is extremely useful when you need to protect something. Parking a Jellyfish in front of the Transwarp Gate in Infected and Khitomer would also be pretty awesome. In areas where you need to be more mobile it can lag a bit unless you treat her like a normal ship.

    The Jellyfish does open up some interesting strategies, but you have to think about where to deploy.

    BTW... I played a Counterpoint today, and wow... they did tone down the pink bubble effects. But it was still awesome. Would love to see what a full team of Jellyfish can pull off. I would LMAO.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • telbasta7386telbasta7386 Member Posts: 761 Arc User
    I've also added glorious charge and warp burst capacitor to the build, so that's two more ways to get around in jellyfish mode, and now i'm running as many control abilities as I can with unconventional systems to reduce cooldowns.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.


    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    But I guess in a few years there will be a token in the C-store where, upon using it, someone will be knocking on your door to play the game for you.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • paradox#7391 paradox Member Posts: 1,776 Arc User
    edited September 2022
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.


    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    But I guess in a few years there will be a token in the C-store where, upon using it, someone will be knocking on your door to play the game for you.

    I don't mind the Hentai ship, it's extremely weak does barely any damage and has weak defenses, the moment the enemy destroys the shields the ship immediately goes down, only good thing is the console which requires strategic use to find a place to use it properly and aesthetically it's nice, but it could use a buffing, with the console off it's extremely fragile, which makes the ship pretty much reliant on the console.
  • rattler2rattler2 Member Posts: 58,008 Community Moderator
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.

    Its a more defensive ship. You gotta be more strategic about it, and be aware of your ship's status as you're more vulnerable while locking down an area. As I said earlier it excels at defensive operations, but you can't really use the console as effectively in situation where you need to be mobile. In a team setting, having a Jellyfish lock down an area, like say around DS9 in Counterpoint, allows for the team to be a bit more flexible in going after Terok Nor or other objectives away from DS9. But in something like Breach or Days of Doom, where you need to be mobile... locking down an area isn't going to work.

    As for Starbase One and not moving... that's on them if they think they can just "fire and forget". People will always try and take the easy way out. Hell... in Mirror Invasion, I'd wish I could lure ships over to AFKers because the AFK player decided "I am here. I got credit, I don't need to actually participate" while the rest of us are scrambling because we gotta 4 man it. And sometimes missing that 5th ship is noticable.
    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    They set up the event versions because players were already doing it themselves. Not everyone wants to try and see how far they can go. I remember being in quite a few runs where players would organize to just mass suicide after they hit the minimum round count for the event to get credit. It was quite common. And the long version of Breach is tedious to run multiple times in an event. So they set up the shorter track for events.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    edited September 2022
    There's nothing strategic about a thing that can be active all the time without any drawbacks (yes, movement is disabled, but that's not a drawback on maps like Counterpoint or SB1).

    I just saw one in Counterpoint with the field reaching both DS9 and Terok Nor and encompassing everything in-between. That's just ridiculous.


    The size of the effect needs to be seriously reduced so that it can't encompass the entire (or huge swaths of) the enemy-spawning area of a map. Either that, or Cryptic has basically accepted that they're fine with players practically doing nothing or even going AFK.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • paradox#7391 paradox Member Posts: 1,776 Arc User
    edited September 2022
    There's nothing strategic about a thing that can be active all the time without any drawbacks (yes, movement is disabled, but that's not a drawback on maps like Counterpoint or SB1).

    I just saw one in Counterpoint with the field reaching both DS9 and Terok Nor and encompassing everything in-between. That's just ridiculous.


    The size of the effect needs to be seriously reduced so that it can't encompass the entire (or huge swaths of) the enemy-spawning area of a map. Either that, or Cryptic has basically accepted that they're fine with players practically doing nothing or even going AFK.

    I don't get what you're complaining about, that just makes counterpoint way easier for non Jellyfish captains, that way I can transport as many away teams from DS9 to Terok Nor without worrying about being attacked on the way, I don't want to deal with F*cking enemies slowing me down when I'm f*cking transporting away teams.

    also did I mention that I hate Space combat, because I do by a lot, it's nowhere near as great as ground combat, I die more in Space than I ever did on the ground.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    There's nothing strategic about a thing that can be active all the time without any drawbacks (yes, movement is disabled, but that's not a drawback on maps like Counterpoint or SB1).

    I just saw one in Counterpoint with the field reaching both DS9 and Terok Nor and encompassing everything in-between. That's just ridiculous.


    The size of the effect needs to be seriously reduced so that it can't encompass the entire (or huge swaths of) the enemy-spawning area of a map. Either that, or Cryptic has basically accepted that they're fine with players practically doing nothing or even going AFK.

    I don't get what you're complaining about, that just makes counterpoint way easier for non Jellyfish captains, that way I can transport as many away teams from DS9 to Terok Nor without worrying about being attacked on the way, I don't want to deal with F*cking enemies slowing me down when I'm f*cking transporting away teams.

    also did I mention that I hate Space combat, because I do by a lot, it's nowhere near as great as ground combat, I die more in Space than I ever did on the ground.

    Sure it makes things easier. Just like putting your ship out of range of everything and lying still there makes everything easier.

    Btw, if those enemies are killed and dozens of 'take items' buttons appear, it's actually not easier at all. Though that is also a separate issue that needs to be addressed.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • telbasta7386telbasta7386 Member Posts: 761 Arc User
    Honestly I find the jellyfish a bit refreshing compared to the hundreds of other copypasta builds that have been the norm for the last decade. Nearly every sci/epg build is the same, regardless of the ship. Nearly every tactical/weapon build is the same, regardless of the ship. You swap a few things out and your build is already there.
    The jellyfish requires a completely different thought process when trying to make a build for it, and it makes a lot of previously unused (or not commonly used) traits and items actually useful again.

    But we get it, you're salty about the pink bubble and the fact that someone has an easier playstyle than you do. Deal with it. It's no different than carriers just sending pets into the action with auto-launch and never having to do anything themselves. If you turn jellyfish mode on and just afk, you're not going to be all that effective, and you'll contribute little to nothing to the team even in the TFO's where being completely stationary for the entire match is somewhat viable. With the right abilities, traits, and gear, it becomes a real powerhouse though; I can teleport all over the place while in jellyfish mode, charge down enemies, fire off heavy plasma torps and bring a ton of control abilities to the field, all while being relatively tanky and providing heavy buffs to allies. It's hardly an afk ship to me.
  • protoneousprotoneous Member Posts: 2,982 Arc User
    With the right abilities, traits, and gear, it becomes a real powerhouse though; I can teleport all over the place while in jellyfish mode, charge down enemies, fire off heavy plasma torps and bring a ton of control abilities to the field, all while being relatively tanky and providing heavy buffs to allies. It's hardly an afk ship to me.

    I think it's very cool you took the time to set yours up so nicely especially the teleport ^^
  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    rattler2 wrote: »
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.

    Its a more defensive ship. You gotta be more strategic about it, and be aware of your ship's status as you're more vulnerable while locking down an area. As I said earlier it excels at defensive operations, but you can't really use the console as effectively in situation where you need to be mobile. In a team setting, having a Jellyfish lock down an area, like say around DS9 in Counterpoint, allows for the team to be a bit more flexible in going after Terok Nor or other objectives away from DS9. But in something like Breach or Days of Doom, where you need to be mobile... locking down an area isn't going to work.

    As for Starbase One and not moving... that's on them if they think they can just "fire and forget". People will always try and take the easy way out. Hell... in Mirror Invasion, I'd wish I could lure ships over to AFKers because the AFK player decided "I am here. I got credit, I don't need to actually participate" while the rest of us are scrambling because we gotta 4 man it. And sometimes missing that 5th ship is noticable.
    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    They set up the event versions because players were already doing it themselves. Not everyone wants to try and see how far they can go. I remember being in quite a few runs where players would organize to just mass suicide after they hit the minimum round count for the event to get credit. It was quite common. And the long version of Breach is tedious to run multiple times in an event. So they set up the shorter track for events.

    It IS a useful defensive ship, but this is mana from heaven for AFK'ers that can no run fast tfo's that don't require movement so they can now bypass detection completely.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • baddmoonrizinbaddmoonrizin Member Posts: 10,302 Community Moderator
    leemwatson wrote: »
    rattler2 wrote: »
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.

    Its a more defensive ship. You gotta be more strategic about it, and be aware of your ship's status as you're more vulnerable while locking down an area. As I said earlier it excels at defensive operations, but you can't really use the console as effectively in situation where you need to be mobile. In a team setting, having a Jellyfish lock down an area, like say around DS9 in Counterpoint, allows for the team to be a bit more flexible in going after Terok Nor or other objectives away from DS9. But in something like Breach or Days of Doom, where you need to be mobile... locking down an area isn't going to work.

    As for Starbase One and not moving... that's on them if they think they can just "fire and forget". People will always try and take the easy way out. Hell... in Mirror Invasion, I'd wish I could lure ships over to AFKers because the AFK player decided "I am here. I got credit, I don't need to actually participate" while the rest of us are scrambling because we gotta 4 man it. And sometimes missing that 5th ship is noticable.
    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    They set up the event versions because players were already doing it themselves. Not everyone wants to try and see how far they can go. I remember being in quite a few runs where players would organize to just mass suicide after they hit the minimum round count for the event to get credit. It was quite common. And the long version of Breach is tedious to run multiple times in an event. So they set up the shorter track for events.

    It IS a useful defensive ship, but this is mana from heaven for AFK'ers that can no run fast tfo's that don't require movement so they can now bypass detection completely.

    Not a supporter of AFK'ers myself, because in the past that usually meant they went off in some corner and did nothing while the rest of the team did all the work. But at least with this ship, they can turn it on to do its thing, and it will at least be doing something to help, if they go AFK. 🤷‍♀️
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  • paradox#7391 paradox Member Posts: 1,776 Arc User
    edited September 2022
    leemwatson wrote: »
    rattler2 wrote: »
    Yes, this ship seems great for lazy players.

    Not sure though why Cryptic would want to promote a playstyle where players only have to place their ship and activate a single console. I've literally been in missions like Defense of Starbase One where players would not even move their ship to kill off the last remaining enemy, outside their pink field - even though they were the closest.

    Its a more defensive ship. You gotta be more strategic about it, and be aware of your ship's status as you're more vulnerable while locking down an area. As I said earlier it excels at defensive operations, but you can't really use the console as effectively in situation where you need to be mobile. In a team setting, having a Jellyfish lock down an area, like say around DS9 in Counterpoint, allows for the team to be a bit more flexible in going after Terok Nor or other objectives away from DS9. But in something like Breach or Days of Doom, where you need to be mobile... locking down an area isn't going to work.

    As for Starbase One and not moving... that's on them if they think they can just "fire and forget". People will always try and take the easy way out. Hell... in Mirror Invasion, I'd wish I could lure ships over to AFKers because the AFK player decided "I am here. I got credit, I don't need to actually participate" while the rest of us are scrambling because we gotta 4 man it. And sometimes missing that 5th ship is noticable.
    And I thought I'd seen the worst of the 'entice players not to play'-attitude when they restricted events to their event-only missions, like allowing only the 7-round Sompek to be played.

    They set up the event versions because players were already doing it themselves. Not everyone wants to try and see how far they can go. I remember being in quite a few runs where players would organize to just mass suicide after they hit the minimum round count for the event to get credit. It was quite common. And the long version of Breach is tedious to run multiple times in an event. So they set up the shorter track for events.

    It IS a useful defensive ship, but this is mana from heaven for AFK'ers that can no run fast tfo's that don't require movement so they can now bypass detection completely.

    Not a supporter of AFK'ers myself, because in the past that usually meant they went off in some corner and did nothing while the rest of the team did all the work. But at least with this ship, they can turn it on to do its thing, and it will at least be doing something to help, if they go AFK. 🤷‍♀️

    I agree with you when it comes down to AFK'ers, why bother doing TFOs if you're not going to put in the effort, sure I may prioritize optional objectives, and my ships aren't built around whatever the current "meta" is, or that my ships barely scratch enemies with my damage output, anyways the point I'm getting at is that while I may be a TRIBBLE player who's more of a hinderance towards my own teammates at least I'm putting in the work.
    Post edited by paradox#7391 on
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    And apparently the Ba'ul sentry console isn't limited to Ba'ul ships, because I saw a jellyfish using it just a few minutes ago - so that's extra area denial.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • krisxr400krisxr400 Member Posts: 116 Arc User
    Interesting builds and strategies for the jelly ship. Enjoyed reading the thread, I'll keep an eye on it for further strategery. :smiley:
  • telbasta7386telbasta7386 Member Posts: 761 Arc User
    > @legendarylycan#5411 said:
    > And apparently the Ba'ul sentry console isn't limited to Ba'ul ships, because I saw a jellyfish using it just a few minutes ago - so that's extra area denial.​​

    Yea I'd it wasn't so expensive I'd be using the baul console with it as well.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    Honestly I find the jellyfish a bit refreshing compared to the hundreds of other copypasta builds that have been the norm for the last decade. Nearly every sci/epg build is the same, regardless of the ship. Nearly every tactical/weapon build is the same, regardless of the ship. You swap a few things out and your build is already there.
    The jellyfish requires a completely different thought process when trying to make a build for it, and it makes a lot of previously unused (or not commonly used) traits and items actually useful again.

    But we get it, you're salty about the pink bubble and the fact that someone has an easier playstyle than you do. Deal with it. It's no different than carriers just sending pets into the action with auto-launch and never having to do anything themselves. If you turn jellyfish mode on and just afk, you're not going to be all that effective, and you'll contribute little to nothing to the team even in the TFO's where being completely stationary for the entire match is somewhat viable. With the right abilities, traits, and gear, it becomes a real powerhouse though; I can teleport all over the place while in jellyfish mode, charge down enemies, fire off heavy plasma torps and bring a ton of control abilities to the field, all while being relatively tanky and providing heavy buffs to allies. It's hardly an afk ship to me.

    If you enjoy using it, good for you.

    I've seen plenty of people who weren't actually contributing as much as they could. Like in the aforementioned mission Counterpoint, where just shooting (or field-killing) stuff isn't even the objective for most of the mission.

    Funny that you mention carriers btw, because there are also a lot of lazy carrier captains indeed. I've been in plenty of missions like Storming the Spire where they'd just let Voth shuttles escape (during the last phase) because they didn't bother moving their own ship while their pets were somewhere out of range. Or just stay put in the same location for the entire duration of the mission, while the rest of us were patrolling and managing multiple locations each.


    I'm not salty because someone else has an 'easier' playstyle. I get salty when people use their 'playstyle' as an excuse not to throw in their full weigth, meaning others have to compensate for their laziness. I think I've given enough examples of that, if you don't want to understand or misrepresent things, that's your choice.

    And for the record, I never mind compensating for other players whose gear may be less good or who don't know as much about the game - I do that all the time and you won't hear me complaining about that. But pure laziness is another thing entirely.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    For the record, my complaints aren't directed at anyone specific here.

    Again, if you like this ship, I hope you have fun using it.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • krisxr400krisxr400 Member Posts: 116 Arc User
    They can keep ds9's health up, instead of constantly sending shield and hull repairs from my ship. I suppose saving those for myself or teammates in rough shape. That adds strategery. lol-strategery
  • psymantispsymantis Member Posts: 329 Arc User
    I like it but I'm not AFK when using it because I use the Cardassian satellites and the Jem'Hadar attack craft so have to keep refreshing those along with their/my hull/shields. Plus there's plenty of other skills to use. It's kinda like really being a captain as I'm giving a bunch of orders and not piloting the ship myself. :D
This discussion has been closed.