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Street Fighter V Beta 2 Thread: Welcome, future 21007s! Now on PC!

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Infinite

Member
I agree with you on some of the best matches coming from great reads/spacing etc. I just think that SFIV was able to have both things that I personally liked. I feel like SFV will only have one aspect of that with the direction their going. Which is fine, 3s didn't have long combos/hard execution and neither did ST. IMO it just feels like they're taking a step back.
How are easier to do combos regressive?
 
I like a few of the V-Skills and they do add some flavor to the game, but I feel some should've just been regular specials.

Mika/Laura/Ryu/Ken/Chun/Birdie/Sim/Gief/Rashid have interesting V-Skills.

Nash has Rose's lp Soul Reflect
Bison has lp/mp Soul Reflect
Necalli has a basic seismo
Cammy just has her spin knuckle
Karin's got a forward moving palm.

I feel these could all be regular special attacks (especially Cammy's) but they decided to make them a V-Skill.

How are easier to do combos regressive?

The whole combo system has gotten a lot more basic. I would've liked them to expand more instead of shrinking down combo opportunities. Just my opinion, clearly that's not the vision they're going for, but oh well.
 

Vice

Member
How are easier to do combos regressive?
There is a good segment of players who enjoy the feeling of progress you get through mastering execution. They also like the advatage it gives in things such as movement in many games. They get to do new and difficult things as a reward for spending time with the game.
 

Infinite

Member
To play devil's advocate, there's divekick as the extreme example. When the game was new they were able to get a 200 man tournament at places like PAX but it didn't have lasting appeal for people.
Hmm but can we say that was a direct result on the game having easier to do combos (or none at all)? As a counter example Skull Girls a game with team mechanics, custom assists, and long ass combos in its early iterations never seemed popular to begin with.

The whole combo system has gotten a lot more basic. I would've liked them to expand more instead of shrinking down combo opportunities. Just my opinion, clearly that's not the vision they're going for, but oh well.

Yeah but I'm asking how does that mean the game is taking a step back entirely because of a strict or stricter combo system? Alpha, SUPER turbo, and 3strike all had pretty strict combos
 

ZangBa

Member
I just find the combo system too basic, like it's missing a mechanic. I like the game, but since the first beta I haven't been in love with it like most people. Personally, I find long, difficult combos pretty hype when pulled off in tournaments. At the same time, matches like the Ryu mirror Daigo vs. Valle that one year are pretty exciting, too. I guess I just feel like it will be quick to get boring for me if I feel like I don't have much creativity with my comboability.
 
SF4 was much less about great reads and spacing due to the shitty focus cancel system and backdashing.

There is a good segment of players who enjoy the feeling of progress you get through mastering execution. They also like the advatage it gives in things such as movement in many games. They get to do new and difficult things as a reward for spending time with the game.

Time to pull people back in with the enjoyment of winning and not grinding out combos in training mode, then.
 

kirblar

Member
If you want long combos, there's literally every other game out there.

This is an SF game that feels like SF2/3/A. That's a good thing.
 
Creative combos are great and all, but the creativity of having to actually think about space and the application of each move is far more interesting IMO. Like, cool, you grinded out a few combos and shit. How are you gonna pull that off in a match? How are you gonna get in now? Are your footies good enough to actually pull that shit off? Is it worth the risk?
 

Vice

Member
SF4 was much less about great reads and spacing due to the shitty focus cancel system and backdashing.



Time to pull people back in with the enjoyment of winning and not grinding out combos in training mode, then.
There are those who enjoy both though. I know plenty of strong players in multiple games who like to grind combos and improve their fundamentals.

Great reads and spacing mattered as much in SFIV as they did in pretty much every other Capcom game. Learning how to mitigate the bullshit is half the fun of fighters.
 
It's pretty simple. The PR people at Capcom have expressed many times throughout this game's development that they're shifting the focus away from playing against yourself (execution, memorization) to playing against your opponent (reads, footsies, mind games).

I'm all for the change in direction, personally, but I guess I can understand that many others may prefer games where playing against yourself is more prevalent.
 

KAL2006

Banned
There are those who enjoy both though. I know plenty of strong players in multiple games who like to grind combos and improve their fundamentals.

Great reads and spacing mattered as much in SFIV as they did in pretty much every other Capcom game. Learning how to mitigate the bullshit is half the fun of fighters.

There are people who like alot of different styles if games. However Capcom chose to go this direction. Personally I prefer it, as I prefer good reads, mind games and spacing. I'm not very good at doing great long combos. So it feels like this game appeals to me alot, brings me back to the old SF2 days which I love. There alot are so many other fighters for people who enjoy Combo heavy fighters Capcom can't please everyone.
 

FACE

Banned
I like a few of the V-Skills and they do add some flavor to the game, but I feel some should've just been regular specials.

Mika/Laura/Ryu/Ken/Chun/Birdie/Sim/Gief/Rashid have interesting V-Skills.

Nash has Rose's lp Soul Reflect
Bison has lp/mp Soul Reflect
Necalli has a basic seismo
Cammy just has her spin knuckle
Karin's got a forward moving palm.

I feel these could all be regular special attacks (especially Cammy's) but they decided to make them a V-Skill.



The whole combo system has gotten a lot more basic. I would've liked them to expand more instead of shrinking down combo opportunities. Just my opinion, clearly that's not the vision they're going for, but oh well.

Karin's forward moving palm was a special in SFA3 iirc.
 

LeMaximilian

Alligator F*ck House
People want to combo, but then things like Guilty Gear or Blazblue or KoF come and no one buys them or drops them in a week.

I don't think it's as much the length of combos, but more the options presented. Due to the leniency of the system it's fairly easy to find an optimized combo, with an understanding of the mechanics, in around 30-60 minutes. The execution of said combo is no longer an issue, making that the go to for any scenario. Ryu was a good example, early on he had many combo options, although their length wasn't very long. However, he could get close to maximum damage on a few different combos and have some decent setup combos, ala MP-MP-Sweep. Even then, the system felt limited, as exploration for veteran players took very little time outside of awkward 1 frame link walk forward combos.

However, a big factor still stands. Game isn't out, need more time to break the system to find better things. It's the whole point of fighting games.
 
I don't think it's as much the length of combos, but more the options presented. Due to the leniency of the system it's fairly easy to find an optimized combo, with an understanding of the mechanics, in around 30-60 minutes. The execution of said combo is no longer an issue, making that the go to for any scenario. Ryu was a good example, early on he had many combo options, although their length wasn't very long. However, he could get close to maximum damage on a few different combos and have some decent setup combos, ala MP-MP-Sweep. Even then, the system felt limited, as exploration for veteran players took very little time outside of awkward 1 frame link walk forward combos.

However, a big factor still stands. Game isn't out, need more time to break the system to find better things. It's the whole point of fighting games.

Good post max but bro games only 2 months out. You played the latest builds and unless they drastically change things there ain't much depth in SFV. I suspect they aren't gonna change a lot of the things in 2 months. Right now at this point its basically system optimization, and final touches for release.
 

Gbraga

Member
I don't think it's as much the length of combos, but more the options presented. Due to the leniency of the system it's fairly easy to find an optimized combo, with an understanding of the mechanics, in around 30-60 minutes. The execution of said combo is no longer an issue, making that the go to for any scenario. Ryu was a good example, early on he had many combo options, although their length wasn't very long. However, he could get close to maximum damage on a few different combos and have some decent setup combos, ala MP-MP-Sweep. Even then, the system felt limited, as exploration for veteran players took very little time outside of awkward 1 frame link walk forward combos.

However, big thing still stands. Game isn't out, need more time to break the system to find better things. It's the whole point of fighting games.

Yeah, exactly, I don't know why people are talking about long combos. SF has never been Marvel.

There's nothing long about a Ryu combo in IV, but you can't just mash it like an idiot and it'll connect like it happens in SF V. I have nothing against them removing 1 frame link bnbs, but no need to make them 1000 frame links, or whatever the fuck the practical amount is, since you can just mindlessly mash it.

That being said, I definitely agree with you about the game not being out, which is why I still have my preorder and intend to give the game a few hundred hours of its fair chance before I declare I don't like it or whatever.

And, like it or not, I'll probably still play it anyway. Unfortunately there's an immense gap in online players when you compare Capcom's latest game to, well, everything else out there. So in the end, it doesn't even matter I'll play whatever they make. Didn't even buy Xrd on PC because I know the game will be dead in weeks. Being an online warrior pretty much means you'll be playing the latest Capcom game, regardless of what you think about it and about other games. I love Skullgirls, rarely play it at all.

Good post max but bro games only 2 months out. You played the latest builds and unless they drastically change things there ain't much depth in SFV. I suspect they aren't gonna change a lot of the things in 2 months. Right now at this point its basically system optimization, and final touches for release.

Well, there will certainly be some big ass balance changes. They said they're not making us buy new entries, but they can still release them every year or something. Wouldn't surprise me if season 2 of DLC characters also comes with a huge patch to add selectable supers, for example.

And then they change the title screen to Street Fighter V: 2nd Impact.

Please.

Capcom, please.

Combofiend, someone, please.
 

Producer

Member
Good post max but bro games only 2 months out. You played the latest builds and unless they drastically change things there ain't much depth in SFV. I suspect they are gonna change a lot of the things in 2 months. Right now at this point its basically system optimization, and final touches for release.

Counterhit sweeps being hard knockdown is a pretty significant change thats recent, you dont know what they could add/change/remove yet.
 

LeMaximilian

Alligator F*ck House
Good post max but bro games only 2 months out. You played the latest builds and unless they drastically change things there ain't much depth in SFV. I suspect they aren't gonna change a lot of the things in 2 months. Right now at this point its basically system optimization, and final touches for release.

Well, the beta builds are 2-3 months old at a time. Many changes could go through the ringer...and I'm fairly sure the guys at Capcom are hearing the cries from many many players.

True story, when I was at PSX-E, several big community players came up to me and asked the same exact question, "How do you really feel about SF5?" Meaning it's not just us expressing these opinions about the game. My response is brutally honest, as I feel I've played so much of the game pre-release, that I'm getting bored already. But this will be fixed with better matchmaking to get higher skilled opponents, and future balance changes to return the 'fun' to some characters. Honestly, I've never been so bored with winning matches in a fighting game than the last couple SF5 beta tests. Seriously, don't take that as a brag. I'm more worried than trying to prove my Street Fighter E-Peen.

Again, hoping the game on release will change as the Capcom guys have been very receptive to input at events.
 

Skilletor

Member
Round and round we go.

People thinking combos = depth make me laugh.

I was thinking about my favorite matches of SF that weren't from SF4. Alpha 2, 3, ST, 3S even CvS2. I couldn't think of any long combos or crazy links that weren't from supers or custom combos.
 

Sinatar

Official GAF Bottom Feeder
I know it's a long time ago but do people not remember how limited SF4 was when it came out?

It took years for people to figure out the combos and tactics in that game, and yet people are declaring the whole of SF5 figured out after a couple of 2 day beta tests.

Seriously, get out of here with that nonsense.
 

oroboros

Member
I don't think it's as much the length of combos, but more the options presented. Due to the leniency of the system it's fairly easy to find an optimized combo, with an understanding of the mechanics, in around 30-60 minutes. The execution of said combo is no longer an issue, making that the go to for any scenario. Ryu was a good example, early on he had many combo options, although their length wasn't very long. However, he could get close to maximum damage on a few different combos and have some decent setup combos, ala MP-MP-Sweep. Even then, the system felt limited, as exploration for veteran players took very little time outside of awkward 1 frame link walk forward combos.

However, a big factor still stands. Game isn't out, need more time to break the system to find better things. It's the whole point of fighting games.

Well I'm all for more options off of combos and differing combo paths having a different reward to provide meaningful choice, like more damage vs more meter vs better followup setups vs corner carry or whatever. But most people complaining about the combos just seem to want them to be harder and longer for no real reason except mah execution.

However it all turns out, I think if the game becomes too boring or straight forward for a majority of players and viewers I'm glad Capcom seems to have the tools to tweak the game more easily this time with their new delivery system and add in features and mechanics in future iterations of SFV with free updates or whatever they are planning.
 
Well, the beta builds are 2-3 months old at a time. Many changes could go through the ringer...and I'm fairly sure the guys at Capcom are hearing the cries from many many players.

True story, when I was at PSX-E, several big community players came up to me and asked the same exact question, "How do you really feel about SF5?" Meaning it's not just us expressing these opinions about the game. My response is brutally honest, as I feel I've played so much of the game pre-release, that I'm getting bored already. But this will be fixed with better matchmaking to get higher skilled opponents, and future balance changes to return the 'fun' to some characters. Honestly, I've never been so bored with winning matches in a fighting game than the last couple SF5 beta tests. Seriously, don't take that as a brag. I'm more worried than trying to prove my Street Fighter E-Peen.

Again, hoping the game on release will change as the Capcom guys have been very receptive to input at events.

I certainly understand what you mean by the matchmaking stuff. Destroying players who are lower skilled than you is no fun. It's not fun for neither party and you both learn nothing. You did your typical pattern and won and the other guy just got destroyed and learned nothing. The two best matches i played in the previous beta was against Jason Cole( atleast i think it was him) and gootecks. Jason cole it came down to last round but gootecks i got destroyed i had not idea how to tackle this R mika character. But yeah man they gotta get this matchmaking business on point.
 

Gbraga

Member
Round and round we go.

People thinking combos = depth make me laugh.

I was thinking about my favorite matches of SF that weren't from SF4. Alpha 2, 3, ST, 3S even CvS2. I couldn't think of any long combos or crazy links that weren't from supers or custom combos.

No one is making that argument here.

This is a seriously annoying strawman people have built to defend this game from criticism. People who defend SF V whenever execution comes up are the only ones who seem to think you either have execution or mind games.

I know it's a long time ago but do people not remember how limited SF4 was when it came out?

It took years for people to figure out the combos and tactics in that game, and yet people are declaring the whole of SF5 figured out after a couple of 2 day beta tests.

Seriously, get out of here with that nonsense.

Well, yeah, absolutely, but do we really need to wait years before we can criticize a game? I don't see this mentality when people are quick to hype and say how awesome SF V is with a couple of 2 day beta tests.

Don't worry, I'm more than willing to admit I was wrong about it if it turns out all my worries were unreasonable and the game is actually much better than I thought it would be.

I certainly understand what you mean by the matchmaking stuff. Destroying players who are lower skilled than you is no fun. It's not fun for neither party and you both learn nothing. You did your typical pattern and won and the other guy just got destroyed and learned nothing. The two best matches i played in the previous beta was against Jason Cole( atleast i think it was him) and gootecks. Jason cole it came down to last round but gootecks i got destroyed i had not idea how to tackle this R mika character. But yeah man they gotta get this matchmaking business on point.

I feel like they're already doing something with this beta. In the quick stress test I would start to get matched with players who had win streaks when I had my own going. Which is really interesting to me, because it seems to be a much more efficient way of determining matching skill levels than just points.

I still hope they'll let us create and join lobbies manually like in SF IV, though. I really dislike games that limit themselves to auto-matchmaking. I'm sure we'll have endless lobbies, but I want them for Ranked too!
 

LeMaximilian

Alligator F*ck House
Well I'm all for more options off of combos and differing combo paths having a different reward to provide meaningful choice, like more damage vs more meter vs better followup setups vs corner carry or whatever. But most people complaining about the combos just seem to want them to be harder and longer for no real reason except mah execution.

However it all turns out, I think if the game becomes too boring or straight forward for a majority of players and viewers I'm glad Capcom seems to have the tools to tweak the game more easily this time with their new delivery system and add in features and mechanics in future iterations of SFV with free updates or whatever they are planning.

Agree on both fronts. Which is why the first beta, or the E3 build felt the most fun. The combos weren't crazy long or hard, but you at least felt like you had options to choose from. I really liked that version of SF5. But, I'm one of those guys that wants everyone to feel crazy powerful in a fighting game. Mika's corner mixup is too good?! Then make sure everyone else has a tool that's just as good.
 

Moaradin

Member
Didn't even buy Xrd on PC because I know the game will be dead in weeks.

That's a shame to hear since the online on PC is quite good right now. Netcode is better than the console versions (probably because most PCs are wired and not wireless) and they just put out a patch to fix the online bugs it had. I think it will have a small but dedicated playerbase on PC. Enough to get matches consistently.

PC is a very good place for fighting games right now and I love it. Where else can you play SF5, Guilty Gear Xrd, and Killer Instinct(soon) all in one place?
 

Vice

Member
Round and round we go.

People thinking combos = depth make me laugh.

I was thinking about my favorite matches of SF that weren't from SF4. Alpha 2, 3, ST, 3S even CvS2. I couldn't think of any long combos or crazy links that weren't from supers or custom combos.
Execution is more than combos though. And many of those games do have very tight execution requirements for certain aspects. Roll canceling or being able to perform parries at a high level in a tense scenario are another form of execution for example.

I'm not even the type of person who grinds out combos more than needed, but like the option for people in the scene who do in the games I play. Seeing and playing against all the different types of players is a treat.
 
That's a shame to hear since the online on PC is quite good right now. Netcode is better than the console versions (probably because most PCs are wired and not wireless) and they just put out a patch to fix the online bugs it had. I think it will have a small but dedicated playerbase on PC. Enough to get matches consistently.

Yeah, I think Xrd will be fine. Of all of the games ArcSys is releasing over the next six months Guilty Gear is the one that will end up keeping the most players. They were smart to drop that one first.

I'm glad Nash is in the beta. Didn't get that great a feel for him in the second one, so I can make that my main priority this go around.
 
Round and round we go.

People thinking combos = depth make me laugh.

I was thinking about my favorite matches of SF that weren't from SF4. Alpha 2, 3, ST, 3S even CvS2. I couldn't think of any long combos or crazy links that weren't from supers or custom combos.

No ones talking about 50 hit combos lol. We are all taking about removing options and combo variety from the game. Read Max's post (8029). Stop being so insecure bro. We are criticizing the game to make it better. I always notice you are the first person to jump on this games defense. If you enjoy it the way it is right now don't worry keep playing. You have the right to like the current state of the game but not everyone will agree with you on that.
 

Gbraga

Member
That's a shame to hear since the online on PC is quite good right now. Netcode is better than the console versions (probably because most PCs are wired and not wireless) and they just put out a patch to fix the online bugs it had. I think it will have a small but dedicated playerbase on PC. Enough to get matches consistently.

PC is a very good place for fighting games right now and I love it. Where else can you play SF5, Guilty Gear Xrd, and Killer Instinct(soon) all in one place?

Well, I should say I'm from Brazil as well, so that already impacts my experience. I can't speak for other countries, but at least here, non-Capcom games are destined to die in a couple of weeks.

I do know that me not playing it contributes to the issue, but those games aren't free, there's only so many times you're willing to buy games you end up never playing hoping something will change before you learn your lesson and just give up.

Execution is more than combos though. And many of those games do have very tight execution requirements for certain aspects. Roll canceling or being able to perform parries at a high level in a tense scenario are another form of execution for example.

I'm not even the type of person who grinds out combos more than needed, but like the option for people in the scene who do in the games I play. Seeing and playing against all the different types of players is a treat.

Exactly!!

Step Kick, counter hit confirm into c. HP and Anti Air grab with Abel is not a long combo at all, but the execution is much higher than anything I've seen in the beta.

Maybe except for Karin's instant thingie combos?
 

Skilletor

Member
Execution is more than combos though. And many of those games do have very tight execution requirements for certain aspects. Roll canceling or being able to perform parries at a high level in a tense scenario are another form of execution for example.

I'm not even the type of person who grinds out combos more than needed, but like the option for people in the scene who do in the games I play. Seeing and playing against all the different types of players is a treat.

I agree, and I think this game will have some of that. Being able to hit confirm counter hits, movement will definitely be key (really feels like 3s).

No ones talking about 50 hit combos lol. We are all taking about removing options and combo variety from the game. Read Max's post (8029). Stop being so insecure bro. We are criticizing the game to make it better. I always notice you are the first person to jump on this games defense. If you enjoy it the way it is right now don't worry keep playing. You have the right to like the current state of the game but not everyone will agree with you on that.

Nobody's insecure. lol. You notice me defending the game when you say silly stuff like, "Cammy's canon spike should be crush counter on block," when it already is. Feel free to dislike and criticize all you want. You're saying stuff, why should I stop because I disagree with what you're saying?

I don't even like the low execution requirement of SF5. I want the buffer window gone, but people saying stuff like "There's no depth, super casual" whatever when the game isn't out or done is stupid. You haven't played anybody good at SF5 yet, so I don't believe these things are true. Now, if it comes out and after a few months of play, this is all we're seeing, then I'll agree.
 

Coda

Member
Honestly, I've never been so bored with winning matches in a fighting game than the last couple SF5 beta tests. Seriously, don't take that as a brag. I'm more worried than trying to prove my Street Fighter E-Peen.

I agree Max, winning just feels weird in this game at least from my last experience with the 2nd beta phase. I was playing R. Mika mainly though so I was pretty much steamrolling through everyone because my Street Fighter fundamentals are hella strong and it was obvious that the opponents I was facing didn't really have much in the way of fundamentals.

It will certainly get better when people online get better and the wins mean something in terms of your rank and all.
 

oroboros

Member
That's a shame to hear since the online on PC is quite good right now. Netcode is better than the console versions (probably because most PCs are wired and not wireless) and they just put out a patch to fix the online bugs it had. I think it will have a small but dedicated playerbase on PC. Enough to get matches consistently.

PC is a very good place for fighting games right now and I love it. Where else can you play SF5, Guilty Gear Xrd, and Killer Instinct(soon) all in one place?

Oh yeah PC is getting exciting with KI coming and now that Blazblue Chrono Extend, Melty Blood, and Under Night got announced I don't feel I need a new gen console at all for fighting games.
 

Moaradin

Member
Steamrolling players that don't know what they're doing is never gonna be fun. Once the skill-based matchmaking actually works and you're fighting players your level, the game is gonna be a lot more fun. Hopefully it actually works in this beta. They added ranked MM in Beta 2 but I don't think it ever matched you based on skill.
 
Steamrolling players that don't know what they're doing is never gonna be fun. Once the skill-based matchmaking actually works and you're fighting players your level, the game is gonna be a lot more fun. Hopefully it actually works in this beta. They added ranked MM in Beta 2 but I don't think it ever matched you based on skill.

Considering how much unique data the CFN is keeping track of, it'd be interesting to see matchmaking based on some of those statistics. I don't think it'll happen either though, especially at launch.
 

LeMaximilian

Alligator F*ck House
Steamrolling players that don't know what they're doing is never gonna be fun. Once the skill-based matchmaking actually works and you're fighting players your level, the game is gonna be a lot more fun. Hopefully it actually works in this beta. They added ranked MM in Beta 2 but I don't think it ever matched you based on skill.

Yup. My big hope is that my feelings will change even with the dramatic adjustments made over the betas. It's possible that really close matches could be hella satisfying, along with good netplay. Like I said, holding out hope that everything will be OK at launch.
 

Xevren

Member
Steamrolling players that don't know what they're doing is never gonna be fun. Once the skill-based matchmaking actually works and you're fighting players your level, the game is gonna be a lot more fun. Hopefully it actually works in this beta. They added ranked MM in Beta 2 but I don't think it ever matched you based on skill.

It didn't and you're definitely right. My goal is just to try everyone out to see what they're like and have fun, every once in awhile you may get a great match at least....hopefully.
 

Mizerman

Member
There are people who like alot of different styles if games. However Capcom chose to go this direction. Personally I prefer it, as I prefer good reads, mind games and spacing. I'm not very good at doing great long combos. So it feels like this game appeals to me alot, brings me back to the old SF2 days which I love. There alot are so many other fighters for people who enjoy Combo heavy fighters Capcom can't please everyone.

Same here.

SFV sounds more up my alley and maybe that's why I'll enjoy it more compared to 4.
 
This is the type of shit I hope to see in more SFV matches as people get a hold of the systems.

https://www.youtube.com/watch?v=nSrQGdQT1aY

That mika player was sick, but he fucked up his execution and paid for it. Those clutch victories where you can tell a person really knows their character and how to play against others is what people should evolve to.

And steamrolling people isn't hard right now. I'm ass at fighters but I was able to take matches because people play this game like SF4 still.
 

Shackzam

Member
I gotta ask, but what is the reasonable combo potential in third strike that was used in matches? I didn't play third strike that much, but from a spectators view it was very limiting unless using meter or characters like yun and yang. Most of the "action" came from the neutral play. I don't understand the complaints of combos when street fighter seemed to be more focused on neutral play and sfv seems to be accomplishing the goals of this neutral heavy game plan. I may be wrong with my third strike example, but strong neutral being the focus of street fighter is what's important. This topic keeps on going in circles, so I don't want to add anymore to it.
 
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