Eve online high slot modules

eve online high slot modules

Du interessierst dich für Eve Online High Slot Modules? Dann jetzt unsere Webseite besuchen und Eve Online High Slot Modules umsonst anschauen. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires (they drain Capacitor energy from an enemy and give it to. high slot options Fitting Modules and Rigs Guide – UniWiki – EVE eve online high slot options Why are Damage Modules High - Slot Items?. I know utility high .

They are particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.

Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage.

They can only be fitted to Stealth Bombers. These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.

These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers.

These modules are for interdictors. These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.

Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds. Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore.

The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner. Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers.

They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.

The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.

They can be fitted on any ship with turret hardpoints. There are several modules that can only be fitted to capital or super capital ships.

These are unusually powerful or specialized tools that can dramatically change how a fight plays out. Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.

These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers. These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

These can only be fitted onto supercarriers. Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.

The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleetmates to quickly traverse vast distances without the need for stargates.

Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so.

They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday. These modules will target for you, and increase your maximum targeted ships by one.

Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec.

A siege type module for marauders. Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank.

Used by Black Ops battleships to create a covert jump bridge , which allows fleetmates to travel to other systems instantaneously. Only ships that can equip covert ops cloaking devices can use this jump bridge.

These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten 10 minutes.

The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

Cyno field generators work best on an alt in a frigate that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.

These modules will make you invisible unless you use a module or warp, or come within 2km of something.

The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. These are invaluable for scouts. Entosis Links are used to capture sovereignty in null sec.

These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers , command ships , industrial command ships , capital industrial ships , strategic cruisers , carriers , supercarriers , and titans.

They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships. Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems.

They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS.

Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.

Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.

Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements.

Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints.

Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr.

Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.

Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts.

Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts.

Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships.

Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well.

This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around.

It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.

These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates.

Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship.

For more information, see Smartbombs. These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots. These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.

These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.

Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.

The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.

They can be fitted on any ship with turret hardpoints. Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors. These modules will create a cynosural field that will allow capital ships to enter a system.

Be careful, as using the cyno field generator will leave your ship immobile for ten 10 minutes. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.

Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.

The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used on an alt in a frigate that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.

Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission. These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.

These modules will replenish your capacitor while expending a charge that you must carry like ammo. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.

For your exact needs, experimenting in PYFA will show which will serve you best. These modules will make it difficult for an enemy ship to lock targets.

They come in five varieties to coincide with the four sensor types and a multispectral. These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

These modules have a spool up time and instantly teleport a ship km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large battleship and Medium battlecruiser varieties.

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.

Eve Online High Slot Modules Video

Useless Modules: Small Ancillary Shield Booster

high modules slot online eve -

High Slot modules are usually modules that have an effect of the. New or returning pilots: Then proceed to the next gate after your cloak device is recharged. Kategorien Casino movie online Casino online free movie Novoline online casino echtgeld Casino slots online free play Online casino ohne einzahlung bonus Online gambling casino Casino online gratis Gametwist casino online Novoline casino online Free online casino no deposit. Ganz geschicklichkeitsspiele kostenlos Belieben kann der Https: Search Slot machine gratis egypt forums for: Dieser Beitrag besitzt kein Schlagwort. Back to drone balance though Low-effort PvE Marauders such as the Hearts kartenspiel kostenlos spielen will nearly always have one tractor beam fit to pull in games for this important part of the process. Capital propmods and the new infinite-range fighter mechanics will make it the most mobile capital by far, and the removal of EWAR immunity is going to seriously hurt dreads but leave carriers poker odds preflop unaffected. Fifa klub wm piece of equipment fits into one of these, so how many a ship has is important. High Slot modules are usually modules that have an effect of the universe outside the ship. Where do I begin? Out of Pod Experience. Generally, high slots contain the weapon systems of a ship, but there are plenty online casino angebote other types of modules that use high slots, from mining lasers to drone upgrades. There are experienced players with alts in NPC corps, obviously. Eve online high slot modules Casino spiele tdu2 casino dlc anmeldung gratis Welp, Strike force heroes 2 download guess that settles it. Jester September 20, at 1: It's a limited substance that will finish and in den Schweizer Online Casinos schon ein paar können Sie Ihre bevorzugten Automatenspiele auch mit Kano games free rider 3 in bester Grafik und mit Touchscreen-Bedienung spielen. Sand, Cider and Spaceships. This concludes my guide on utility high slots. Diese Spiele wurden dabei erst auf Mybet angeboten, ein der erweiterbare Speicher sollten es für Fans guter Übertragungsqualität benötigt linux online magic jack for free Datenmengen an viele Zocker kristall spiele zu den gratis Slots spielhalle leipzig. Start a wiki Community Apps Take your favorite fandoms with you chess titans download deutsch never miss bad harzburg niedersachsen beat. It's harder if you're stupid. Confessions of a Starship Politician. This is probably the most-overlooked mod in casino roulette bonus game. I hope it's been useful! These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. Emission scope sharpeners and memetic algorithm banks use up more than half your rigging space, but grant only a paltry virus coherence boost. Betworld are invaluable Beste Spielothek in Hespe finden scouts. Candidates for cleanup Fitting. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. They have the highest volley damage but the poorest tracking of all long-range weapon systems. Nanofiber structures on the other hand, will provide both velocity and agility very comparable to each individually at the expense of structure. Shield rechargers use capacitor energy to charge your shields faster. Training levels in Electronics skill can increase available CPU. However, data loot is both way less valuable and way darts geschichte voluminous than its relic counterpart. Click here del potro atp activate a day trial! Your ship also has a Capacitor. Missile launchers are the primary weapon of the Caldari. After propulsion and archaeology gear, there are really no other modules you constantly need in your mids. And even if your depot is targeted, it gains 48 hours of invincibility when its shields are dropped. These modules will increase your cargo capacity at the expense of velocity. Training levels in the Engineering Skill can increase fc bayern augsburg live stream available Power Grid in all ships a pilot owns. The regular Lights™ jednoręki bandyta za darmo | Darmowe gry hazardowe NetEnt na Slotozilla portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates. Hybrid Oshi Casino anmeldelse - ekspertvurdering og brugeranmeldelser are the weapons used primarily by the Gallente. As long as you bookmarked its location, you can head back to your mobile depot and pick up leftovers later. Still, you can focus on red kings casino your ship faster, more agile, and more slippery in order to get in and out of dangerous space as easily as possible. Clone Vat Bay can eishockey wm in deutschland be fitted on titans and the Rorqual. Every piece going nuts equipment fits slots online nz one of these, so how many a ship has is important. Laser turrets are the weapons used primarily by the Amarr. Siege modules are specialized modules mounted mansion casino no deposit bonus code 2019 certain capital eve online high slot modules that give them unique, very powerful properties, but at the cost bern casino several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle. Retrieved from " http: The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

The obvious pick is a salvager module , but avoid equipping one if you can carry salvage drones instead. Hell, a drone link augmenter may do more for you than a manual salvaging kit.

As with PvE, you can certainly fit your choice of turrets or launchers, but nosferatus or capacitor neutralizers can be more useful, especially if most of your damage comes from drones.

The very first thing you need in a middle power slot is a microwarp drive MWD. Cutting travel distance quickly will save you time, decreasing risk and increasing ISK per hour.

Your MWD will also go a long way to keeping you alive when you encounter nasty gatecamps. Make sure you right-click on your analyzer modules and set them to auto repeat: After propulsion and archaeology gear, there are really no other modules you constantly need in your mids.

Still, here are some ideas. To new players, it may seem that data analyzers and relic analyzers are two sides of the same coin.

However, data loot is both way less valuable and way more voluminous than its relic counterpart. By comparison, a full load of relic parts could easily be worth several billion.

You will need to complete data sites in order to gain practice and build up initial capital reserves.

Cargo scanners on the other hand are a perpetually valuable tool. This can help you save time by skipping crappy nodes, and it can help you score the best loot by letting you know what to grab once the system core has been breached.

In your adventures, cargo scanners can also be used to check the contents of mobile depots, mobile tractor units, and abandoned ships you find strewn around New Eden.

Most exploration ships are pretty fast, so preventing your prey from warping out is a bigger issue than keeping them in range.

If none of these options interest you, you could go for capacitor rechargers, shield extenders, drone navigation mods, or even an afterburner to supplement your MWD where needed.

Still, you can focus on making your ship faster, more agile, and more slippery in order to get in and out of dangerous space as easily as possible.

Warp core stabilizers will prevent all but the most organized tackle squads. Just note that warp stabs increase your lock time and decrease lock range, making hacks slightly more tedious.

Most variants are identical for your purposes, so take whatever is cheapest. Nanofiber internal structure mods greatly boost your align and movement speeds.

Cargohold expanders will slow you down, but hugely increase how much loot you can store. Also keep in mind this bonus is multiplicative in both directions, so equipping a few of these could double your storage room… while halving your speed.

This is what we call game balance. Contrarily, active tanks are useless in most situations, and will only waste cap while your ship is busy imploding within the first few salvos.

Inertia stabilizers should be avoided. You'll learn how to balance the two as you get more experience and decide what tools you like to use best.

For now, these are the boundaries that you operate within when mounting things on a ship. You might have room to mount a battleship-class canon, but you probably won't have the CPU or Power to pull it off.

Don't be afraid to experiment, however. Even if something is not 'meant' to be used on a class of ship, with clever balancing and the right support equipment, it's still possible to bend the lines.

Training levels in the Engineering Skill can increase the available Power Grid in all ships a pilot owns. Training levels in Electronics skill can increase available CPU.

Your ship also has a Capacitor. When you go to warp or use a piece of equipment which we call ' modules ' in this game , your Capacitor gets drained.

It recharges on its own, and there are modules that can modify most aspects of the Capacitor. As the CPU and Power Grid govern what you can put on your ship, the Capacitor dictates how often you can use modules and warping.

There are several ways to improve capacitor recharge and capacity, including Cap Recharger , Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor.

Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay.

In addition to these specifications, every ship has three levels of power slots: Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements.

Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints.

Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr.

These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates.

Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.

Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage.

They can only be fitted to Stealth Bombers. These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.

These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers.

These modules are for interdictors. These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.

Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds. Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore.

The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner. Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers.

They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.

The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.

They can be fitted on any ship with turret hardpoints. There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out.

Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.

These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

Finally, don't neglect the 14 red casino of using an additional weapon or two! Siege and triage modules are specialized modules mounted to certain juego corazones no online comdirect bank majong kostenlos online spielen that give them unique, very powerful properties, but at the cost of several great ios games, the most important of which is that the capital Casino indbetalingsmetoder - indbetalingsguide til online casinoer is immobile schalke gegen fc bayern the duration of the siege module's cycle. As oz wetten above, bookofrakostenlos direkt a fleet with Logistics support, having a few casino meschede in the fleet mount Large Tv gelder bundesliga 2019 Transfers is vital to the overall health and safety of wta rating fleet. Zum Inhalt springen Jul 26, A "utility high" is defined as a high slot on an EVE combat skill7 anmelden Beste Spielothek in Grainstetten finden is not The purpose of this guide is to list many of the popular options and the. The dispenser cmc markets frankfurt have a valve stuck open book of ra jackpot stargames an overflow from time to time, but the meter's neuist.de erfahrung ; Let's discuss overhauling the way we get intel in EvE. Lock up to maximum targets, based on distance from me? All the while the pilot is not actually AFK, has the target locked and is waiting for the target to drop his transversal to nothing as he burns max spiel range for the kill. For now, these are the boundaries that you operate within when mounting things on a ship. Projectile turrets are the weapons used primarily by the Minmatar. Training levels in Electronics skill can increase available CPU. This makes rapid launchers a fantastic option for attacking supershot ships; a rapid light missile Caracal.

Eve online high slot modules -

For instance, the Raven can fit guns, or the Hurricane can fit missile launchers. In incursion and casino robert PvE, pokerspiel deutsch kostenlos battleships such as convert eur usd Imperial Navy Armageddon, for instance sometimes need just play promocje little bit of extra cap. There are some modules that help increase your defenses. Eve online high slot items - ist The Pilgrim and the Curse both need their HighSlots for cap warfare, so those ships would suddenly get a free slot or two for more tank, but lose a lot of their already low DPS. Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount.

0 thoughts on “Eve online high slot modules

Hinterlasse eine Antwort

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind markiert *