test content
What is the Arc Client?
Install Arc
Options

BFAW is 100% accurate... WHY?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2011 in PvP Gameplay
I've noticed, while playing my beam BoP, that EVERY SINGLE BEAM FROM FAW HITS EVERY TIME.

while in pvp, or pve, BFAW does not take into account the target's defense value. The result? Faw does ridiculous amounts of damage because it both boosts the damage from individual beams, and makes more hit.

take an escort, normal defense value 90* (I have a fed escort, and that's my standard defense value)

*due to game mechanics, the actual value cannot go above 75, but the excess prevents [acc] and accurate traits from having an effect.

normally, 1/4 shots hit it, say 1000 damage each. from an 8-beam broadside, thats 2k. survivable.

with BFAW, 25% increase to damage + 100% hit rate = 8 x 1250 = 10,000. Big difference?

thats BFAW 1, increasing damage by 400% (for 500% of original). WTF?

and don't get started about BFAW 2 and 3....

EDIT: And I haven't even factored in the INCREASE IN THE AMOUNT OF SHOTS! you are probably getting more than 500% damage!
Post edited by Unknown User on
«1

Comments

  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Well that explains why its such an great PvE tool to use for rapid leveling.:p
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Because the Devs hate us.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    wrote:
    Because the Devs hate us.
    no.... Really?

    And I thought STO was supposed to be pvp-oriented... well, at least HALF of it...

    for the increase in number of beams fired....

    take 8-beam broadside. each beam fires 4 times, doing 1k each time. 32k total, but only 8k hits target.

    add FAW

    8-beams + 5 shots each + 1250 per shot = 50000 damage!

    now, I can't figure out the power drain effect, and this assumes all 8 beams have you in their firing arc, and all 8 target you

    this also does not take into account shield resistance.

    if a cruiser can put out 50k damage in one broadside, an escort should be able to put out... 300k in a firing run? Let me see that, and faw boats wouldn't be the weapon of choice anymore!
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    if that is true and you have bigred and others able to back it up with the parsing, then this should get PM'd and Tweeted as much as possible. Surely, having a BFAW with miss and lower accy hits wouldn't be as devasting then, no??
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I've never tested it (I'm not a numbers guy) but it always felt very accurate. If this is the case, maybe the ACC was boosted because it is such a complicated skill to use?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I've never been killed in short order like that on my new toon. I'm not saying it doesn't happen, but I, personally, haven't curbstomped by carriers running FAW... yet. :p
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    http://i389.photobucket.com/albums/oo338/sithterror/FAW3Hit.png

    Tried to do a png of what i parsed showing bfaw 3 from a Althena mission
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    same reason why the automated turret can shoot cloaked ships, same reason why you dont want female toons using the elevators...they have a team of guys on content and a starved chimp and a hampster on a broken exercise wheel for a bug fixing department.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Interesting. This would mean that previous DPS calculations still undershot the actual damage output in practice.

    It might also explain the "death by decloak" issue for Bird of Preys. They will usually also have a 80-90 % defense bonus and if that is totally ignored, they are bound to get hit more often, and take nastier critical hits. All while being unshielded.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Interesting. This would mean that previous DPS calculations still undershot the actual damage output in practice.

    While FAW apparently has 100% accuracy (and no crits according to the combat log parser), beam arrays without FAW seem to be in the 97%-100% range iirc.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    mancom wrote:
    While FAW apparently has 100% accuracy (and no crits according to the combat log parser), beam arrays without FAW seem to be in the 97%-100% range iirc.

    My experience as well.. When fighting a ship that uses FAW in a 1v1, I only take damage slightly faster than usual.. Its only when facing 3-4-5 of them that I melt even before Im fully decloaked.

    FAW might have some sort of hidden accuracy bonus.. Perhaps because it was hard to use prior to the first "fix" on it..

    Edit:

    Dassem posted some parser data, that is interesting:

    Dassem wrote:
    The whole EPS thing is a bit of a mystery.... here is some parser data collected by O13...

    Single target, 2km:
    No FAW, No EPS: 3081 DPS
    No FAW, 4x EPS: 3116 DPS
    FAW, No EPS: 3237 DPS
    FAW, 4x EPS: 3653 DPS

    Single target, 5.5 km
    No FAW, 4x EPS: 2414 DPS
    FAW, no EPS: 2615 DPS
    FAW, 4x EPS: 2643 DPS

    TWO TARGETS at 5.5 km
    FAW, No EPS: 6972 DPS
    FAW, 4x EPS: 6414 DPS -- (Tested both over 30 times and using EPS consoles seemed to lower damage at this range).

    Given the number of tests done, I'd say something is fishy about EPS....

    Interesting that you see a damage bonus of 160% when shooting at just 1 more target.

    No wonder multiple ships running FAW rips through everything.. 5 guys shooting FAW have damage matching 12-13+ people.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    SteveHale wrote: »
    I've never tested it (I'm not a numbers guy) but it always felt very accurate. If this is the case, maybe the ACC was boosted because it is such a complicated skill to use?

    I lol'ed. Does this mean FAW is broken?:p
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Roach wrote: »
    I lol'ed. Does this mean FAW is broken?:p

    I think he meant "used to be"

    The original FAW, while having bogus bonuses, was everything but "easy" to use when used as a single target DPS.. Particulary on cruisers sporting arrays, but DBB escorts wasnt a walk in the park either.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I think he meant "used to be"

    The original FAW, while having bogus bonuses, was everything but "easy" to use when used as a single target DPS.. Particulary on cruisers sporting arrays, but DBB escorts wasnt a walk in the park either.

    My mistake, I though SteveHale was speaking of the current FAW when he said , " so complicated to use."
    I am well aware of how difficult it was to Single-shot it against opponents in pvp, having died to it in the past many times.
    At least the new FAW keeps that symmetry going, as I have died to it as well, even though it has changed. :p

    I'm still of the mind that the new FAW needs to be countered not by changing it ( ok maybe reduce the 100% strikes) but by boosting other skills to help defend against it possibly.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Roach wrote: »
    I'm still of the mind that the new FAW needs to be countered not by changing it ( ok maybe reduce the 100% strikes) but by boosting other skills to help defend against it possibly.

    /signed make SS a map wide skill. :D

    While you are it make AF more efficient against beams only because for those of you that think it is a good counter against BFaW last night I was hit with AF3 6 times in a CnH and the DoT was ridiculously low I mean I was at 85% hull by the time I destroyed the ship that applied it. I am an escort running cannons. It does more damage to an escort because they fire more often.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Roach wrote: »
    My mistake, I though SteveHale was speaking of the current FAW when he said , " so complicated to use."
    I am well aware of how difficult it was to Single-shot it against opponents in pvp, having died to it in the past many times.
    At least the new FAW keeps that symmetry going, as I have died to it as well, even though it has changed. :p

    I'm still of the mind that the new FAW needs to be countered not by changing it ( ok maybe reduce the 100% strikes) but by boosting other skills to help defend against it possibly.

    Then you need to improve cannons as well.. Currently arrays outperform the choice DPS weapons (DC and DHC) by quite a margin, when we're talking groupfights.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I actualy read part of this thread, last night, and went off to test it myslef, To be perfectly honest, I had a sneaking suspicion that the OP was correct.

    In short term testing, the findings of the OP did stand up. However, on long term testing, FaW will miss, not much but will miss. I then tested just beams (no FaW and no BO), short and long term again on NPCs and v other players and got the same results. It seems beams, themselves, have an inherent accuracy built in and that's where these test results are coming from.

    There were several on from the 12th tac division and we all started a discussion on FaW, again in TS. This culminated in a private match of 3 v 3. 1 sci ship/ 2 escorts v 2 beam boats (1 set up for primary healing and my boat set up for DPS) and 1 escort. The match ended in a 15 to 9, they won. The high DPS on 1 of the escorts, in the other team, was over 700K while the sci ship healed for 1.2 mil. Our healing "beam-boat" did 1.3 mil healing and my crusier went up to 640K healing and they still won. DPS seemed to be the factor, however the fights seemed to last longer which was a lot more fun than just 1-shot kills anyway and tended to leave room for more group tactics.

    It seems that escorts with a sci in the group, in the 12th anyway, have figured out how to overcome FaW to no end. They targeted me, when ever I was close since I was the "big DPS FaW boat", putting me more on defense and droped my DPS numbers from my usual 450-500K down to 380K. Most of them had scramble and saved it for when the beam boats used FaW and we tended to kill off ourselves with really no way to stop hitting members of our own team. I have to admit that these tactics and counters was/is very effective against FaW and beam boats in general. I didn't have sci team on my list of powers last night, in favor of another tanking skill, but after that, I have it now. That might let me kill off 1 scramble, but with multi ships having it, it would only be a short stop-gap measure, but 1 I felt was necessary and worth giving up some tank to get.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Esquire wrote: »
    I actualy read part of this thread, last night, and went off to test it myslef, To be perfectly honest, I had a sneaking suspicion that the OP was correct.

    In short term testing, the findings of the OP did stand up. However, on long term testing, FaW will miss, not much but will miss. I then tested just beams (no FaW and no BO), short and long term again on NPCs and v other players and got the same results. It seems beams, themselves, have an inherent accuracy built in and that's where these test results are coming from.

    There were several on from the 12th tac division and we all started a discussion on FaW, again in TS. This culminated in a private match of 3 v 3. 1 sci ship/ 2 escorts v 2 beam boats (1 set up for primary healing and my boat set up for DPS) and 1 escort. The match ended in a 15 to 9, they won. The high DPS on 1 of the escorts, in the other team, was over 700K while the sci ship healed for 1.2 mil. Our healing "beam-boat" did 1.3 mil healing and my crusier went up to 640K healing and they still won. DPS seemed to be the factor, however the fights seemed to last longer which was a lot more fun than just 1-shot kills anyway and tended to leave room for more group tactics.

    It seems that escorts with a sci in the group, in the 12th anyway, have figured out how to overcome FaW to no end. They targeted me, when ever I was close since I was the "big DPS FaW boat", putting me more on defense and droped my DPS numbers from my usual 450-500K down to 380K. Most of them had scramble and saved it for when the beam boats used FaW and we tended to kill off ourselves with really no way to stop hitting members of our own team. I have to admit that these tactics and counters was/is very effective against FaW and beam boats in general. I didn't have sci team on my list of powers last night, in favor of another tanking skill, but after that, I have it now. That might let me kill off 1 scramble, but with multi ships having it, it would only be a short stop-gap measure, but 1 I felt was necessary and worth giving up some tank to get.

    While your testing seems sound it does little to to dispel the myth FaW is fine because of the scale of it. A total of 32 total beams spread across 3 targets is lets say 11 strikes on targets which is not too much more than a regular Beamboat. BFaW gets progressively OP'd the more ships have it equipped. I was in a CnH last night where there was a 10 man fed ball with 7 ships spamming fire at will everything with in 10 KM was getting smoked. A 3 v 2 is inaccurate and I hope you understand how the skill scales to OP'dness

    While SS is great to counter now it just makes another broken skill a legitmate skill. Now I am seeing matches where when I am not be FaWked up I am scrambled more than an egg and would need more copies of ST then I could reasonably use.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Then you need to improve cannons as well.. Currently arrays outperform the choice DPS weapons (DC and DHC) by quite a margin, when we're talking groupfights.

    Beams as a whole or Beams coupled with FAW?

    If beams as a whole then thats news to me as last I checked this was not the case, DHC's still did more up front damage while beams are better overtime, considering a vessel is defended well enough to live for an extended period of time.

    If Beams coupled with FAW then raising cannons up in performance would only insight riot among the strictly beams users whom will want beams buffed leading to FAW being even more effective.

    Before raising cannon damage to match what beams may be doing, I would look at increasing the firing rates first for all cannon types. Possibly the cannons can be better if they are just able to fire faster.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    While you are it make AF more efficient against beams only because for those of you that think it is a good counter against BFaW last night I was hit with AF3 6 times in a CnH and the DoT was ridiculously low I mean I was at 85% hull by the time I destroyed the ship that applied it. I am an escort running cannons. It does more damage to an escort because they fire more often.

    Ok that saddens me to hear. I had more hope for AF against the BFAWboats. :(

    As too SS being even larger in AoE, those last night in CnH would've been most upset by that.:p
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    While your testing seems sound it does little to to dispel the myth FaW is fine because of the scale of it. A total of 32 total beams spread across 3 targets is lets say 11 strikes on targets which is not too much more than a regular Beamboat. BFaW gets progressively OP'd the more ships have it equipped. I was in a CnH last night where there was a 10 man fed ball with 7 ships spamming fire at will everything with in 10 KM was getting smoked. A 3 v 2 is inaccurate and I hope you understand how the skill scales to OP'dness

    While SS is great to counter now it just makes another broken skill a legitmate skill. Now I am seeing matches where when I am not be FaWked up I am scrambled more than an egg and would need more copies of ST then I could reasonably use.

    While I had typed 3 v 2, or made it sound like that, that was actualy a mis-type. I just can't quite gets the audacity to ask the sec to ck my forums posts, yet. lol The match was 3 v 3. Again, 2 esorts - 1 sci v 2 beam boats - 1 escort. The escort on the team I was in, it seemed, I was killing the most due to SS. So bad, that I finaly asked him on TS to get out of my range.

    My point being, there are active counters/tactics that can be used against a 5 or even 10 man "fed ball" FaW beam-boat team. I would imagine that the LOLzed would be just as pleasing watching them all kill off each other as a 1 shot kill would be.

    In the 12th private last night, FaW was effectivly neutralized. It's certainly not unsurpassable. And to be perfectly honest, ANY pre-made using the same exact power would seem OP. I've been on the other side of that equation with 5-? man SV teams and it wasn't pretty.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Roach wrote: »
    Ok that saddens me to hear. I had more hope for AF against the BFAWboats. :(

    As too SS being even larger in AoE, those last night in CnH would've been most upset by that.:p

    Yeah Aceton field was always more of an anti-cannon weapon because it applies a DoT based on rate of fire. The 50% reduction of damage is meh because I think the math is off, when I was unbuffed the numbers were about 50% but when I buffed up it was only like 25%. Not to mention it is easily cleared with HE which almost every cruiser is running. to top it of AF3 is a skill that can only be gotten through a BOff.

    There are very few skills an escort can use to combat BFaW even SS1 doesn't even do a good job of confusing a BFaW monkey boat. I do not recommend jam sensors unless you really hate your team mates.

    The only ones I have seen to be effective is SNB, SS3, and PSW. 2 of 3 being only effective at high level. Dampening field is a joke against that much fire. So I guess we will be seeing a ALL BFaW teams and ALL SS teams in PvP now.

    The funny little tidbit is the KDF side doesn't seem to have the prominence of BFaW teams, I am sure there are some but the majority are on the fed side, just saying.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Roach wrote: »
    I lol'ed. Does this mean FAW is broken?:p

    I was, in fact, referring to the incredible skill set the user of our current BFAW demands. I mean, we aren't talking your average chimps here. We are talking about NASA chimps.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    is it the same amount of skill needed to fly a carrier in pvp with 3 other friends who do no nothing but use energy syphon, Scorpion Fighters, reg pets and sci confuse skills? I wont throw the bop player under the buss for this one but the carriers are getting thrown under for sure.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Less actually.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Great, so FaW has also a 100% Accuracy boost ignoring defense values.

    Anything else?

    Maybe BFaW should also SUMMON 5 NPC Dreadnoughts, you know, to counter SPAM a bit more...
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    sithterror wrote: »
    if that is true and you have bigred and others able to back it up with the parsing, then this should get PM'd and Tweeted as much as possible. Surely, having a BFAW with miss and lower accy hits wouldn't be as devasting then, no??

    Okay, did some extensive testing on this in the past few days (ironically enough, we were actually testing other things, but the parser data came in quite handy, when looking for evidence of this)... The results were pretty startling...

    1st Scenario: 2 v 2

    Team A: 1 Tactical - Excelsior (TT1, FAW2, FAW3); 1 Science - Prometheus (Cannons/DBB/Torp, no FAW)

    Team B: 1 Engineer - Star Cruiser (Healer); 1 Science - Prometheus (Cannons/DBB/Torp, no FAW)

    2nd Scenario: 2 v 2

    Team A: 1 Engineer - Excelsior (TT1, FAW2, FAW3); 1 Tactical - Fleet Escort (Cannons/DBB, no FAW)

    Team B: 1 Engineer - Star Cruiser (Healer); 1 Science - Prometheus (Cannons/DBB/Torp, no FAW)

    Both Excelsiors were running same Engineering power setups: (DEM3, EPS3, ASIF1 (Tac) ET2 (Eng), EPW1; RSP1, EPW1; EPS1)

    Both Excelsiors were running 2 x DBB's and 6 x BA's (Phaser)

    Testing was done in both Live Fire (both sides fighting to the fullest) and Data Generation (Excelsior attacking, teammate passive, watching Buff durations and benchmarking; opponents running full defensive suites, but not attacking)

    Series of 5-minute tests, 10 rounds per setup.

    Interesting Results (extrapolations, won't bore you with the 'extensive' raw numbers):
    • Strong possibility that FAW is ignoring the effects of ACC and DEF, observed 92-96% hit-rate while using FAW, which would fit within suspected parameters, as baseline Accuracy is 95%. This would also explain why it seems that Cloaked ships are so easily hit by FAW.
    • Overall damage output for the Excelsior was between 54-121% higher than for any of the Escorts.
    • Lower side of the damage output curve occured with no Captain-specific skills being applied; and yet, still were able to muster at least 54% greater damage output than an Escort.
    • Upper side of damage output curve occured with full skill usage, and, surprisingly, the Engineer was actually able to get the greater, overall output (likely due to the ability to sustain near-maximum weapon power for roughly 50% of the combat cycle.) Nadion Inversion for 30 seconds (2.5 minutes after expiration until triggered again, 2 uses per 5-minute test), then EPS Power Transfer for 30 seconds (1.5 minute recycle, 3 uses per 5 minute test.
    • Critical Hits appeared to be absent, as well, which may also have something to do with how FAW is generating its attacks (from re-reading the skill description, and observation of the data logs, it would seem that FAW is handled completely differently from all other attacks in-game).
    • In both cases, the excessive pressure damage from the doubled damage capacity of FAW ultimately exceeded the capacity of even a dedicated Healer to keep both of that team's members alive, particularly, once the second attacker was added to the mix.

    Conclusions:
    • FAW definitely does not seem to be operating under normal firing parameters, particularly in terms of ACC vs. DEF
    • Combat observations validate concerns over excessive (read: obscene) increase in potential damage output; far out of line with comparable powers.
    • Greater benefit to damage output for non-Tactical Captains also is a significant concern.

    If there are any questions, I will do my best to answer them.
    -Big Red
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    SteveHale wrote: »
    I was, in fact, referring to the incredible skill set the user of our current BFAW demands. I mean, we aren't talking your average chimps here. We are talking about NASA chimps.

    I know its deffinately opened up my ability to multitask while I power level an alt to LG. I can play STO, do my bills, answer emails, finally type that simian rendition of "Much Ado about Nothing" and complete several other small tasks all at the comfort of my desk.
    And I'm just running a single copy of BFAW2 combo'ed with BOL1 on a carrier.

    I won't say its OP, but it does make gaming life simplier. :p
    opzulu wrote: »
    is it the same amount of skill needed to fly a carrier in pvp with 3 other friends who do no nothing but use energy syphon, Scorpion Fighters, reg pets and sci confuse skills? I wont throw the bop player under the buss for this one but the carriers are getting thrown under for sure.
    Thrown under the bus how? I don't ask out of sarcasm but out of curiuosity on something I may not see clearly. Rebuffing the Vov carrier to its "buffed" glory was another idea that I've heard of that may counter the FAW cruiser teams.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Yeah Aceton field was always more of an anti-cannon weapon because it applies a DoT based on rate of fire. The 50% reduction of damage is meh because I think the math is off, when I was unbuffed the numbers were about 50% but when I buffed up it was only like 25%. Not to mention it is easily cleared with HE which almost every cruiser is running. to top it of AF3 is a skill that can only be gotten through a BOff.

    There are very few skills an escort can use to combat BFaW even SS1 doesn't even do a good job of confusing a BFaW monkey boat. I do not recommend jam sensors unless you really hate your team mates.

    The only ones I have seen to be effective is SNB, SS3, and PSW. 2 of 3 being only effective at high level. Dampening field is a joke against that much fire. So I guess we will be seeing a ALL BFaW teams and ALL SS teams in PvP now.

    The funny little tidbit is the KDF side doesn't seem to have the prominence of BFaW teams, I am sure there are some but the majority are on the fed side, just saying.

    I was hoping that the higher rate of fire demostrated by BFAW would've made AF more effective against it.

    AF3 is BOff only, that explains why those BOff sold so quickly. AF3 is the power most often seen on my engie BOffs I get as rewards.

    I agree it is most often seen on the feds, mainly due to them being heavy in cruiser/beam use I would think., the ease at which a cruiser team can effectively use FAW and cross heal and its really good effects in PvE. As the KDF is more cannons with vessel designs that allow thier use, it is seen less.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    @BigRed
    That is a lot more testing than i can get done, glad to see more data on it. I am curious that the parsing i do in game always shows me that FAW doesn't miss, is that a limit on my parser or is there something more i haven't reproduced or induced?
    I imagined that the Engy would have better dps stats over the course of the fight and the TAC would have better spike DPS due to skills. Does GDF, Tac Init and AP-A 3 spike and give a run for the Engy's money using EPS, Nadion and the same tac-engy abilities?
    The composition of teams....team 1 has a sci-scort (?) and then scenarios 2 team 1 gets a TAC fleet escort. Did this change damage #'s since SNB and FOMM/AP-A 3 with the escort alphas?

    On another note....Roach. His tag isn't blue, Avatar is gone and banned. Is this inferring he is leaving for a bit?
Sign In or Register to comment.