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Token Nazi? Zelnor
Joined: 01 Jul 2007 Posts: 6425
HP: 10 MP: 7 Lives: 1
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Posted: Thu Feb 12, 2009 5:47 am
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So Valve is looking to MAAAAAAYBE add a 10th class, and I wonder what you would do ?
Serious, feasible suggestions only.
My idea: The Architect. Like The Engineer, only not.
Weapon 1: Nailgun (like the Medic's Syringe Gun, but with Nails) Weapon 2: Pistol Weapon 3: Metal ruler Special 4: Construction Special 5: Destruction
The Architect, whilst having little hitpoints and not much firepower, provides a vital service - he changes the battlefields. He builds Walls to cover behind, Walls with an opening for a sniper, Boxes / Steps to stand on, ramps, whatever.
These covers can be upgraded and repaired with metal, which he can gain from fallen weapons as well.
Build an actual, if rather small, Team Fortress ! Just be careful, because Soldiers, Demomen, Heavys and the Payload will, if given the chance, blow your beautiful constructions to smithereens.
Born in China, the Architect grew up amongst bamboo and soon learned to build simple things from it. But he wanted to go... higher and higher.
Unlockable 1. 15 achievements: Build small room: NEED A DISPENSER HERE. 2. 20 Achievements: Build a launching pad lol i unno 3. All Achievements: TBA 2009
I dunno if this would break gameplay, but it would be epic if you could make one of every kind of them to change the flow of gameplay.
:/ But they'd have to protect against blocking, spawn camping, etc. |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Thu Feb 12, 2009 11:38 am
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*thinks long and hard*
Ah! I've got one:
The Miner A man who lives his life underground.
Melee: Miner's Pick. Crit animation is a powerful downward swing. Secondary Ranged: Pistol Primary Ranged: Flechette Launcher. The Flechette grenades cover an area about 3 Heavies in diameter, and the blast lingers for about 3 seconds while the metal shards bounce around. Tunnels also are always this wide, as an aside. Special 1: Dig Special 2: Collapse
The Miner doesn't seem like much at first glance, but he is indispensable in combat. The flechette launcher he carries makes him an "Area Denial" combatant, and they also rip apart the Engineer's constructs, dealing double damage to what he's built.
The Miner's primary mission, however, is to create tunnels or "mining deposits" of metal that can be used by Engineers, giving them even better metal rate than a dispenser. In certain areas, he can also build trenches for cover, or mounds of dirt for higher ground.
The problem is that enemies can use his tunnels as well, and only certain areas of the map can be dug. However, miners can collapse the tunnels they've dug, crushing everyone inside (be sure no friendlies are in there!).
Born in West Virginia, this bearded, gritty character was the best at what he did - carving up the earth in search of coal for his company. However, he found rather perverse joy in digging tunnels...and then collapsing them just for the hell of it.
Unlockables: 15 Achievements: Ol' Reliable. A Miner's pick on steroids, this high-end mining tool deals only 80% damage of the original, but it constructs tunnels, trenches, and dirt mounds 50% faster. 25 Achievements: X-Ray Goggles. Replacing his Pistol, the X-Ray Goggles allow multiple benefits for the Miner - the most obvious one being where enemies are located, including your tunnels. However, perhaps its most valuable asset is that it reveals enemy Spies in your ranks. The downside? Its range is VERY limited, and it reduces your vision to the same range as the bridges in 2Fort. As a humorous side-effect, you also see the skeletal structures of your teammates - the skeleton's color indicates whose team they belong to. All Achievements: Ravager. This upgraded Flechette Launcher is a beast to behold. It doesn't seem any different from the basic Flechette launcher, but in crowds of 3 or more people, the flechettes activate a "heat-seeking" mode, causing them to "gravitate" towards the organic targets, increasing their damage by 75%. However, because it is now geared towards organic targets, the flechettes only deal full damage to Engineer structures, now.
Some of this stuff could quite easily be considered game-breaking, but I made every effort to re-compensate with fairly significant downsides. |
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I TROL U Mantis15
Joined: 30 Apr 2007 Posts: 7743
HP: 100 MP: 3 Lives: 0
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Posted: Thu Feb 12, 2009 2:02 pm
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Meet The Scientist!
Heathl - 125
Looks like- White labcoat, safety goggles, short black hair, and Japanese orientation
Weapons-
Primary: Ray Gun- Can shoot a lazer that does 50 damage uncharged. You can hold the secondary fire button to charge your gun; the gun will start charging after 2 seconds and continues up until 4 seconds. Each second adding by 50 damage. Releasing the secondary button causes it to fire. Damage: Uncharged: 50 2 second: 100 3 seconds: 150 4 seconds: 200
Secondary: Acid Squirter- Shoots boiling acid from a little squirt gun pistol. It does very little damage, but it does damage overtime until they get healed or they die. Damage: Shot: 25 damage Damage Over Time: 5 damage per second
Melee: Beaker- Similar to the Demoman's whisky bottle, breaks when there's a crit.
Graduating from the smartest university in Japan, he's a scientific genious who has invented his own weapons.
Upgrades
15 Achivements- Pump Action Poision Gun 4000: A big water gun upgrade from the pistol that shoots poison at the enemy. Although this won't do damage at all, it does 300% damage over time than before. Damage Over Time: 20 damage per second
20 Achivements- The "This Might Hurt a Bit"-izer: A big syringe needle that this scientist carries around. It has a dangerous chemical in it though, and possibly the first melee weapon that can use ammo, but doesn't need it. After the first hit with the needle, the chances of getting a crit on him rise up by 50%. However, the needle moves 40% slower than usual.
All Achivements- The Magnifier: This upgraded version of the Ray Gun is a beast! The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge(rounded up) and there is a 2 second delay before the shot is fired. Damage: Uncharged: 75 damage 4 seconds: 150 damage 6 seconds: 225 damage 8 seconds: 300 damage
Last edited by Mantis15 on Thu Feb 12, 2009 5:05 pm; edited 1 time in total |
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darkzero Rusty Shackleford Vampire
Joined: 12 Jun 2007 Posts: 16661
HP: 1 MP: 2 Lives: 0
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Posted: Thu Feb 12, 2009 4:18 pm
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The VIP
Nuff said. °Д° ◉_◉ ʘﮯʘ |
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High Priestess Paula Count_Bleck
Joined: 27 Apr 2007 Posts: 29980
HP: 30 MP: 2 Lives: 9
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Posted: Thu Feb 12, 2009 4:28 pm
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Mantis15 wrote: | This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge. | Wat. |
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Elzilcho ohclizlE Burning Vampire
Joined: 08 Oct 2007 Posts: 6715
HP: 94 MP: 5 Lives: 0
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Posted: Thu Feb 12, 2009 4:48 pm
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Mahoro Andou wrote: | Mantis15 wrote: | This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge. | Wat. | Yeah, this confuses me as well. Maybe he means 'doesn't need to charge to dish out larger damage', or words to that effect... |
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I TROL U Mantis15
Joined: 30 Apr 2007 Posts: 7743
HP: 100 MP: 3 Lives: 0
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Posted: Thu Feb 12, 2009 5:05 pm
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Elzilcho wrote: | Mahoro Andou wrote: | Mantis15 wrote: | This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge. | Wat. | Yeah, this confuses me as well. Maybe he means 'doesn't need to charge to dish out larger damage', or words to that effect... | I made a mistake, I accidentaly left that in from my old idea. EDIT: Fixed it. |
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Serene Absolute~ Zuzu
Joined: 10 Feb 2009 Posts: 121
HP: 100 MP: 10 Lives: 0
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Posted: Thu Feb 12, 2009 5:24 pm
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Hmm...
My idea: The Valkyrie. The heroic and crime fighting twin blade master.
Weapon 1: Twin Blades (the size of each is usually between a regular-sized sword and a dagger) Weapon 2: Bow and arrow Weapon 3: Katana Special 4: Self Heal Special 5: Revitalize
The Valkyrie to some is one who has wings. But, this Valkyrie is wingless, due to a defect at birth. Nonetheless, the Valkyrie carries around twin blades, which may sometimes do double the damage if a weak point is hit.
The Valkyrie has also utilized the abilities to heal themselves over a period of time. They would only heal when they aren't attacked, though. The less the Valkyrie is attacked, the unlikelier the Self Heal ability won't reset. Also able to revitalize themselves of any other conditions, the Revitalize ability is somewhat similar to the Self Heal ability in terms of taking time to work, though it takes a bit longer than the Self Heal ability if the Valkyrie is affected by some sort of condition.
As for secondary weapons, Valkyries prefer using the bow and arrow if they wish to stay away from whomever they're attacking, or if they wish to snipe (after all, who doesn't like to snipe?). They also choose to use a katana, seeing how the twin blades might weigh them down every so often, and they need great speed to accomplish whatever challenge they are facing.
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Just something I thought of out of boredom. I always liked the idea of a "Valkyrie" class.
Last edited by Zuzu on Thu Feb 12, 2009 7:57 pm; edited 1 time in total |
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TooManyToasters Paper_Waluigi
Joined: 20 May 2007 Posts: 10343
HP: 100 MP: 10 Lives: 1
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Posted: Thu Feb 12, 2009 7:18 pm
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Somehow I don't think magic would work well in TF2. ФֻФ |
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Serene Absolute~ Zuzu
Joined: 10 Feb 2009 Posts: 121
HP: 100 MP: 10 Lives: 0
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Posted: Thu Feb 12, 2009 7:54 pm
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TooManyToasters wrote: | Somehow I don't think magic would work well in TF2. ФֻФ | I wasn't sure of that either, to tell the truth ^^' Which is why I stuck with supportive magic rather than offensive (though Life Drain is sort of in the middle).
But I guess I can change it to something more practical, but still supportive... |
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Token Nazi? Zelnor
Joined: 01 Jul 2007 Posts: 6425
HP: 10 MP: 7 Lives: 1
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Posted: Fri Feb 13, 2009 3:28 am
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I think we'd all be a horrible gamebreaker.
The lazer does too much fire, people would spam walls and dispensers and block all entries / exits, the battlefields would become a piece of swiss cheese, and no engineer would be safe.
I need to rethink it.
Actually, I haven't put any damage values, so at least that one is open.
But, there need to be restrictions. No walls before entries / exits / spawns...
I mean, Engi / Archi rush would be the most boring thing evar, |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Fri Feb 13, 2009 11:51 am
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Zelnor wrote: | I think we'd all be a horrible gamebreaker.
The lazer does too much fire, people would spam walls and dispensers and block all entries / exits, the battlefields would become a piece of swiss cheese, and no engineer would be safe.
I need to rethink it.
Actually, I haven't put any damage values, so at least that one is open.
But, there need to be restrictions. No walls before entries / exits / spawns...
I mean, Engi / Archi rush would be the most boring thing evar, |
*Agrees*
Well, this is my third attempt to post it, but here's another one I thought up:
The Technician A man who's handy with a wrench and a toolbox.
Melee Weapon: Crescent Wrench. The Crit animation is a fierce swing from left to right. Secondary Ranged: Shotgun. Primary Ranged: Tesla Gun. A portable Tesla Coil, the gun fries enemies, and has a 50% chance to stun them for 3 seconds. Because it's electrical damage, it also has about a 10% chance to overload an Engineer's structures, destroying them instantly. The Crit animation shows the target's skeletal structure, and ALWAYS comes with a stun.
The Technician wouldn't sound like a front-line unit, but he is in fact very valuable in his own right. The Tesla Gun is great for giving your team a chance to interrupt an attacker, and the chance to instantly destroy a Sentry, Dispenser, or Teleporter is always a nice bonus.
The Technician's primary mission, however, is to upgrade your teammates' weapons, up to three times each. However, this isn't without cost - it takes 10/20/30 seconds to upgrade a weapon to level 1/2/3, during which time NEITHER unit can move, or the upgrade process stops.
To make matters worse, ANY interaction on either of you by other players, friend or foe, will also break the upgrade process (you can still talk, but that's all). Obviously, this leaves you EXTREMELY vulnerable to attack. Additionally, the upgrades require 250/500/1000 metal for level 1/2/3.
Unlockable Weapons are un-upgradeable (for now - I may change my mind if I can think up something). Additionally, Spies can't have their knives upgraded, but the Revolver, Disguise Kit, and Electro-Sapper can. Technicians may not upgrade their own weapons.
The upgrades are as follows:
Shotgun
1st: 10% Damage increase 2nd: 15% Damage increase, 5% Spread increase 3rd: 20% Damage increase, 10% Spread increase, gains an auto-fire function, firing twice per second
Pistol
1st: 10% Damage increase, 5% Speed increase 2nd: 15% Damage increase, 10% Speed increase, gains a laser sight 3rd: 20% Damage increase, 15% Speed increase, gains a scope with short-ranged zoom function
Engineer
Wrench, 1st: 10% Damage increase, 5% Speed increase Wrench, 2nd: 15% Damage increase, 10% Speed increase, 5% Repair increase Wrench, 3rd: 20% Damage increase, 15% Speed increase, 10% Repair increase, 5% Crit Chance increase
Soldier
Shovel, 1st: 5% Damage increase, 10% Speed increase Shovel, 2nd: 10% Damage increase, 20% Speed increase, 5% Crit Chance increase Shovel, 3rd: 15% Damage increase, 30% Speed increase, 10% Crit Chance increase
RL, 1st: 10% Damage increase, 5% Blast radius increase RL, 2nd: 15% Damage increase, 10% Blast radius increase, Blasts to self are cut in half RL, 3rd: 20% Damage increase, 15% Blast radius increase, Become impervious to own blasts, Rockets gain heat-seeking warheads
Pyro
Flamethrower, 1st: 5% Damage increase, 5% Range increase Flamethrower, 2nd: 10% Damage increase, 10% Range increase, Burn duration is doubled Flamethrower, 3rd: 15% Damage increase, 15% Range increase, Burn duration is tripled, Ammo Consumption is cut in half
Fire Axe, 1st: 10% Damage increase, 5% Speed increase Fire Axe, 2nd: 20% Damage increase, 10% Speed increase, 5% Crit Chance increase Fire Axe, 3rd: 30% Damage increase, 15% Speed increase, 10% Crit Chance increase, 1% Chance to deal instant death
Demoman
Grenade Launcher, 1st: 5% Damage increase, 5% Speed increase Grenade Launcher, 2nd: 10% Damage increase, 10% Speed increase, 5% Range increase Grenade Launcher, 3rd: 15% Damage increase, 15% Speed increase, 10% Range increase, Become impervious to own blasts
Stickybombs, 1st: 5% Damage increase, +2 additional Stickybombs Stickybombs, 2nd: 10% Damage increase, +4 additional Stickybombs, 5% Blast radius increase Stickybombs, 3rd: 15% Damage increase, +6 additional Stickybombs, 10% Blast radius increase, Become impervious to own blasts
Scumpy, 1st: 10% Damage increase, 5% Speed increase Scumpy, 2nd: 15% Damage increase, 10% Speed increase, 5% chance to spill alcohol, increasing pyro DPS by 10% Scumpy, 3rd: 20% Damage increase, 15% Speed increase, 10% Chance to spill alcohol, increasing pyro DPS by 20%, Can light spilled alcohol w/Alt-Fire, dealing 5-6 DPS
Sniper
Sniper Rifle, 1st: 5% Damage increase, 10% Speed increase Sniper Rifle, 2nd: 10% Damage increase, 15% Speed increase, 5% Crit Chance increase Sniper Rifle, 3rd: 15% Damage increase, 20% Speed increase, 10% Crit Chance increase, Can detect enemy spies
SMG, 1st: 10% Damage increase, 5% Speed increase SMG, 2nd: 15% Damage increase, 10% Speed increase, +25 Ammo Capacity SMG, 3rd: 20% Damage increase, 15% Speed increase, +50 Ammo Capacity, -5% Scatter radius
Kukri, 1st: 5% Damage increase, 10% Speed increase Kukri, 2nd: 10% Damage increase, 15% Speed increase, 5% Crit Chance increase Kukri, 3rd: 15% Damage increase, 20% Speed increase, 10% Crit Chance increase, Becomes a medium-range boomerang-type weapon with Alt-Fire
Heavy
Minigun, 1st: 5% Damage increase, 5% Spread Reduction Minigun, 2nd: 10% Damage increase, 10% Spread Reduction, 5% Crit Chance increase Minigun, 3rd: 15% Damage increase, 15% Spread Reduction, 10% Crit Chance increase, 5% Spin-Up Time reduction
Fists, 1st (Brass Knuckles): 5% Damage increase, 1-3 Yard Knockback Fists, 2nd (Metal Gauntlets): 10% Damage increase, 3-5 Yard Knockback, 5% Chance to stun for 3 seconds Fists, 3rd (Fists of Fire): 15% Damage increase, 5-7 Yard Knockback, 10% Chance to stun for 3 seconds, 5% Chance to set targets on fire for 10 seconds, dealing 5-6 DPS.
Medic
Medigun, 1st: 25% Ubercharge Rate increase, 5% Heal increase Medigun, 2nd: 50% Ubercharge Rate increase, 10% Heal increase, 50% Ubercharge Duration increase Medigun, 3rd: 75% Ubercharge Rate increase, 15% Heal increase, 100% Ubercharge Duration increase, Will not heal/ubercharge disguised spies
Syringe Gun, 1st: 10% Damage increase, 10% Speed increase Syringe Gun, 2nd: 20% Damage increase, 15% Speed increase, 5% Crit Chance increase Syringe Gun, 3rd: 30% Damage increase, 20% Speed increase, 10% Crit Chance increase, 1% chance to add 10% to your Ubercharge meter
Bone Saw, 1st: 10% Damage increase, 10% Speed increase Bone Saw, 2nd: 15% Damage increase, 20% Speed increase, 5% Crit Chance increase Bone Saw, 3rd: 20% Damage increase, 30% Speed increase, 10% Crit Chance increase, 5% Chance to cause "Open Wounds," dealing 5-6 DPS until the target is healed.
Spy
Revolver, 1st: 10% Damage increase, 5% Speed increase Revolver, 2nd: 15% Damage increase, 10% Speed increase, gains a silencer Revolver, 3rd: 20% Damage increase, 15% Speed increase, gains a laser sight
Electro-Sapper, 1st: 5% Deactivation time reduction Electro-Sapper, 2nd: 10% Deactivation time reduction, requires an additional hit to remove Electro-Sapper, 3rd: 15% Deactivation time reduction, requires two additional hits to remove, jams HUD warning beacon
Disguise Kit, 1st: 25% Disguise/Cloak Activation/Deactivation time reduction Disguise Kit, 2nd: 50% Disguise/Cloak Activation/Deactivation time reduction, 25% Cloak Duration increase Disguise Kit, 3rd: 75% Disguise/Cloak Activation/Deactivation time reduction, 50% Cloak Duration increase, 25% Cloak Charge time decrease
Technician
Crescent Wrench, 1st: 10% Damage increase, 5% Speed increase Crescent Wrench, 2nd: 15% Damage increase, 10% Speed increase, 5% Crit Chance increase Crescent Wrench, 3rd: 20% Damage increase, 15% Speed increase, 10% Crit Chance increase, 10% Upgrade Time reduction
Tesla Gun, 1st: 10% Damage increase, 5% Crit Chance increase Tesla Gun, 2nd: 15% Damage increase, 10% Crit Chance increase, 5% Stun Chance increase Tesla Gun, 3rd: 20% Damage increase, 15% Crit Chance increase, 10% Stun Chance increase, Will Auto-Target enemies, even cloaked/disguised spies
The top student in his class at MIT, this super-geek puts all the others to shame, proving that just because you're super-smart doesn't mean you can't fight.
Unlockables:
10 Achievements: Mjolnir. Named after Thor's legendary hammer, the upgraded Tesla Gun has a nifty function: it has a 50% chance to chain-lightning targets, bouncing up to 3 times. Unfortunately, it loses the ability to stun its targets (except when it crits), and it only deals 75% the damage as the Tesla gun. Each bounce also deals 10% less damage than the last. 20 Achievements: Ball Lightning Gun. The replacement for the shotgun fires orbs of Ball Lightning, which auto-home in on targets pretty quickly (about as fast as a Soldier's rocket). The only problem is that its damage is fixed at the shotgun's medium-range damage, but there's no damage fall-off. All Achievements: WrathWrench 6000. The last unlockable the Techician can get, the WrathWrench 6000 is certainly worth the effort. It may only deal 75% the damage of the Crescent Wrench, but it has a 25% chance to crit, making it quite a fearsome weapon. Additionally, it upgrades all weapons twice as fast as the Crescent Wrench - however, you still have to fork over 250/500/1000 metal for level 1/2/3 upgrades.
Last edited by Warlord_Mike on Mon Feb 16, 2009 3:53 pm; edited 1 time in total |
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Token Nazi? Zelnor
Joined: 01 Jul 2007 Posts: 6425
HP: 10 MP: 7 Lives: 1
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Posted: Fri Feb 13, 2009 3:31 pm
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Sorry, but those damage values are ridiculous, and I think even a 10 % chance would bugger gameplay.
Also, Kritzkrieg. :/ |
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Blue Eyes wins. Captain Blue
Joined: 21 May 2007 Posts: 15314
HP: 95 MP: 10 Lives: 2
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Posted: Fri Feb 13, 2009 4:14 pm
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The Dude
The Dude is the same The Dude from Postal and Postal 2. He's got the same health, jumping height, and running speed as The Soldier.
Melee weapon: Machete. Critical makes blood appear on the blade. Can be thrown. It will come back like a boomerang. If it gets stuck on a wall it'll stop coming back and The Dude has to go pick it back up. Secondary Ranged: Scissors. They can be thrown normally and kill in 2-4 headshots and are thrown quick, or can be thrown a bit slower and weaker, but they can ricochet off walls for a very long time. Critical makes a rather disgusting cut sound effect. Primary Ranged: Shotgun with "Silencer". A live kitty cat is placed on the end of his shotgun, making it do more damage than the normal shotgun and makes the cat yeowl, but the shots also spread out quicker and thus do less damage at medium range.
Upgrades
15 Achievements: Scythe. This is an upgrade of the Machete. It swings much slower but kills in two hits. Critical animation slices the target in half. Alt fire throws the scythe. It's an instakill if it hits, but if it hits a wall it stops. The Dude has to pick it back up after he throws it.
25 Achievements: M@D Shuriken. These are an upgrade to the Scissors. They do more damage and can be thrown much faster. Critical animation has the shuriken explode, doing minor splash damage to those nearby.
All Achievements: SMEG. It's a special type of shotgun that also has an explosive alt fire. However, he has to reload after a shot of either fire. Regular shot takes longer than the normal shotgun, and the alt fire twice as long as that and uses up a lot of ammo. The Dude says a random line regarding violence or explosions when he gets a critical.
Oh, and if Machete doesn't work, there's always the shovel. He swings it sideways. Critical animation for the shovel sends the enemy flying. |
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Token Nazi? Zelnor
Joined: 01 Jul 2007 Posts: 6425
HP: 10 MP: 7 Lives: 1
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Posted: Sat Feb 14, 2009 9:49 am
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Guys, this isn't appropriate class creation.
Instakill in two hits or if alt-thrown ? You've gotta be kidding me; everyone'd spam the dude and throw scythes; they don't stop if they go through people. Close to a wall, in a corridor, or ubercharged, he'd be ridiculously strong. Sorry, but I don't think that'd work. |
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