Mechwarrior Online (Previously MW5/MW3015)

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Oct 16, 1999
10,490
4
0
It wouldn't take a netcode fix, just putting collisions back in would get rid of the all the damn lag-shield lights running around ruining the fun for everyone else. Something's wrong when you're up 7-5 and the last guy in a streak commando comes along and takes out your Atlas, Catapult, and Hunchback.
 

DrunkenSano

Diamond Member
Aug 8, 2008
3,892
490
126
so should they put all their other employees that dont have the skill to fix the netcode on pause and not have them do anything? Will you scream that nothing is being updated or fixed/tweaked if so? They only have finite resources to fix certain things. Art guys, map makers and the like... do you think they have the skill set to program a games netcode? Ignorant statements such as yours have been screamed over and over again and its getting tiresome.
PGI doesnt have the best track record, and i will agree this game needed about another 6 months in the oven. But they have publisher deadlines and employees to pay. They can only go so long before they need revenue. And quite frankly id rather them release SOMETHING than to just run out of funds and scrap the whole thing. Work is being done, improvements are being made and fixes are on the way.

Learn to read. Re-read what I posted again. Actually let me summarize in bold for you just in case you miss the point:

They should not have implemented ECM without fixing netcoding first.

There, so hard? Only an idiot would not realize adding ECM to Light Mechs only contribute to their god mode status.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
Learn to read. Re-read what I posted again. Actually let me summarize in bold for you just in case you miss the point:

They should not have implemented ECM without fixing netcoding first.

There, so hard? Only an idiot would not realize adding ECM to Light Mechs only contribute to their god mode status.

theyve become tricky, yes. God mode, no.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
patch notes! lots of stuff. going to be a Stalkers paradise tonight.

most interesting part bolded


Open Beta Update #6

Upcoming Patch - Tuesday Dec. 18th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Ho! Ho! Ho! MechWarriors. Have you been a good or naughty pilot this year?...Trick Question! It doesn’t matter because everyone gets the same patch!

On the first day of Patch-mas my true love gave to me, CONQUEST MODE! Dun, Dun, DUN! That’s right a new game mode available on every map. You can explore new strategies on this mode over the holidays and let us know what you think. We will be looking to tune it in the new year based on your feedback and the data we will collect. We know you are going to want to try it right away so we added mode selection, allowing you to choose which game type you want to play.

On the second day of Patch-mas, a new economy! Heads up we’ve changed up the way you earn C-bills. First we have taken Repair and Rearm out of the equation. We did this to eliminate people dropping with BattleMechs that are not 100 % health, potentially harming their team. Then we redistributed the way you earn C-bills, because you no longer have to repair and rearm, you keep what you earn. BE WARNED you have to contribute to your team to earn C-bills. We also changed Trial BattleMechs to earn 100% C-Bills and Mech XP. Lastly, There is no better time to invite your friends to play, we added the Cadet bonus for the first 25 matches to accelerate a new players ability to buy their first BattleMech.

Speaking of BattleMechs! Get ready for the triple threat! The new, Twin Dragon Hero BattleMechs, Flame and Fang, with patterns that send fear into the heart of your enemy and a C-bill boost that will send you laughing all the way to the bank. Wait, we didn’t stop there! Introducing The Stalker. Here is what Kyle L. had to say about this Assault class BattleMech. “It’s the blimp ‘o’ death bro!... It’s like the Hindenburg except everyone else is going down in flames!”. Well put my friend...well put. You can also take a look at the latest BattleMech patterns. We have expanded the options and the Phranken is sure to please.

Get ready to battle in River City night version. I mentioned it earlier and we delivered! Finally a night map where night vision is effective!
I love this map and I know you will too.

Finally, ring in 3050 with some entertaining new cockpit customization items. The holographic displays are very cool and, for me, the Urbanmech is a must buy!
We hope you notice we have taken your feedback on pricing and offered the new year’s items at a variety of price points!

We also addressed some key performance and stability issues this patch and we are testing new networking code over the holidays that we are looking to release in January. During test some users noted much improved performance with latest graphics drivers so please if you experience performance issues ensure you are running the latest graphics drivers for your card. Also there is a suspected issue with the patcher we are continuing to investigate where performance for some users is lower when patching vs. a fresh re-install if you suffer from low fps and new drivers don't resolve the issue please try a fresh install as a workaround for now.

So have a safe and Happy Holidays and as always, MechWarriors, see you on the battlefield!

Matt Newman

P.S. This is our last planned patch this year so we will resume our “normal” patch schedule in January


GENERAL

NEW BattleMechs

Stalker STK-3F

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Large Laser, 1 SRM 6
* Right Torso: 1 Large Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Energy, 1 Missile
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-3H

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 20
* Left Torso: 1 SRM 6
* Right Torso: 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 20
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Missile
* Right Torso: 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-4N

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers
* Left Torso: 1 Large Laser, 1 SRM 6
* Right Torso: 1 Large Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Energy, 1 Missile
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-5M

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 464
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Narc, 1 SRM 6
* Center Torso: 1 ER Large Laser
* Right Torso: 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 2 Missile
* Center Torso: 1 Energy
* Right Torso: 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-5S

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
* Right Torso: 1 Large Pulse Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Energy, 1 Missile, 1 AMS
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

NEW HERO BattleMechs

"Fang" DRG-FANG

* Base Mech: Dragon
* Tonnage: 60
* Top Speed: 81 kph
* Armor: 320
* Weapons & Equipment:
* Left Arm: 1 Medium Laser
* Left Torso: 1 Medium Laser
* Center Torso: 1 SRM 6
* Right Arm: 1 Autocannon/10
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Energy
* Center Torso: 1 Missile
* Right Torso: 1 AMS
* Right Arm: 2 Ballistic
* Jump Jets: n/a
* Internal Structure: Endo Steel
* 30% C-Bill bonus

"Flame" DRG-FLAME

* Base Mech: Dragon
* Tonnage: 60
* Top Speed: 81 kph
* Armor: 320
* Weapons & Equipment:
* Left Arm: 1 Medium Laser
* Left Torso: 1 Autocannon/2
* Center Torso: 1 LRM 5
* Right Arm: 1 ER Large Laser
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Ballistic
* Center Torso: 1 Missile
* Right Torso: 1 AMS
* Right Arm: 2 Energy
* Jump Jets: n/a
* Internal Structure: Endo Steel
* 30% C-Bill bonus

NEW MAP

* RiverCity Night Map
* RiverCity Night map enabled.

NEW GAME MODE

Conquest

With the rumblings and rumors of activity, along the Periphery of the InnerSphere, all factions have begun amassing large amounts of Germanium. Germanium is used in the jump drives of the large jump capable ships that transport Mechs over long distances. The unsettling atmosphere that has permeated throughout the InnerSphere has Germanium at an all time high in terms of demand. It is now time that all MechWarriors pitch in to help in this cause.

* Conquest Mode enabled.
* Gather resources by capturing resource extractor points.
* 5 extractor points per map.
* Each team starts with 1 extractor in their possession.
* The more extractor points owned by a team, the faster resources are accumulated.
* Once a team reaches 750 resources, they will win the match.
* A team can still win by destroying all enemy Mechs.
* Win or Lose, each team will receive 25 C-Bills per resource they've gathered. (e.g. if your team gathered 750 resources, you will get an end of match bonus of 18,750 C-Bills).
* Known Issue: There is a problem with Conquest resource rewards not being issued if players/groups select "ANY" as the game mode. If you wish to play Conquest, make sure you or your group's leader selects "Conquest" from the game mode selector. This will be address in the next patch.

NEW NEW YEARS COCKPIT ITEMS

* 3050 Balloons
* 3050 Banner
* Ice bucket with Champagne
* Classy Mech
* Holo '3050' Year
* Champagne Glass
* Top Hat

BANNER ADDED

* Piranha Hunt 'Killed a Dev' banners have been added to the winner's accounts - congratulations!

NEW REWARD SYSTEM

The reward system has gone under a serious revamp. We are removing the Repair and Rearm costs from the game and rebalancing how many C-Bills you will be earning. We are also reducing the amount of C-Bills you earn by default for a win/loss/tie. Non-participation in matches will result in very low C-Bill income. That being said, your participation in matches and playing as a team will now payout at a higher rate.

Below is a detailed summary of the changes to the reward system:

* All mechs will be fully repaired and rearmed after every match at no cost.
* Trial mechs get the same rewards as normal mechs (even mech XP)
* New Bonus called Cadet Bonus: this bonus is rewarded to new users for 25 games. The math is calculated by: log10(gamesremaining) * 300,000 CBills

* This means you will receive 424,492 C-Bills after your first match, decreasing each game until you've played 25.
* After 25 matches you will have received a total of 7,981,686 additional C-Bills.
* If you have already played more than 25 matches, you will be given those 7,981,686 C-Bills as a lump sum (Happy Holidays!) If you've played under it, you'll be given the amount equal to the games you've played.

* Removed Capture Win/Assist CBills Bonus
* Spotting Assists will now only be given if spotted target takes damage from allies

Assault Rewards:

* Win/Loss/Tie = 25,000
* Team Kill = -10,000 * how many teammates you have killed
* Component Destroyed = 2,500 * how many components you have destroyed
* Enemy Kill = 5,000 * how many enemies you have killed
* Enemy Kill Assist =7,500 * how many kill assists you got in the match
* Spotting Assist = 2,500 * how many spotting assists you got in the match
* Damage Done = 25 * how much damage you did in the match

Conquest Rewards:

* Win/Loss/Tie = 25,000
* Team Kill = -10,000 * how many teammates you have killed
* Component Destroyed = 1,250 * how many components you have destroyed
* Enemy Kill = 2,500 * how many enemies you have killed
* Enemy Kill Assist = 3,750 * how many assist you got in the game
* Spotting Assist = 1,250 * how many spotting assist you got in the game
* Damage Done = 25 * how much damage you did in the game
* Resource Bonus = 25 * how many resources you have collected

MECHLAB IMPROVEMENTS

* Heat sink entry in both new Mech detail panel and current Mech detail panel now shows Dbl Heat Sinks when double heat sinks are equipped
* New BattleMech list now organized by class (Hero, Light, Medium, Heavy, Assault)

Jump Jets:

* Removing Jump jet override (now using actual jump jet loadout restrictions)
* Now enforcing and showing maximum number of jump jets as well as current number equipped on a Mech chassis.
* Added Jump jet bar showing maximum jump distance for current configuration (if a Mech is capable of using jump jets)
* What this all boils down to is that the number of Jump Jets on a Mech will now properly affect jump height/distance.
* Players will notice a change in the overall jump trajectory. This will be tuned in future patches.

Modules:

* Now showing how many modules the BattleMech is capable of in the new Mech detail panel
* Now showing module slots available and currently equipped modules in the current Mech detail panel
* Both of the above automatically adjust when Master status is achieved (extra slot is added)

GAMEPLAY


* ECM will now fully counter only the closest enemy Mech.
* Cockpit Camera shake intensity adjusted to be more realistic (Shake = Damage * Impulse)
* HUD will no longer flicker unnaturally when shot with machine gun fire and flamers beyond a certain damage threshold
* Player can now control the brightness in the cockpit using (.) period.
* There is now a 3 second delay at the end of the match before the End of Round Screen shows.

Weapons Tunning:

AUTOCANNON UPDATE:

* AC/20 projectile set to 900m/s (750m/s previous)
* AC/10 projectile set to 1100m/s (850m/s previous)
* UAC/5 projectile set to 1300m/s (900m/s previous)
* AC/5 projectile set to 1300m/s (900m/s previous)
* LBX/10 projectile set to 1100m/s (850m/s previous)

NARC BEACON UPDATE:

* NARC lifespan increased to 20 seconds (15 seconds previously)

TAG UPDATE:

* TAG range increased to 750m (450m previously)

PPC UPDATE:

* PPC projectile speed increased to 2000m/s (matches AC/2) (1200m/s previous)
* ERPPC projectile speed matched to regular PPC (2000m/s) (1200m/s previous)

ARTEMIS UPDATE:

* Artemis now requires line of site to function. In-direct fire will not benefit from Artemis.

PERFORMANCE FIXES

IMPORTANT: Please remember to update to the latest graphics drivers if you are having FPS issues and ensure that you are running low settings with V-Sync disabled and if that doesn't work try a fresh re-install.

* 10% faster ray traces
* Reduced number of client side ray traces Mechs require
* Shadows disabled for low settings
* Foliage swaying disabled for low and medium settings

BUG FIXES

* Refresh MechTree Categories whenever mech ownership changes
* Refresh PilotTalents when GXP Changes via MXP conversion
* Weapon bay door toggle SFX will no longer play when a mech does not have weapon bay doors
* Fixes most issues with penetrating LRM’s (projectiles in general) through static meshes
* Jump Jet effects will no longer float around unattached
* Weapon Bay doors will no longer float unattached
* Mech damage effects will no longer float around unattached
* Bullets will no longer tumble after grazing a static mesh
* CPLT-A1 no longer says that it comes with 6 LRM 15s when purchasing it
* 7.1 Audio issue fixed.
* Visual improvements to ancillary props in River City (Solar panels, billboards, AC units, etc&#8230
* Fixed minor collision bugs in Forest Colony and Frozen City
* CTD (Crash to Desktop) fixes

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Played 3 matches. Patch feels smoother and better in almost every area.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
yep. game felt good last night. played 8 man matches for a couple hours. It was good times when our casual group didnt come across completely min/maxed teams. Sometimes they would demolish us, sometimes we gave them a good run a couple times we actually beat the cheesers. But when we came up against another seemingly casual 8 mans, it was a blast.

Conquest is fun, but needs some tweaking, which they will be doing since they said so and will be gathering data over the holidays.

River City night is pretty fun, but heat vision works better than night vision. Gets pretty chaotic and crazy playing the map on conquest.

the only thing i really dont like about the new payout system is you kinda get screwed in 8 man team games. you can do a fantastic job, help your team win put down a ton of damage and still get shafted on the cash. one match i even came in 8th on our team, somehow being beaten out by a team member with 0 damage (fps bug) even though i did 300 with 5 assists. So something isnt right there. But i feel like in 8 man games, there should be a equal rewards among team members. Even just taking the total everyone would have made and dividing it up evenly among the players. I could make more runnig pubs because my team mates roll atlas reapers and put down 800+ damage and my Dragon cant do that much before the enemy is carved up, even with spotting bonuses, assists and all that gett much over 100k last night per match was difficult.

with the projectile speed boost I never did try out the AC20s, but AC5s are sweet now. PPCs are scary. you cant just move out of the way from long distance.

Stalkers are beasts, dont get in front of them. they're slow as shit though.
 

Saylick

Diamond Member
Sep 10, 2012
3,884
9,025
136
[snip]
Conquest is fun, but needs some tweaking, which they will be doing since they said so and will be gathering data over the holidays.

River City night is pretty fun, but heat vision works better than night vision. Gets pretty chaotic and crazy playing the map on conquest.

[snip]

with the projectile speed boost I never did try out the AC20s, but AC5s are sweet now. PPCs are scary. you cant just move out of the way from long distance.

Stalkers are beasts, dont get in front of them. they're slow as shit though.

Conquest definitely needs tweaking. At least half of the Conquest matches I played were determined solely through kills instead of going for resources. With Assault, at least I can attempt a backcap and that would force a few of their team to head back to base to defend, which gives my team a numbers advantage. In Conquest, people don't care and just keep pushing forward.

Stalkers are beasts; some people are complaining about how they have far too many weapon hardpoints, which makes it far too easy to boat. So far I have not had an issue with 1v1s in my Jenner (their backside is easily exposed) but I cannot deal with teams having 3 Stalkers per side.
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Taken down plenty of Stalkers in my new Flame (still not finished Basic ) and in my Awesomes (AWS-9M Basic x2 with Speed Tweak and AWS-8T).

So far in PUG's I've not had much hassle off them except a 4 PPC one on Caustic who wanted a piece of my AWS-8T (50kph) so badly that he overheated and allowed me to plant all of my firepower into him over and over again until he was scrap Mechal.
 

Harabec

Golden Member
Oct 15, 2005
1,369
1
81
I stopped playing a long while ago when the game became unplayable on my C2D due to "tweaking" they had made...plus, even before it there wasn't much eye candy since the PC didn't have enough horsepower for it. Then that system died anyway, motherboard probably toast.

However, today I ordered a new PC (my HP DV5 acting as a replacement - it has a 9600M GT, good enough to play WoT on low settings, heh).

I5 3470, 8GB RAM and a nice HD 7850. This means I can get back to playing Hopefully next weekend.
 
Last edited:

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Holy christ the new Conquest Mode is lame.

Yeah total waste of a game mode, ive played 50+ conquest matches and have yet to win or seen one won via capping. Just another team deathmatch mode added to assault which by taking out capping bonuses they literally turned into team deathmatch. The devs clearly have no clue whats going on.
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Yeah total waste of a game mode, ive played 50+ conquest matches and have yet to win or seen one won via capping. Just another team deathmatch mode added to assault which by taking out capping bonuses they literally turned into team deathmatch. The devs clearly have no clue whats going on.

The more enjoyable game mode.

Yesterday alone I was part of 3 Conquest matches which ended in one team reaching the 750 target, one of which ended up 7xx-750. I cannot disagree that most matches end up being team deathmatch scenarios but this is the first iteration of the game mode and some of the economic changes, like you get everything perfect first time.

I much prefer the flow of combat in Conquest. There's more jousting and jostling for position with people making more effective use of cover and multiple groups moving around the map simultaneously. No, it's not ideal and there do need to be some tweaks introduced into Conquest mode but it's damn fun now, and more fun than Assault.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
The more enjoyable game mode.

Yesterday alone I was part of 3 Conquest matches which ended in one team reaching the 750 target, one of which ended up 7xx-750. I cannot disagree that most matches end up being team deathmatch scenarios but this is the first iteration of the game mode and some of the economic changes, like you get everything perfect first time.

I much prefer the flow of combat in Conquest. There's more jousting and jostling for position with people making more effective use of cover and multiple groups moving around the map simultaneously. No, it's not ideal and there do need to be some tweaks introduced into Conquest mode but it's damn fun now, and more fun than Assault.

All conquest does is make is easier to kill them because with 5 bases to be capped you know where at least some of their team is as soon as they start to cap.

I dropped a bunch of games in a 4 man group and all we did was go to middle of map then go to whichever base their team went to cap first and killed the capping mechs and then repeat as they try and cap more bases.

Only takes 3-5 min usually to wipe their whole team.
 

Saylick

Diamond Member
Sep 10, 2012
3,884
9,025
136
After playing the game some more after the last patch, here's what I have to say:

Conquest Mode still needs tweaking. I believe the devs need to either boost the resource generation rate or decrease the resource requirement for a win; doing so would reduce the duration of the "I don't care, just go for kills" period of the match where there is little to no worry about losing due to lack of resources. It is only when each team has 1-2 mechs left and the resource total gets close to 750 that people start caring.

Stalkers are still not OP but could definitely see a model size increase. They currently are slightly smaller than a Catapult, which is BS for an assault mech.

ECM definitely needs a nerf. I am a career Jenner and I stand little chance 1v1 against another light mech with ECM. Not being able to target or lock-on a mech due to a measly 1.5 ton equipment is BS. I can understand if ECM only affects the mech that has it equipped, but to see a whole team protected is ridiculous.
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Is the forum and game servers offline for the rest of you guys?

Yes, both Game and Forum servers appear to be down.

I'm assuming that it's "first real day back after holidays maintenance" since that was usually held on a Tuesday night at about this time.
 

HydroSqueegee

Golden Member
Oct 27, 2005
1,709
2
71
surprise patch? that would be nice if a slew of bug fixes got taken care of.

more than likely one of those Canucks are still hung over from new years and tripped over the power cord.
 

Harabec

Golden Member
Oct 15, 2005
1,369
1
81
Well this is a bit unusual for me, however since playing a couple of times on my new PC I haven't touched MWO. I'm a huge Btech\MW fan, but SOMETHING about MWO turns me away. I think it is mostly the graphics. I cannot stand low-visibility and blurred graphics, I don't get why it looks that way when Crysis itself handles open spaces quite well.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Well this is a bit unusual for me, however since playing a couple of times on my new PC I haven't touched MWO. I'm a huge Btech\MW fan, but SOMETHING about MWO turns me away. I think it is mostly the graphics. I cannot stand low-visibility and blurred graphics, I don't get why it looks that way when Crysis itself handles open spaces quite well.

I have actually found it to be getting clearer and less blurred over the past few patches.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
I have actually found it to be getting clearer and less blurred over the past few patches.

Well yes but relatively speaking we started out with 50m visibility. It was ridiculously blurry and foggy before, its still bad IQ at the moment unnecessarily.
 
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