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Tom Clancy's Rainbow Six Siege


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Jutri, 25. avgusta, bo izšel patch 4.1, ki bo najbolj zajel shotgune in Pulsa.

 

PULSE:

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Reduced range for Pulse’s gadget, and he can no longer quick swap out of his gadget.
The previous update that we did on Pulse’s Heartbeat Sensor not only made it more comfortable to use, but it also made him stronger since the frequency of the heartbeat detection updates became higher. Combined with the fact that it was possible to switch extremely fast from the Heartbeat Sensor to the main gun, this made him too strong – our gameplay stats and the community feedback made that very clear. As a consequence, we have opted to tweak him as follows:

  • Detection range of Pulse’s Heartbeat Sensor is reduced from 13m to 9m.
  • Pulse will no longer be able to instantly switch from his Heartbeat Sensor to his previously equipped weapon by pressing the weapon switch button. This means the delay before the player can shoot will increase by 0.8 seconds (from roughly 0.4s increased to 1.2s).

 

SEMI-AUTO SHOTGUNI:

Navedek

Semi-automatic shotguns will be getting a few tweaks to make them less powerful at longer range.
Based on the data we collected and feedback from the community and Pro League players, we have opted to balance semi-automatic shotguns. Patch 4.1 will be introducing these changes:

  • We will be reducing short range and medium range raw damage by approximately 25-30%.
  • For both hipfire and ADS (Aim Down Sight), we will be making their cones of dispersion wider by 1.5 degrees, which is approximately 10% more than their previous state. This means that there will be a less concentrated dispersion of bullets.


Our intention is to make semi-automatic shotguns carry out incredible damage at short range, but lessen their impact significantly from medium to long range. The damage falloff from the original damage output will now be more noticeable. At longer ranges, the accuracy of the shots will also be harder to predict with precision, as players will have less gradually less control the further away they are from their target.
The shotguns that will be affected are the following:

 

  • SPAS-12 – Valkyrie
  • SPAS-15 – Caveira
  • Super90 – Frost
  • M1014 – Pulse, Thermite, & Castle


A more precise breakdown of the aforementioned changes can be found in the table below.

 

ShotgunBalancing_Damage_V2.jpg

ShotgunBalancing_Accuracy_V2.jpg

Navedek

*Please note that these damage numbers are per pellet. There are 8 pellets per shot.

 

Spremembe v UI:

Navedek

We've updated the dead Operator indicator by making the icon more transparent and the red 'X' more visible.

 

PREJ:

Before1.png

 

POTEM:

After1.png

 

GAMEPLAY popravki:

Navedek

Fixed – Shield Operators movement speed is slower than intended. [They are now back to Season 2 speeds]
Fixed – When the middle beam of a trap door is destroyed, it can no longer be reinforced.
Fixed – When a player falls while rappelling and then climbs a ladder, they will float in the air.
Fixed – Some users found an exploit that would allow them to see through walls.
Fixed – Some Pistols have double the intended amount of recoil when fired while ADS and then switching to hip fire.
Fixed – If two Defenders are outside and one of them goes back inside, the “You are detected” message will disappear.
Fixed – The angled grip is not providing the proper benefit.
Fixed – A destructible wall can become invulnerable if the Attacker is killed while detonating a second Breaching Charge.
Fixed – Players are able to shoot through barricades without causing damage to the barricade.
Fixed – Enemy names can be seen through barricades.
Fixed – A model error occurs behind players that equip a Nitro Cell.

 

OSTALI popravki:

Navedek

Operator Fixes


All Operators
Fixed – Missing customization menu for PBR92.
Fixed – If an Operator mounts Tachanka’s LMG with a Pistol out, their arms will be near their chest after dismounting.
Fixed – Attackers are not killed when triggering Kapkan’s EDD and Frost’s Welcome Mat at the same time.

Thermite
Fixed – Exothermic Charge does not destroy a reinforced wall in some instances.
Fixed – Thermites Exothermic Charge can be destroyed through a reinforced hatch or wall.

Blitz
Fixed – Operators have a broken animation when viewing from 3rd person.
Fixed – Legs, arms, and the top of Blitz’s head are exposed when triggering his gadget.

Jager
Fixed – Jager receives twice the intended amount of points for disabling grenades.

Ash
Fixed – Some wooden walls require two breaching rounds to destroy.

Twitch
Fixed – After an Operator is killed by Twitch’s Shock Drone, they are able to see the drone highlighted while in support mode.
Fixed – Shock Drone is no longer available after being revived from a DBNO state and picking up your Shock Drone.

Caveira
Fixed – DBNO state’s blurred vision disappears when Caveira initiates an interrogation but cancels it.

Kapkan
Fixed – EDD will sometimes not destroy a barricaded door.

Sledge
Fixed – Enemy players are not killed when Sledge breaches a wall they are standing next to with his Sledgehammer.

Frost
Fixed – Welcome Mat texture is floating if it’s placed on a trap door and an attacker gets caught in it.

Valkyrie
Fixed – Black Eye Cameras pass through the frame of any window with aluminum shutters.

FBI Recruit
Fixed – FBI Recruit does not have heavy armor equipped.

Level Design Fixes
All Maps
Fixed – Players are able to place Breaching Charges, Cluster Charges, and other gadgets placed on the edge of a reinforced floor hatch.

Bank
Fixed – Defenders are able to easily spawn kill Attackers if they spawn in “Parking Front”

Border
Fixed – One spawn location is not localized in some languages, and appears in English.

Club House
Fixed – It is possible to vault on the Library Cabinet in Bar.
Fixed – Severe rubberbanding occurs when a user walks near the hostage in “B Church”.
Fixed – Biker’s flag falls down when the wall between 1F Bar and 1F Central Hallway is reinforced.

Chalet
Fixed – Sticky Gadgets do not collide with walls in lobby near Dining Room 1F as intended.

Favela
Fixed – Operators clip through the ceiling after a vault action over the wardrobe.
Fixed – Operator shields remain present in the air after dying when switching floors in the Caster Cam.
Fixed – Valkyrie’s Black Eye Cameras float when a wall object is destroyed.
Fixed – Attackers are vulnerable to being spawn killed at EXT Rooftops.

House
Fixed – When clipping through the map with a drone, players are able to see the entire map.

Yacht
Fixed – The user can shoot through a small gap in-between the unbreakable walls from 3F Poker Room, and 3F Casino.
Fixed – Players are able to vault over an engine in 1F Engine Room and shoot outside.

Game Mode Fixes
Custom Match
Fixed – Tactical Realism is not properly localized in Japanese.
Fixed – Game crashes on Xbox One when completing a Hostage Rescue match alone.
Fixed – Kapkan does not receive points for any actions related to his EDD.

Hostage
Fixed – “Prevent Revive” appears for both teams if the Attacker is disconnected while rappelling with the hostage.

Bomb
Fixed – Invisible collision is present when throwing a Black Eye or Nitro Cell at inactive Biohazard container spawns.
Fixed – On Bank, the B Lockers Bomb Zone does not cover the entire room.

Player Experience Fixes
General Fixes
Fixed – Several game crashes were occurring more frequently since Season 3.
Fixed – Some users receive error code [0-0x00001001] during Step 3 of matchmaking.
Fixed – BattlEye service does not automatically start upon the first launch for Steam users.
Fixed – Missing a blending animation when vaulting over an object while ADS.
Fixed – When holding the SMG-11 or FMG-9 next to a wall, Operator’s arms would overlap inside of their body.
Fixed – Slow-motion replay of victims always show a glitchy entity position when an Operator enters a ragdoll state and fall to the ground.
Fixed – Players killed while in a DBNO state will sometimes have their bodies flipped 180°.
Fixed – Some weapon skins are not properly applied to the Para-308.
Fixed – Capitao’s Iron Mask headgear is not unlocking after purchasing.
Fixed – Several charms either appear offset, or do not appear on weapons or shields when viewed from 3rd person.
Fixed – Delay in the receipt of weapon charms after completing some challenges.
Fixed – Coffee cup charm has no collision with several weapons.
Fixed – Assassin’s Creed charm is offset.
Fixed – Attacker/Defender Chibi charm bundle is missing from the shop.

UI Fixes
Fixed – The MVP screen is zoomed in if the player that lands the final kill is ADS.
Fixed – Win/Loss and Kill/Death ratio is not displayed in the main menu.
Fixed – Vertical grip attachment text overlaps with its icon in some languages.
Fixed – Remaining matches for Season Rank Placement does not update in real time.
Fixed – The text describing the game mode overlaps with the user icons in some languages.
Fixed – In Spanish, Czech, Russian, and Latin American clients, the Switch View button overlaps Rotate.
Fixed – Debug text can be noticed while trying to pick up Deployable Shield or Barricade a window.
Fixed – Message displaying “Hold [Interact_button] To Drop the Defuser”.
Fixed – A persistent arrow remains next to the Operator Icon after being revived from a DBNO state.
Fixed – Navigation icons with D-Pad from the scoreboards are confusing.
Fixed – HUD elements remain above an Operator’s head while they are being interrogated by Caveira.
Fixed – When switching players while spectating, Caveira switches from Stealth to a normal stance.

Menu Fixes
Fixed – Inconsistencies between the formatting of the text for certain bundles.
Fixed – Union Jack bundle and Engraved bundle have the same name.
Fixed – The Capacity of the SASG-12 Shotgun is listed as 8.
Fixed – Uplay opens in full screen when attempting to redeem a locked Reward.
Fixed – Ops Icon Charm Bundle does not fit the text area in Japanese.
Fixed – Circle button is shown instead of Right Thumbstick on all tool tips in Japanese.
Fixed – Secondary weapons have a slot for charms in the loadout customization menu.
Fixed – There is no background music on the Operator selection menu, or on the main menu.
Fixed – System notification isn’t shown when creating or accepting an invitation to a local game lobby while Multiplayer privilege is set to Blocked.
Fixed – User remains in infinite loading upon switching profiles.
Fixed – The R6 Credits Expired pop up is displayed after every log in.
Fixed – Club Challenges overlay is missing on the Russian client.

 

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Danes je oz. bo izšel nov patch v4.2, ki bo doprinesel kar nekaj občutnih sprememb.

 

hqdefault.jpg

 

Navedek

The Mid-Season Reinforcements are arriving with force and introducing several changes to three Operators, new gadgets, new attachments, weapon balancing, and many bug fixes. You can expect these kinds of updates for future seasons as we try to implement changes we think will help improve the game, while incorporating feedback from the community. The Mid-Season Reinforcements arrive on Tuesday, September 13, 2016.

 

Izmed operatorjev so največ sprememb deležni DOC, TWITCH in BLACKBEARD.

Določeni operatorji pa bodo dobili tudi nove "gadgete".

 

R6-operators-badge-twitch.png TWITCH:

Navedek

Twitch is a good example of an Operator that is popular, has satisfactory pick and win ratios, yet her unique gadget, the Shock Drone, is quite underwhelming. Because of this, we have decided to change the utility of the Shock Drone quite drastically, in order to reinforce the uniqueness of her gameplay and the threat her Shock Drone (err… Drones).

The most notable change to Twitch is that she will now deploy a fully functional Shock Drone in Preparation Phase, in place of a normal Drone. This is a very significant change to the Preparation Phase system.

Once the match begins, Twitch’s two normal drones have now been replaced by a second Shock Drone. Deploying this second Shock Drone will not destroy the first one, if it survived the Prep Phase. This means that she will be able to switch between the Prep Phase Shock Drone and the deployed Shock Drone by cycling through her observation tools, then activating it.

In addition to these changes, the Shock Drone has been modified the following ways:
• It now moves 30% faster (this puts it on par with normal Drone speeds).
• It creates less sound when moving.
• The red light on the model has been removed.
• The range of the darts has been increased from 5m to 7m.

 

R6-operators-badge-blackbeard.png BLACKBEARD:

Navedek

There are two things that we wanted to improve for Blackbeard. Gameplay wise, we’ve observed that the usage of his mounted shield is too passive – most players will just equip it at the beginning of the round, and keep it till the end or till their death. Balancing wise, his pick ratio and win ratio have clearly shown that he is very powerful.

The following changes are meant to address these two points:
• Blackbeard now has 2 shields, and can cycle through them with a queue system by equipping / un-equipping.
• The HP of the shields has been reduced, from 800HP to 150HP.
• The Shields’ durability is displayed on the UI.

 

R6-operators-badge-doc.png DOC:

Navedek

Even though we’ve seen some great plays with it, most of the time Doc’s stim pistol felt too situational. We want to give Doc a gadget that makes him more useful, in more varied contexts. Giving his darts the ability to heal teammates means he can have a much more versatile role in more strategic situations. In the same way that Doc can revive himself from DBNO, Doc will also be able to self-heal as well.

Furthermore, he can now over-heal. Shooting a dart at a fully healed teammate or himself will provide a boost up to a max of 120 total health points for a limited time. The heal is 40 HP per dart, so even partially injured teammates can be over-healed. This over-heal is only temporary and will decrease 1 health point every 2 seconds back to 100 health points.

 

 

Novi dodatki

NAPADALCI: Claymore mine

Navedek

Some Attackers can now use the Claymore mine, a deployable gadget to cover their backs while progressing forward, flanking, or when in a vulnerable positon like sniping or droning.
Plant the Claymore and once a Defender crosses one of its three laser rays, it will explode in a front-facing directional pattern.

Claymore Distribution
We have given Claymores to Attackers who mostly play support roles, or who could benefit from having a way to watch their back.
• Thatcher loses Stun Grenades and gains a Claymore.
• Twitch loses Stun Grenades and gains Claymore.
• Glaz loses Breach Charges and gains Claymore.
• Thermite loses Stun Grenades and Breach Charges, gains Smoke Grenades and Claymore. Note: since Thermite is probably the most support oriented attacker right now, we believe Smoke Grenades will fit better with this playstyle than Stun Grenades.

 

BRANILCI: Impact granate

Navedek

Select Defenders now have access to the Impact Grenade, a grenade exploding on impact or after 1 second of throwing it. Perfect for close range firefights when things go south, and it can be used to open holes in the environment.

Impact Grenade Distribution
We have distributed Impact Grenades with two things in mind: reducing the overall amount of Nitro Cells among Defenders, and adding more active options to Defenders who mostly used their unique ability during preparation phase.
• Caveira loses Nitro Cell and gains Impact Grenades.
• Castle loses Barbwires and gains Impact Grenades.
• Smoke loses Nitro Cell and gains Impact Grenades.
• Rook loses Barbwires and gains Impact Grenades.

 

Novi dodatki za orožja

 

MuzzleBrake_SkullRainReinforcements.jpg

Muzzle brake:

Navedek

This attachment diminishes first shot recoil, putting an emphasis on precision.

Weapons this can be applied to: G36C R4-C, MP7, SR-25, MK17, C8SFW, CAMRS, UMP45, MP5, P90, AK12, OTS-03, 552 COMMANDO, 416-C, 9x19VSN, MP5K, FMG-9, AR33, L85A2, 556xi, F2, 417, MPX.

 

HeavyBarrel_SkullRainReinforcements.jpg

Heavy barrel:

Navedek

With this barrel attachment equipped, damage at long distance doesn’t decrease as much, in tradeoff for extra recoil. This means that there is less falloff damage, which will vary per weapon but will be around 10-20% damage increase at long ranges.

Weapons this can be applied to: 416-C, beretta m12, C8-SFW, MAC-11, P90, Para-308, R4-C, 9mm C1, UMP45, Mk17 CQB.

 

Operator Gadget And Loadout Tweaks

Navedek

Valkyrie now has 3 black eye cameras, down from 4

The combination of her strong shotgun and the amount of intel that she provides makes Valkyrie an incredibly strong pick – she’s a bit too close to being an absolute “must pick”. Finding the cameras on attack is doable, but costs a lot of time when the four cameras are well deployed. We think 3 Black Eye cameras will still make her a great pick, but might provide more room for other Defenders to shine.

 

IQ & Montagne will now be able to deploy and unequip their gadgets faster.

  • Pre-Patch 4.2: 1.5 seconds to deploy and unequip.
  • After Patch 4.2: 1 second to deploy and unequip and they are allowed to fire their weapon at 0.7 seconds.

 

Weapons balancing

Navedek

For some of the Operators, there is often a clear better choice when it comes to weapon selection. With the balancing pass for 4.2 we want to bring more diversity when it comes to picking a weapon.

 

Twitch’s 417

The main problem with the 417’s recoil was to string shots one after the other while staying on target. We have made it so there is less increasing recoil when you are chaining shots.
The recoil change only affects one parameter:

  • It will reach its maximum recoil slower than before by 19% (K&M), 15% (Gamepad)

 

We have also increased the gun’s damage to bring it on par with our two other DMRs:

  • Pre-Patch 4.2: 65 damage from 0m to 28m
  • After Patch 4.2: 70 damage from 0m to 28m.

 

Buck’s CAMRS

The main problem we identified with the CAMRS was the damage it dealt. We want to bring it on par with the Twitch’s 417 and Blackbeard’s SR-21.

  • Pre-Patch 4.2: 57 damage from 0m to 28m.
  • After Patch 4.2: 72 damage from 0m to 28m.

As a reference here is Blackbeard’s SR-21 damage values: 75 damage from 0m to 35m

 

Fuze’s 6P41

This LMG is getting its second buff since the launch of Rainbow Six: Siege. In the first change, we made the recoil easier to control. Since it is still less interesting than the AK-12 or the Shield, we are giving the gun a damage upgrade to its close and long range encounters.

  • Pre-Patch 4.2: 45 damage from 0m to 15m, 32 damage from 15m to 38m.
  • After Patch 4.2: 52 damage from 0m to 8m, 45 damage from 8m to 15m, 36 damage from 15m to 38m.

 

Ash’s G36C

The big question with Ash, G36C or R4-C? For most players, the choice seemed pretty obvious. The R4-C deals more damage and the difference in recoil isn’t substantial enough to pick the G36C. We have modified the G36C’s recoil so it is much more appealing compared to the R4-C. It still deals less damage, but it should now give you a more interesting choice between the two.
The recoil changes are done in 3 different ways.

  • The gun will rise at a slower rate. We are decreasing the rate by 25% (K&M), 13% (Gamepad).
  • We are lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. 12% (K&M), 6% (Gamepad).
  • The first shot multiplier has been lowered. That means that the first shot, when shooting in any fire mode will make the gun jump less. 15% (K&M) 12.5% (Gamepad).

 

Rook and Doc’s P90

The way we tweaked the recoil when we nerfed the P90 was maybe a little much. The MP5 became an instant better choice. With these changes to recoil, we’d like to offer a better choice between the two. The MP5 will still be better at landing those headshots as the recoil is easier to control, but now the P90 should be able to dish out lethal damage more quickly if you aim for the body.

The recoil changes are done in 5 ways:

  • The gun will rise at slower rate. -20% (K&M) -12.5% (Gamepad).
  • It will reach its maximum recoil slower than before -35% (K&M/Gamepad).
  • The first shot multiplier has been lowered significantly. -25% (K&M), -33% (Gamepad).
  • The maximum recoil value is higher. This means that if you fire automatically for a long time, once you reach the maximum recoil, it will be bigger than before. +16% (K&M), 12% (Gamepad).
  • The diamond shape was modified so it should pull less drastically to the left.

 

Mute’s MP5K

A lot of people have been asking for a buff to Mute’s SMG. While our gameplay stats show that he’s in a fairly decent place already, we’ve decided to slightly buff it in two ways: a small damage buff and a small recoil buff.

Damage changes:

  • Pre-Patch 4.2: 27 damage from 0m to 16m.
  • After Patch 4.2: 31 damage from 0m to 16m.

 

For the recoil, it is done in two ways:

  • The diamond (or general recoil shape) has been modified so it should have a little less horizontal recoil variation on full automatic fire, which should help you land headshots easier.
  • We are slightly lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. -10%.

 

Blackbeard’s Mk17 CQB

We felt like the recoil while having the gun shield on was a little too easy to control. We are making it a little tougher to control when holding down full automatic fire.

This change to the recoil is done in 2 ways and only affects it when the gun shield is on:

  • It's used to reduce the first shot multiplier. It will now make it slightly more important.+10% (K&M, Gamepad).
  • The speed at which the gun attained its maximum recoil was higher by 50% when bearing the gun shield. It’s now set at 100%. It will reach its maximum recoil twice as fast compared to when the gun shield is not equipped.

 

Frost’s 9mm C1

Once again, we want the player to have a decision to make when it comes to weapon selection. The shotgun felt like a better option in many cases, so we are buffing the SMG’s damage for close and long range encounters.

  • Pre-Patch 4.2: 40 damage from 0m to 16m, 16m+ 24 damage.
  • After Patch 4.2: 45 damage from 0m to 16m, 16m+ 27 damage.

 

WEAPONS BALANCING - DAMAGE CHANGES RECAP

R6_skullrain_reinforcements-weapon-damage.jpg

 

Drugi dodatki

Navedek

Team Killing

When a player is intentionally team killed, it can be a frustrating experience. The challenge we face is that accidental team kills happen, so finding the balance between intentional team kills and accidental is a delicate adjustment. We will be implementing the following changes to hopefully help with this balance:

 

  • We have reduced the limit of team kills allowed in a match before getting auto-kicked from a match.
  • Killing the Hostage is now considered to be multiple team kills.

 

We have also noticed in our data that most intentional team kills will happen in the early stages of the match. The following changes are intended to address this:

  • We have reduced the limit of team kills allowed in the early phase of the match before getting auto-kicked from a match.
  • Early team kills add up throughout the whole match, and will not reset in-between rounds.

 

In a future update, we are going to be implementing an anti-bullying system. This will make it so that if a player team kills the same person multiple times, then they will be removed from the match.

 

Hit Registration

We are aware that many players have been experiencing hit registration issues since the start of Season 3, and patch 4.1. This is a challenging issue to tackle as there appear to be several factors that could be influencing issues with hit registration and replication (what each player sees/experiences) based on the reports from players.

 

One of these issues related to high ping has been identified and fixed in 4.2. Players will sometimes connect to the wrong datacenter, which will result in high ping. This issue often results in a bad gaming experience and may sometimes be related to Hit Registration issues.

 

We have a dedicated team assigned to work on this issue and they are making it a priority.

Poln seznam novosti.

 

Urejano od japanboy
Dopolnjen prispevek ter dodane slike.

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Navedek

Tom Clancy's Rainbow Six Siege is the latest installment of the acclaimed first-person shooter franchise developed by the renowned Ubisoft Montreal studio for the new generation of consoles and PC. The multiplayer gameplay of Rainbow Six Siege sets a new bar for intense firefights and expert strategy in the rich legacy of past Rainbow Six games.

 

Accolades trailer:

 

Darker:)

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Ja zej kaj bo je spekulacija ampak ni dalec od resnice pomojem. Zej najbrz Mutov jammer in Banditov el. ojacevalec ne bosta najbrz 0 pomagala ker ce so granate jih bo prebilo. Z dronom rec zna bit zanimiva in stunnanjem nasprotnika. Mapa je pa baje zlo zanimiva. Nej bi bla restavracija v neboticniku. Vprasanje je kaj se zgodi ce bos omahnil v globino. Umrl al kaj? Skratka tole zna bit se najbolj zanimivo in ce bo res tisto z granatami pol sem 90% da bo to nov operator ki bo v pro ligi must pick. Ampak se mi zdi da je to preveč lahko za napadalce pol.

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Pred 28 minutami, TheRealDeal pravi:

Če pri mapi "House" padeš z tistega nadstreška pa umreš, te tukaj čaka sigurno zagotovljena smrt :D Ja, spet bodo Attackerji močnejši, vsaj tak bo občutek. 

 

Ne stos je da te tam ozivijo. Mislil sem da mogoce revive opcije ne bo sploh al pac? Nekaj je kazal slike in tam se je vidlo stavbe ampak so bli oblaki ze kr lepo zraven in stavbe zlo visoke.

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Napovednik za finale 3. sezone R6 pro lige. Potrjeno je, da bo nova sezona nosila naslov: Operation Red Crow.

Torej demo oz. nove operatorje bomo videli v akciji najverjetneje 13. novembra. Izid pa kmalu po tem - kak teden.

 

 

Še par filmčkov :) Nekaj mojih clutchov ipd. :D.

 

 

 

 

 

 

 

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