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DPS & WoW

  • July
  • 8

I’ve been asked to provide some general tips about DPS from guild mates, this is just a quick writeup on things off the top of my head.  This is by no means a specific guide for classes like Shadow Priest of Arms Warrior (there are tons of sites for that type of information), but more of a general guide on how to do good DPS.  The instructions below, with a good dose of knowledge from places like noxxic.com or elitestjerks.com and you’ll go a long way towards topping the charts with DPS.

  • Dead DPS does no DPS.
    Don’t die, don’t cause others to die  Know the encounters at hand and what’s coming your way.  This helps not only surviving the encounter,  but it also helps when there are upcoming opportunities to do some extra damage (low health mobs and execute, etc).  Claiming that you’re capable of doing a ton of damage isn’t all there is to being good DPS. Staying alive (do not stand in fire), not pulling aggro, and not getting the entire raid killed by doing something stupid is what makes you good DPS. If you’re so focused on topping the meters that you’re willing to put yourself and the rest of the raid at risk, then, yes, you are “bad” DPS.  To put it simply, you should not be content to simply survive the encounter. Dominate the encounter! Do all the tasks assigned to you, stay alive, and do your best to top those meters at the same time.
  • Know Your class
    You’ve heard this mantra before, but it’s still the first step to even come close to achieving your potential. If you don’t know your rotations or spell priorities, you’re not going to come close to those who know the most effective techniques. Research your spec. Depending on whichever patch is current, some class specs offer higher DPS outputs than others. Check your class’ forums on worldofwarcraft.com and see what other people have to say about the relationship between spec and DPS. Make sure at least one of your specs is tuned for proper DPS. Finding this info for your class isn’t hard. Check out WoWwiki.com. Or the forums at Elitist Jerks has a ton of information if you have the time to sift through it all.  If you want a general summary check www.noxxic.com for information.  It’s important to understand what your stat priorities are and how to configure them to optimize your character.
  • Properly gear yourself
    Know what gear is best for your class. Know what hit caps you need and try to maintain them as you gear up. Know what stats your class favors and how they affect your spec. Improving your gear (and thus your DPS) is a game of inches. It’s gonna be rare that you’re going to find some huge upgrade that is going to send your DPS through the roof. As your gear improves, your DPS will improve little by little.  Reforge your gear apropriate to your class’ spec.  Check sites like http://www.askmrrobot.com for information on how to properly forge/enchant your gear if you can’t tell for sure yourself.
  • Know the Event
    Even with every single aspect of your character’s gear and talent build tuned to perfection, if you don’t have a working knowledge of each encounter you’re going into, your DPS will suffer. research the fights.  Your DPS is never going to be tops while you are still learning the encounter, in fact your DPS will be lower than normal, along with everyone else who is also learning.  Learn what’s expected of you, where and when to move, and how to maximize your DPS in those situations.  Understand when a movement phase is about to occur so you can properly stack any abilities ahead of time.  Think of ways you can maintain appropriate DPS while on the move.  Knowing the encounter will enable you to plan ahead for opportunities to amplify your DPS even more.
  • Give a damn
    I can’t stress this one enough. Care about your damage. Be proud of it (don’t rub it in other people’s faces though). You should want to be Flasked and Well Fed at all times. Blow money on the mats if you need to. Do it because you care. And for the love of God, enchant and gem ALL your gear. I know you’re just a few VPs away from those new pants and you don’t want to spend the gold or mats on new gems and enchants, but that’s just slacking.  People bring you to the raid for DPS, not your charming smile, so it’s your job to bring that DPS in turn.
  • Monitor your DPS
    Get an addon like Recount/Skada or log your raids with something like World of Logs. Better yet, do both. Sure, watching Recount during encounters can be dangerous. You can fall victim to DPS Tunnel-vision and end up standing in some purple goo that kills you. However, having it there is subtle reminder that your are trying to perform here. It keeps you honest and prevents slacking. You want to be toward the top of that thing. Don’t slack. Flex that epeen! Using a more robust logging tool like World of Logs is great for analyzing the post game. You might find some areas where you could improve.
  • Don’t neglect your reputations
    Certain DPS boosting pieces (like the Arcanums offered by the Guardians of Hyjal  and the shouder enchant that can be purchased from Therazane) require that your raise your reputation with the faction that offers the piece for sale before you can purchase it. These help a lot and everyone who wishes to improve their character as much as they can should work on their rep with these factions in order to get them before they begin to grind reputation elsewhere or work on another character.
  • Don’t overlook the small stuff
    If you have 2,000  spell power and a hit rating of 50, your DPS is probably going to be lower than someone with 1,500 spell power and a capped hit rating. What about haste? Critical strike rating? Secondary stats can and do affect your DPS greatly, so be sure to learn all you can about how to balance your primary and secondary statistics. Also, don’t overlook things like buying an extra socket for your belt. The little things can add up to equal more DPS and greater success in an instance or raid.
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  • Hit the training dummies
    Practice makes perfect, proper execution of your abilities is the single most important aspect of DPS.  Get to understand your class’ abilities and the way they ‘flow’.  Sometimes this is easy in the form of a set rotations, but more often than not in modern WoW you have to adjust to the situation at hand.  Gemming/Enchanting/Reforging things wrong will cost you 100s of DPS, possibly a couple of thousand if your have your glyphs wrong. Execution failure will cost you thousands if not tens of thousands of DPS depending on how badly you screw it up. The only way to execute better is to practice. The difference between people at the top of WOL and you is execution, not gems specs or gear. Everyone who cares about doing more damage should make it a priority to hit the dummies and practice. People who think they are “past” this usually aren’t, and it remains the single most effective way of increasing your damage.  It’s  important to understand how to adapt to these changes without giving it a second thought.  The only way to do that is to become so familiar with your character and how it plays that you can do most actions by memory alone.   If you’re staring at the hotbar you’re not watching where you’re standing.  This can lead to dire consequences.

But… I’m doing all this already.

OK, so you know your class, you’ve got decent gear and it’s enchanted to the gills. You monitor your DPS and compare yourself to others to try and better yourself. You give a damn, you really do. As a result, your DPS is pretty damn good. But somehow you feel you’re still coming up short. You’ll find other raiders that are similarly geared that can still surpass you. You’ve even asked them about their rotations and spec and things seem similar. What do they have that you don’t have?

  • Craft your UI
    This is the big one in my opinion. Efficiency of your actions will help give your DPS the boost it needs. Laying out your User Interface in a way that streamlines your job can really tighten up your game. This isn’t something I can tell you how to do step by step. Everyone plays different and you should customize your UI to what feels comfortable to you. I can give possibly give you some ideas that may at least give ideas of what you can do.  Using Macros can help you string together some abilities to make them go off together. Using a powerful ability like Execute and Recklessness at the same time can yield some great results. Why not toss any “on use” trinkets you have in there as well. Not only does this allow you to stack abilities to make some big numbers, but you can also take advantage of situations where the boss is susceptible to great damage as well.Addons are great for adding functionality to your UI. Bartender 4 is a great start. It allows you to add move, scale, and even add more action bars on your screen. You can do some great stuff with it.I’m a big fan of Power Auras. There is just so much you can do with them. Time your cooldowns, test for whether debuffs have fallen off your target, check for buffs that you are receiving. While all of these thing are in you buff bar and on your targets debuff bar, there are a lot of shifting little icons that are kinda hard to see when your also trying to watch your feet and not stand in fire. Power Auras allows you to make custom auras that appear over your character when certain conditions are met. This is great for monitoring buffs or debuffs that you care about most. Plus, the auras are iconic and unique, so you don’t need to read a little tag of text. Which could improve your response time. In addition, by placing the auras over your character, you’re able to watch your character and make sure your not standing somewhere where you shouldn’t be.Another thing to try is increasing your camera distance. By zooming out, you can see more of the things that can hurt you and possibly take action early to avoid them. The code below will, once entered, allow you to zoom out further. While you can’t teach “situational awareness,” zooming out might give you an edge on it./script SetCVar(”cameraDistanceMax”,30)

These are merely suggestions that might help you raise your DPS from average to exceptional. You want to out-perform your gear level. In the end, this may help others recognize you as a skilled player who can bring the pain when you need it.

No commentsGame Talk

Adventures in Switching Gaming Genre

  • June
  • 19

I refer to myself as a gamer…always have.   Without games on the PC it’d be little more than a footnote in my life.   I’d probably still be soldering circuit boards…by now I’d probably be like those guys you see in the youtube videos with cool robots.

But I got into games. When dad brought home our first computer (a tandy MC10 ) the first thing I did was ask if it could play games.   He gave me the goofy little spiral bound book that came with it and showed me the basic programs that came with it.

Nowadays my home PCs hardly ever do any ‘real’ work.  Since ‘99 I’ve mostly been playing MMOGs, but as stated in my last post I’m tired of those.   So I want to go back to one of my favorites…combat flight sims.

Ugh.  What a pain this is turning into.   First you need a good joystick…I’ve always wanted a good throttle so I got the Saitek X52.   Fired up aces high II and found out I want a rudder pedal set right off the bat.    Of course you have to have something to mount all this crap on, a comfortable place to play it…the setup will definately impede the use for anything but flight sim.

God help me if I get in the car race sim mood again (mmm force feedback steering wheels).

I’m hopeless.

No commentsGame Talk

Advent Notes - SINS

  • April
  • 14

When building fleets, use lots and lots of guardians. These coupled with an attack fleet supported by at least one Progenitor Mothership are just about unstoppable. Just be sure to micromanage your guardians so that they keep a continuous shield up instead of all going off at the same time. By doing this you can render your opponents shots to be worthless especially when the Progenitor is doing shield restores. Shield mitigation plus damage sharing from that the guardian shields will protect all but the weakest Advent ships. The fleet your wielding can be balanced or spam ships…the outcome is normally the same.   If you’re keeping a fleet using Guardians, it’s often to keep your units on Hold Position to avoid the problem of units chasing enemies out of the Repulsion field and off into the jaws of your enemies. This ensures none of your units stray to far or your Guardians wander off, and usually a good way to fight defensively as Advent.

Repulsion with Malice and Cleansing Brilliance can be a very potent combination. You can use your Malice and Cleansing Brilliance, then simply push away the enemy fleet while you recharge (a Radiance using Guidance can help hasten the Cleansing Brillinace recharge cool down if needed). Then once charged you can let them in close and give them another hit. Fighting from a world with multiple Repair Bays to cover damaged units, and if possible an Antimatter Recharger or two will help you in longer battles. If the AI has taken a liking to Carriers/Transporters/Drone Hosts, going heavy flak or getting a couple Halcyon’s with Telekinetic Push should help solve the problem.

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    Use a combo of Disicple/Defence/Areia/Iconus/Subjagator/with caps depending on the role of the fleet.  When going up against the Vasari  use radiance battleships to deplete their antimatter, Halycon carrier to keep back fighters, and iconus guardians with their shield projection (while keeping lots of escort vessels to take the brunt of the attack).  Subjugators are very useful against Vasari. The buff they give friendly ships temporarily makes them immune to being stunned ( to counter Subverters).

    Idea on planet defense…build 2 to 3 frigate factories at choke points and guard them with a dozen or so plasma turrets. Build this mob of mess closest to the planet surface so to provide planet defense too.    Iconis, and illums stationed near a regen chamber with stand ground around active also works well.

    Malice and cleansing brilliance (its the colony and the fighting mothership that have these abilities). Cleansing brilliance does a ton of splash damage in the beam ray and malice spreads damage across the enemies fleet. With just those two capitals and NO support at all I quite often wiped out fleets of like 50 light frigates (in patch 1.02) within seconds. Having those two cap ships at a choke point just leveled up to 6 and you can basically hold off the AI forever.

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    General Strategy

    • April
    • 12

    -Choice of cap ship is important. If you are looking to grab territory fast than pick your first cap ship to be one that has Colonize ability. Otherwise just get the one that is meanest in a straight up fight (Kols, Radiance, Kortul), it makes a big difference when trying to conquer neutral planets that have big militias.

    -Trade is a big moneymaker. Don’t skimp on it.

    -Don’t always try to outbribe pirates, intercepting their fleets with yours can get your cap ship valuable experience.

    -Always start out the game by building scout frigates and setting them to autoexplore. By the time you have your first cap ship, your scouts will have revealed most of the map to you. Use this info to decide on what planets make the best chokepoints, and put priority on capturing those first. You’ll also have to figure out based on the location of the pirate base what planets you should fortify to protect against pirate raids.

    -Don’t upgrade your fleet-size before you have to. The loss of 9% adds up.

    -Don’t build more research-facilities than what is required for your next handful of research. pace yourself

    -Don’t invest in Mining-technology until there are no easily available planets for colonization. Generally, it’s more cost-efficient to settle a new planet and buy extractors for a few hundred credits, than the cost of researching the rather small upgrades to mining.

    -Trade…don’t neglect it. A single trade-center can generate as much Credit-income as a small planet.

    -Don’t wait too long to get culture-spreading structures up and running. Not so much for the bonusses you get, but rather to counteract the spread of your opponents’ cultures. If their culture reaches a neutral planet, you’ll be unable to settle it. If their culture reaches one of YOUR planets, allegiance starts dropping very, very, very quickly, making that planet useless and eventuallt rebellious before you know it.

    -Don’t build Planet-bombarding Frigates. For the same ammount of fleet-points as a few of those, a single Planet-smasher Capital-ship performs much better…and stands a chance of surviving other attacks too.

    -This game is about bottle-necks and choke-points. Identify the planets where the enemy will have to pass through, and fortify them. Some of the pre-made maps have areas that are clearly designed for this: Asteroids with the “Porous Core”-attribute. These have a gravity-well that is 33% the size of normal planets, making it much easier to defend. These are “Super Choke-points”.

    -Cheesy “Confound your enemy”-tactic #1: Long-Range rush. Works best as TEC, but others can do it as well. Research up to the prototype of the Faction’s long-range frigate, and build 16 gazillion of them. Group them, have them jump at the same time, and send them to your enemies. They will have little defense against this early on.

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  • -Cheesy “Confound your enemy”-tactic #2: The Bee-swarm. Most fleets and most planet-defenses will be in trouble against massed numbers of carriers, unless they have invested a good deal of their money and/or fleet-supply to counter this. Very often, people haven’t. So make carrier cruisers and carrier cap-ships, with a ratio of about 1 fighter to 2 bombers, and send them off in a single chunk. If your opponent isn’t prepared for this, he won’t be able to counter-attack with much. (He’d need other fighters, Scout-ships in large numbers, or Flak. Often people will have neither in any significant quantity)

    -When faced with superior numbers, the AI is very quick to flee. For this reason, divide your attacking force into at least 2 groups: 1 group to stay and finish bombarding the planet and its defenses, and 1 group to pursue the fleeing fleet.

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    Notes - Compiled

    • April
    • 12

    Trade 

    With TEC, you get a baseline 1.0 credits/s per trade port. You get an additional 0.1 cred/s for every additional ‘chain length’. On top of this, you have research upgrades. By the end of a huge map you will usually be taking in about 2.5 - 3.2 per port. This can easily outstrip- your tax income on large maps, because trade income isn’t subject to alligence penalties.

    Culture 

    Every planet under the effect of friendly (your own, or teammates’) culture gains a 10% allegiance bonus, which means a 10% increase to credit/ore/crystal production.

    The culture research paths also grant racial bonuses to fighting in friendly culture: antimatter recharge for TEC, damage for Vasari, shield mitigation for Advent - and since Advent can freely spread their culture anywhere with the Deliverance Engine, it makes for a great fleet support mechanic.

    No commentsRTS

    SINS Notes

    • April
    • 12

    Scraps of posts I’ve seen; archiving here for future digestion.

    Tec Build (additional build, + heavy modifications)

    Build 1:
    Standard 1v1 (non rush) build on small-medium map:

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 scout frigates, scout
    5. Start Mazra or Kol (either works fine) when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build 1 military lab
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids, and add 2nd military lab
    13. Research lrms, start producing
    14. Asteroid #2 should be cleared and ready for taking (there’s almost always a second asteroid, if not, find a lightly defended terran or desert)
    15. Take asteroid 2, build it up as before
    16. You should be popped out now on LRMs, start research on flaks.
    17. Your scouts should see opponent enemy composition. You have 3 colonies, you can decide whether to take more or contest neutral extractors (I usually do neutrals)
    18. Start research on popultion upgrade
    19. Whichever colony is CLOSEST to opponent, should build at least 2 frigates factories
    20. Depending on opponent unit composition, start production on Flaks and LRMs
    21. Your capital should be 4 or 5 now, continue pressuring
    22. Win or lose, depends on you

    Build 2:
    Hardcore rush 1v1, small map

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 scout frigates, scout
    5. Start Sova when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build 3 light frigates, then a colony ship
    8. Send Sova to enemy main base with embargo
    9. Take nearby asteroid with light frigates (all maps have 1 nearby asteroid)
    10. While taking asteroid, scuttle capital ship factory
    11. Continue harassing with Sova (jump in, embargo, jump to nearby star, recharge mana, jump in, etc.) Note Embargo only stays in effect while Sova is in system.
    12. Get asteroid operational, while building the 2 military labs. Send the light frigates to your Sova to confuse opponent
    13. Start LRM production immediately, queue to your Sova
    14. Research pop upgrade, take neutral extractors with colony ship, and continue LRM production
    15. Since they have almost no income (no trade income early, almost all income comes from home planet which has no income due to embargo) your mass LRMs should overrun him and end the game

    Build 3:
    Economy build, larger 1v1, medium large 2v2

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 scout frigates, scout
    5. Start Mazra or Kol (either works fine) when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build 1 Civil lab at main
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids, and add 2nd civil lab
    13. Start research on trade, and continue taking any planet within reach
    14. Start placing trade ports as income allows, research ice or volcano depending on allegiance to home and mineral quality.
    15. Deserts are a priority, you can support a ton of trade ports per desert planet
    16. You’re doing this with little to no units, because you expect the opponent can’t get to you in time. If they can, you shouldn’t be doing this build anyway.
    17. With spare slots (or upgrade as you will), add 2 military, start LRM production
    18. Tech up, start mixed LRM/Flak production
    19. Add static D (Gauss) at outlying colonies, continue building trade ports at inner colonies
    20. Once an economic advantage is secured, mass an unholy army of LRM/Flak and charge.

    Build 4:
    Anti Advent

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 scout frigates, scout
    5. Start Kol when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build 1 military labs at main
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids, and add 2nd military lab
    13. Let the advent scout your two military labs (so he thinks you’re going LRM, and in fact, you CAN go lrm if you so choose, it depends on his unit composition)
    14. Pump light frigates, watching his unit composition. If he has disciples, add a few (5-6) lrms to crush them. Continue making light frigates after
    15. Once you have enough lrms to beat down his disciples, continue adding only light frigates, and research flaks
    16. Do not let Advent tech. Many of the more clueless posters keep saying how great Advent is with level 6 cap ships. He’ll be lucky to have a level 2, forget about level 6.
    17. If the advent is good, he has been massing defense vessels. If he doesn’t mass defense vessels, just kill him with LRMs. Note, NONE of his units do well vs light frigates. Disciples do “ok,” but he has NO counter (illuminators do NOT get the bonus damage)
    18. Trap the Advent in his asteroid + terran. At this point, since none of his ships do anything to yours, he’s probably building static d, awaiting your push
    19. You can now either build 2 civil and go trade + colonize while holding him back, or add 3 military and go kodiaks and kill. It’s map dependent
    20. Finally, make sure he doesn’t level his caps. Every time he leaves his base, gank him with your fleet. He can’t kill them with his units (poor advent)

    General micro tips:
    Flak/defense/sentinel frigates do poor dps, but have incredibly high hp for frigates. Here are micro tips:

    Target weak units first. LRM on light frigate, etc.

    Afterwards, if opponent is massing flak type units, use existing lrms to reduce their capital ship hp, while you can produce flak type units of your own. The multiple angled shots from flaks are actually a BAD thing. It REDUCES flak dps since they can’t use all their guns at once. Their effective dps is horrible, but since LRMs don’t really kill them, it becomes some horrible attrition fest. Ignore that, and kill their big ships.

    Use Mazra’s aoe abilities, or Kol’s gauss, to quickly destroy flaks (very quickly). Flaks cannot damage capital ships. Not even 10-20, will do significant damage (they barely break your shield regen) –> it ends up being something like 1 dps per flak after damage reduction and shield mitigation

    If you need, the heavy cruisers pack a good punch. With Tec, you are strong at two points. Early game, LRMs are highly efficient killers. Mid game, your economy is much stronger if you went build #3. Stay with your strengths.

    1 more note, Akkon appears to be bugged. The aura adds no dps to the units (although increases range), making it worthless. I’d suggest a buff is needed.

    Advent Build Orders

    Build 1:
    Standard 1v1 (non rush) build on small-medium map:

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 seekers, scout
    5. Start Mothership (regen/malice/malice/regen/malice/regen as skills) when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build 2 military lab
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids, and add 2nd military lab
    13. SCOUT THEIR HOME PLANET. If they made light frigates, build disciples (research defense vessels in meantime). KEEP SCOUT ON THEIR HOME PLANET. Once LRM production starts (and it will) start defense vessel production.
    14. Asteroid #2 should be cleared and ready for taking (there’s almost always a second asteroid, if not, find a lightly defended terran or desert)
    15. Take asteroid 2, build it up as before
    16. Continue spamming defense vessels
    17. You have 3 colonies, you can decide whether to take more or contest neutral extractors (I usually do neutrals)
    18. Add additional military lab, start research to Guardians
    19. Whichever colony is CLOSEST to opponent, should build at least 2 frigates factories
    20. Add illuminators and Crusaders (if you can)
    21. Your capital should be 4 or 5 now, continue pressuring
    22. Add a second capital if you need to, otherwise attempt to beat back their fleets with Malice.

    I personally avoid drone carriers (I think they suck), but I’ve seen them used. If you use drone carriers, don’t use defense vessels and vice versa (mainly due to the expensive research costs, it’ll end up killing your unit count –> and then killing you)

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    Build 2:
    Rush 1v1, small map

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 seekers, scout
    5. Start Radiance when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build 4 disciples, then a colony ship
    8. Start taking nearby asteroid(s)
    9. Scuttle Capital ship factory
    10. Add 2 military factories, continue pumping disciples
    11. When asteroids are cleared, pressure with disciples, aim for labs if possible. Make sure to scout for lrms (assailants)
    12. Research drone carriers
    13. Spam drone carriers and hope to wipe out his army
    14. Continue production and take neutral extractors
    15. Hope to kill them before they can counter your drone carriers with enough flaks. Micro fighter/bomber away from their flaks if possible.

    Build 3:
    Economy build, larger 1v1, medium large 2v2

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 2 scout frigates, scout
    5. Start Mothership (same skill build as before)
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory, pump some disciples (map dependent) for early game presence. Add disciples until first pop, but don’t go over. Scout your opponent. If it looks like an LRM rush, you’ll have to tier up and go defense vessels. Luckily the map is large, so either he’ll have to clear the planets in between, or he’ll have to take damage (and take a long time) getting to you. That gives you enough time for the civil labs.
    10. Build 1 Civil lab at main
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids, and add 2nd and third civil lab
    13. Start research on trade, and continue taking any planet within reach
    14. Start placing trade ports as income allows, research ice or volcano depending on allegiance to home and mineral quality.
    15. Deserts are a priority, you can support a ton of trade ports per desert planet
    16. You’re doing this with little to no units, because you expect the opponent can’t get to you in time. If they can, you shouldn’t be doing this build anyway.
    17. With spare slots, tech to tier 2, and scout out their army composition. A safe build is to add defense vessels and static defense (Beam platforms). Drone carriers hiding in back are a viable defensive strategy as well
    18. Tech to a second capital ship if you can afford it (Radiance is a good choice), add Guardians to fleet mix
    19. Add illuminators + crusaders
    20. Once you have crusader + guardian + defense, start your offensive. Keep everything in your shield bubble to increase shield mitigation. FF their weaker ships (or autoattack with illuminators). You have no easy way of killing capital ships, but your radiance manaburn can deal with their special abilities.

    General micro tips:
    Flak/defense/sentinel frigates do poor dps, but have incredibly high hp for frigates. Here are micro tips:

    Target weak units first. Disciples on heavy armor, crusaders on LRM, illuminators on… nothing (CHANGE THAT DAMAGE TYPE ALREADY)

    Malice is an important feature in larger fights, but is worthless in small encounters. Furthermore, the Mothership has horrible dps for a capital ship. Remember to keep it in back so it doesn’t randomly die (it’s the speed of the space whale). Manually cast all spells, otherwise you’ll just waste them.

    Note that defense vessels are by far the best flak type in the game. They should form the bulk of your army against LRM spammers, but note that they are worthless against anything else. Also, try to melee your defense vessels (fly them into the LRM formation for more guns firing).
    Vasari is my primary race (after I decided to learn it, immediately following my original post about game balance, oh so long ago).

    Vasari builds are more map dependent than any other, so instead of a flat build path as I’ve done in the past, I will go over the THEORY AND EXECUTION of the Vasari.

    THEORY:
    Vasari have excellent map control with Navigators. Against non-Vasari, you will take every neutral extractor. Against another Vasari, you will fight viciously over every neutral extractor. This is how they are played.

    The following Vasari units are terrific (in order of use):
    1. Assailant
    2. Subverter
    3. Enforcer

    The following Vasari units are counter units:
    1. Sentinel
    2. Skirmisher (to counter sentinels)

    The following capital ships are useful in ORDER of usefulness:
    1. Devastator Battleship (Mana burn + attack speed)
    2. Marauder Battlecruiser (Free fighter squad at start + nice spells)
    3. Dreadnaught (phase missle swarm + assault specialization)
    4-5: other two. Carrier sucks. Why? Repair hull is crap. You will repair the hull of the ONE ship they’re focusing. Everything else doesn’t benefit at all. Compared to restore shields, it’s an order of magnitude worse.

    Basic MICRO tips:

    Why are assailants so good? Phase missiles pierce shield mitigation. With focus fire, you can easily increase dps by more than 60-70% once you fully upgrade the pierce attribute. With subverters, that dps increase is over 120%.

    Micro assailants on weak units (light frigs) first for fast kills, then follow up on anything else you want. Often in assailant wars, both sides will focus the capital ship. This is a good strategy, but as it is with everything else, matchup dependent. Do NOT focus fire kol (phase missle shield), Radiance, or Marauder (since it can phase itself out). The NOTS are in order of importance. Basically, NEVER focus fire a kol unless you’re sure you can kill it. It takes almost no damage from your missiles.

    Do NOT focus fire flaks. If they flak, you stop production of assailants, use existing assailants to kill light frigs + caps + buildings (IN THAT ORDER), and counter flak with skirms. If they go carriers, you must go sentinels (obviously).

    There is one more KEY to good Vasari play:
    Holding off on upgrading your supply until you HAVE to. Often, I will upgrade my phase missiles to tier 4 before I pop up simply because my opponent isn’t being aggressive. Assailants do not take long to build, especially if you build more than 1 frig fac (mid game, I have 3-4).

    Finally, I will not be posting my famous RA rush here. The skill is imbalanced, do not use it as a crutch. Learn the game the right way.

    EXECUTION:
    The ALMOST ALWAYS techniques (EVERYTHING is map/strategy dependent):
    Scuttle cap shipyard (why… not?)

    Never start with skirmishers, they are overpriced and bad. Start with assailants, and watch your opponent’s builds.

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    NEVER go trade ports (unless you have a damn good reason, probably cuz opponents are scrubs). Vasari trade port tech is tier 4, basically useless.

    Start with devastator. As you improve in the game, move on to the other caps. The marauder is the hardest to use.

    Here’s a SAMPLE build order for 1v1/2v2 small map. Remember, it’s only a SUGGESTION. It differs based on how much teching you can “get away” with before you upgrade pop as well as starting positions and neutral extractors. Race matchup also plays a huge role.

    This would be a medium map 1v1:

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 3-4 Navigators, scout and take neutrals
    5. Start Kortul when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build military lab
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids
    13. Start assailant production (When assailants max your pop, and this doesn’t take long, upgrade phase missiles twice, it’s cheap and useful)
    14. Asteroid #2 should be cleared and ready for taking (there’s almost always a second asteroid, if not, find a lightly defended terran or desert)
    15. Take asteroid 2, build it up as before
    16. Now you have to make a choice. You can add 2 more military labs (maybe even FOUR more), and continue research at 0 upkeep, or you can pop up and move out with your fleet.
    17. You have 3 colonies, you can decide whether to take more or contest neutral extractors (good opponents will fight you over neutrals at this stage)
    18. Pop up, and take a colony somewhere near the opponent
    19. Build 3-4 Frigate factories, keeping unit composition to counter their fleet. A level 6 kortul is also devastating with nanites.
    20. Build subverters for shield mitigation decrease, enforcers to tank/dps if needed
    21. Pressure with your mid game shield pierce army. Eventually your opponent will fold.

    Sample technology rush build. It’s very risky, but the payoffs are enormous if you get it to work.

    1. Buy 2 units of crystal
    2. Upgrade home planet
    3. 1 Worker on Cap ship, 1 worker on crystal
    4. Build 3-4 Navigators, scout and take neutrals
    5. Start Kortul when cap ship fac finishes
    6. Start 2 metal extractors
    7. Build colony ship
    8. Take nearby asteroid (all maps have 1 nearby asteroid)
    9. While taking asteroid, scuttle capital ship factory
    10. Build military lab
    11. Finish the asteroid, colonize it, upgrade so you don’t bleed cash
    12. Mine all asteroids
    13. Start assailant production (When assailants max your pop, and this doesn’t take long, upgrade phase missiles twice, it’s cheap and useful)
    14. Asteroid #2 should be cleared and ready for taking (there’s almost always a second asteroid, if not, find a lightly defended terran or desert)
    15. Take asteroid 2, build it up as before
    16. Add 3 military labs, and try to keep scouts on their base. If it looks like they’re going to rush, add a phase missile turret at main
    17. You have 3 colonies, you can decide whether to take more or contest neutral extractors (good opponents will fight you over neutrals at this stage)
    18. Research Enforcer tech
    19. Start producing Enforcers
    20. Research Enforcer healing
    21. Research Subverter and the disabling jump

    Assailants/LRMs/Illums/Defense/etc. etc. etc. completely fail to this build.

    If they go carriers, go flak (you’re tier 5, flak are tier 2, easy enough)

    It’s risky in that the build can obviously kill you. Scouting is quite important, as is neutral extractor control.

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    Game Balance:

    A unit is balanced NOT if it’s counterable, but if the counter is easily produced relative to the unit, and effectively counters.

    As an example, LRMs may or may not be balanced since defense vessels counter them easily and efficiently, but LRMs still have quite a lot of stats per cost.

    RA, is probably not balanced. The only counter to RA (a good RA), is fast pressure/rush. Such a build is very “hardcore,” and if it fails, you’re quite screwed. Consequently, I do not consider RA balanced.

    Units that I consider more or less useless:

    All siege frigates (wtf????????)
    Vasari Overseer (………)
    Illuminator (NOT totally useless, but it’s the cap ships that make the illuminator decent, not the unit itself, which is crap)
    Skirmisher (it’s soooo bad for its cost, please buff)
    Anything else I forgot (some of the support cruisers maybe)
    Akkan
    Space Whale
    Vasari Carrier

    Tatics:

    Someone posted how great the Halycon was, and now all these newbs are doing Halycon first. Please stop. Please. Stop. It’s not good. It’s DECENT as a third cap ship just for its aura. That’s it.

    Units I consider to be “top tier”
    LRM
    Light Frigate
    Kodiak
    Kol
    Defense vessel
    Crusader
    Guardian
    Mothership
    Radiance
    Navigator
    Asssailant
    Enforcer
    Subverter
    Kortul
    Marauder
    When to micro

    Focus fire is not optional, as other threads have pointed out. Please don’t autoattack your units (unless you use multifiring units… defense vessels, illuminators, etc.)

    There are 2 types of micro in Sins. There is micro to kill units, and micro to kill caps.

    They are used for 2 different purposes.

    If you micro on the units, and there is a stream of units from the enemy base, you may or may not drive him back from the field. On the flip side, every unit you kill is income lost for him.

    If you micro his capital ship (if you kill it, the game’s more or less over), he must retreat. Further, his cap will be heavily damaged, and unable to assault you in the near future.

    Which one you do depends heavily on unit compositions.

    For instance, if you have assailants with phase missile pierce, and he has defense vessels, you have no motivation to attack his defense vessels with your assailants. Instead, focus his capital and hope he runs away while you build a counter unit (Skirms or Enforcers).

    On the flip side, if you’re facing a Kol with light frigates, clearly you should be targeting the light frigates instead of the shielded Kol.

    These examples are extreme, but the borderline cases are for you yourself to figure out.

    Also, try to multitask. If your fleet is fighting, you still need to pump units to the field, and maybe even expand and build infrastructure.

    1 commentRTS

    OMG ADS!

    • October
    • 22

    Lately there’s been this big hooplah about in-game ads, it’s recently come to light with 2 big releases. Hellgate:London and Quake Wars: Enemy Territory. I remember when the subject first really coming into my conscienceness about 3 years ago with AO.
    To me in-game ads are a necessary evil; but I don’t like the directon they’re going.   Take QW:ET for instance.   I’m going to pick on it longer than most because of it’s roots in name, and how it’s servers are hosted.  Take this quote from producer Neil Postlethwaite:
    To help cover this level of on-going support without passing the costs on to the gamer, ETQW will feature appropriate Adsadvertisements in select locations of our levels. The ads aren’t intrusive and you won’t have to interact with them; they’ll just be part of the normal environment. In fact, there are some places it’s quite odd not to have an advertisement - the sides of container trucks, for example. Great care is being taken to ensure that all our ads are appropriate for the game world and we have absolute approval rights in this area. If it’s not appropriate or it’s distracting, it won’t go in.
    Sure, the developer gets some kickback from the ad agency, but what about the guys out there running servers? What do they get? A big fat bandwith bill. And that to me sucks the big chuba.  “But you’re biased, back when you were cozmo and ran popular quake 2 server nobody paid you a dime so you’re bitter.”  Perhaps I am, but I’d like to think myself matured a tad since then.   But this isn’t about me..it’s about the greater game community.

    AdLadies and gents this is just the beginning based on results of “Electronic Gaming in the Digital Home: Game Advertising,” spending in game advertising in the United States will grow from $370 million in 2006 to more than $2 billion in 2012. Over that time, game advertising will achieve a compound annual growth rate of 33 percent, much higher than that of other major advertising media, including TV, radio, print and the internet

    “Advertising in electronic games had an average monthly household expenditure of less than 50 cents in 2006, while broadcast TV was at $37, meaning advertisers are not using the gaming medium to its full potential,” says Yuanzhe (Michael) Cai, director of broadband and gaming, Parks Associates. “If executed correctly, game advertising can provide a win-win solution for advertisers, developers and publishers, console manufacturers, game portals and gamers.”

    AdsWith there being over five billion player minutes a month dished out in CounterStrike - its no wonder that in-game advertising is finally live in some of its environments.   And don’t kid yourself…they don’t know this
    “heavy gamers are more receptive to ingame advertising than medium gamers. They are stating that, ” it give more realistic feeling to game”. Looking from marketing side, its a very good development that customers perception changed to this way, which helps the game industry develop even more” - I got that quote off an advertising website…not a gaming one.

    Many gamers, myself included don’t mind the ads, with some limitations.

    1. The game is free if I expose myself to the ad ; or the initial cost is lower
    2. The money is given to those who host it
    3. it’s unobtrusive

    Many game companies sell out too quick and their content suffers as a result of the lust for advertising revenue. BF AD Crap like what was pulled in BF2142 annoyed the shit out of me.  It was obnxnious, in your face, didn’t fit into the theme and made me want to firebomb a pepsi challenge  It doesn’t have to be just in your face for example in CS 1.6 ads are automaticially placed on any texture area large enough. If this wasn’t bad enough, the ads also can have no decals placed on them (bulletholes and blood), which is a huge problem in a game like CS where seeing blood on a wall is often the only way to indicate that you have hit the enemy successfully.

    Ow my ballsNow it’s not all bad, Hellgate does a nice job since they are only in the “Town” areas, which are just subways where you would expect to see the ads, and they make them blend in well.  I also agree with was said back when AO launched in-game ads in order to play for free:
    “This is being done to maintain our ability to keep providing the best game for everyone while keeping the monthly fee as low as we can… I want to reassure everyone that the new advertisements that will be introduced to the game will only be affecting players that are taking advantage of our free offer. All paying subscribers will be shown in-character images in place of the advertisement.”

    So unfortunately for us; no matter what happens it’s only going to get worse.   My hope is that the game developers at least have the sense to impliment it with taste.  Aww hell who am I fooling? We’re boned.

    2 commentsGame Talk

    Game Art Designers Need to Get Laid More

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    • October
    • 22

    While posting in a forum I frequent I was again reminded by the outright silliness of game design and female characters.

    I don’t get it, is it that hard to NOT portray female characters as sex objects?
    Let’s try it (click to zoom):

    EverQuestNopeAO CharacterNuh-uh WoW Characterohhellno CoH characterugh WTFWTF!21!

    Ok, look a female warrior MIGHT look something like this: Real   Note something funny: NO BOOBIES.

    Why? It’d catch the enemy weapons for one, I could go into others…but it’s not pratical.  And don’t EVEN get me started on the whole ‘guys get full plate, girls get plate crotch plates and nipple covers’. But I shouldn’t harp on video games…I mean after all look at female heros in other media…TV (I.e. the adult female chars in Heroes…one strips for money, TWO cheats on their SOs; only the poor cheerleader doesn’t act like a skank and she nearly gets raped).   Even BSG (my favorite current TV show) does the same crap.  It’s like the idea of a strong female character frightens these people. 

    Good god, I sound like some sort of activist…hey I’m all about the boobies, but guys..espically video game art guys…go out and see what real women look like.   Even if they’re ‘heroes’ they don’t want to look like Hustler models.

    No commentsGame Talk

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    Welcome to bonerax.  The website that started because I saw a cool name and didn’t know what to do with it.

    After thinking about what I wanted a website/blog about, I figured…hey.  This year marks my 30th year of playing video games.   I’ll re-get into this whole blog thing (I say re-get since I ran the predessor to today’s blogging system back in ‘98 when I ran cozmo.com).

    I thought since it’s the website’s beginning, I’d start with my beginning…

    My earliest video game memory was one called Firetruck.Firetruck

    Looking back this thing was pretty flippin awful.   But to a 7 year old it was nothign short of magic.  My parents bowled, and before this thing appeared in 1977 I hated it.  

    I hated it because there was nothing to do but play in the kiddie room with the mostly broke toys, or watch your parents bowl.   Once in a blue moon we’d bowl too, but I can’t say I remember the experience with great fondness.    The other reason I hated it was the entire place had this stinkie feet/lysol smell to it.   All and all to a 7 year old ‘outside’ kid this was our modern day gulag.   

    I don’t exactly remember when,  but one day Firetruck came along, boy howdy!  Now keep in mind my previous highlight of bowling enjoyment cool looking (not terribly broken) Hotwheel. I usually drove the back, my sister always wanted to drive the front.  I remember more than one argument being settled by my mom about this…it always seemed to end in “if you kids don’t quit fightin’ ain’t neither one of you going to drive it”.  It wasn’t until a few years later they made an actual “arcade” in the bowling alley.   This thing sat out in the front area by the obligatory pinball machines. 30 years later and whenever I hear the noises of a bowlind alley I think about this gaScreenshot of Firetruckme.

    I was checking the stats on this thing…behold in wonder at the computing power:6800 CPU, 65K memory, 1Mhz

    Keep in mind that’s 65k on the ROM.   I’m betting it had less than 1k for RAM storage of the high scores.
     Screenshot of Firetruck My, how far we’ve come…. 

    1 commentGame Talk
    © 2007 Bonerax. All rights reserved.
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