What skills to pump the crew of a heavy tank. What perks to put on IP in World of Tanks. General skills and abilities

The game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

Recall that with the release of patch 0.7.2. tank personnel will have skills and abilities. Skills begin to act only when they are studied at 100%, and skills become active already from 1% study. To make it easier for you, by going through you can find a description of the skills and abilities.

What are the best skills to acquire first?


For artillery it is best to equip:

Commander first you need to pump the sixth sense skill and expert skill.
Gunner- sniper skill or vindictive skill.
Driver mechanic it is best to learn the virtuoso skill first.
loader In our opinion, it is best to learn the Intuition skill or the Desperate skill.
to the radio operator it is best to learn radio interception skill first.
After that, you can learn all the skills that are left.

For Fri Sau:


Commander- we advise you to learn the eagle eye skill first, then the sixth sense skill, the third expert skill, give the rest of the skills as you like.
gunner- here the sniper skill is definitely the first thing to learn.
Charging- optional, as all three skills: non-contact ammo rack, intuition and desperate learn depending on the style of your game. If you are sitting in the bushes and often defend yourself, then you need to learn the intuition skill first, then the non-contact ammo rack skill, and then only the desperate skill.

Driver mechanic- definitely the first thing we learn is the skill of a virtuoso.
radio operator- The ability to radio interception, then at your discretion.

Basic skills and abilities for light tanks in the game World of Tanks :


Commander- Be sure to learn the skill of an eagle eye.
gunner- definitely for the firefly, first of all we learn the vindictive skill, and then the rest as desired.
Charging- we learn the skill of non-contact ammunition, then the skill is desperate.
Driver mechanic. It all depends on the style of the game. If your main goal is to destroy artillery, then first of all we learn the skill of a smooth move, the skill of a virtuoso, then the skill of the off-road king, the rest at your discretion. If you are trying to just highlight enemies, then the first thing you need to learn is the Virtuoso skill.

radio operator. For a firefly, it is better to first learn a last-minute skill or a radio interception skill. Again, it all depends on the style of the game. If you are going to shine irrevocably, then it is better to first learn the skill with the last of your strength, and only after it the skill of radio interception.

Basic skills for heavy tanks in the game World of Tanks:

Commander- First you can learn the jack of all trades skill or the expert skill.
gunner- First of all, we learn the skill of a sniper.
Charging. Basically it's up to you here.
Driver mechanic. If you are on heavy tanks, then you can learn the skill of a ram master and, if possible, pinch enemies. For most heavy tanks, we recommend learning the smooth move skill first.
radio operator- the skill of radio interception, then the skill of the last forces.

For medium tanks:

Commander- learn the skill of an eagle eye, then an expert.
gunner- the skill of a smooth turn of the tower, then we learn the skill of a sniper.
Charging– we recommend learning the non-contact ammo rack first, since medium tanks often die due to the explosion of ammo racks.
Driver mechanic- first of all, the skill of a virtuoso, and then the skill of a smooth move, or vice versa.
radio operator- the ability to radio interception must be taught first, then at will.

Introduction

Soviet heavy tank of the seventh level. As part of the game, this is one of the most popular "heavyweights", which is second only to the next one. At the same time, you buy one tank, and inside there are two of them. By rearranging the towers and guns, you will get both IS-1 with an 85 mm gun, and canonical IS-2 with a 122 mm gun. Such a spread of tactical use leads to the disorganization of the enemy. When he sees "Joseph", he simply does not know what to expect from him.

History reference

Development of a new heavy tank rulers "Joseph Stalin" started on the basis of and, and was a response to the appearance in 1942 of new German cars - and. The system for the production of breakthrough tanks by this time had been worked out and enriched with combat use. Due to the denser layout of the internal modules, it was possible to strengthen the armor, even with a decrease in weight.

After shelling the captured "Tiger" at the training ground, the original 76-mm guns and 122-mm shorties were replaced by a more anti-tank gun 85-mm D-5T. As a result, the tower was expanded and an additional road wheel was added. The unit was put into production in 1943 under the index IS-85, but did not stay in production for long until he was replaced IS-122 who went down in history under IS-2.

In 1944, the Soviet army conducted continuous offensive operations and broke one line of fortifications after one. Under these conditions, anti-tank properties receded into the background. We needed a machine that could break through the field fortification. This tank has become IS-2- he participated in all operations of the final stage of the war and helped to take fortified cities, including Berlin. A total of 3395 such monsters were produced.

Game characteristics

In s, the Izya, thanks to its powerful gun, armor and mobility, has become a good assault tank. Consider its characteristics in the context of the game:

Protection

Our armor is good, but not the best. In the forehead 120 mm on the hull and 100 mm on the turret, the sides are protected by 90 mm of armor, 60 mm remain at the stern. Yes, sometimes you will get non-penetration and ricochets, but the same "Tiger" will sew you without problems. Therefore, do not hesitate to turn and rhombuses. But we have a worthy “heavy” strength - 1230 hit points. There is something to exchange in protracted duels.

Firepower

The cannons are what allow the "iza" to be flexible. If you want to play the role of "light heavy", then you can take a closer look at the guns 85 mm D-5T and 85 mm D-5T-85BM. They have good armor penetration, accuracy and rate of fire. There is also a compromise 100 mm D-10T, which shoots a little slower, but more accurate and more painful. But most players (and they are right in this!) choose the 122mm gun line. Although the DPM of the main guns is approximately the same - everyone likes to deal damage one-time and preferably with a frag detonation.

When you receive 122 mm D-2-5T, then we can already say - life is good. High one-time damage of 390 HP, as well as armor penetration of 175 mm base projectile should inspire respect from enemies. Pumping to the top state in the face 122 mm D-25T slightly adjusts the characteristics in the direction of improving the rate of fire. The traditional disadvantages of all Soviet "log throwers" are vertical aiming angles - only six degrees down.

Dynamics

Mobility is not the main advantage of a heavy tank, but the IS has it very good. Top engine V-2-54IS gives 700 liters. With. and allows you to accelerate to 34 km / h. Reverse speed is also good - 14 km / h, which will fully allow us to use the "swing" tactics. caterpillars IS-2M give a turn of 35 degrees / sec and slightly increase the carrying capacity. Keep in mind that the stock tower spins better, but it has less visibility.

Discovery and communication

Top radio station 12RT gives a communication range of 625 meters - a normal indicator at the level for "strands". But the review of the Soviet silver carp has always been deplorable - only 350 meters. Although, given that we will not crawl out from the front line ... As for stealth, it is better than other heavy tanks, but still insufficient.

Pumping and equipment

What is the best way to study IP? If you played hard on, then you managed to pump out there 122 mm D-2-5T. Therefore, everything that separates you from it is only a tower IS-122. Download it for free experience and get the maximum "damage" on the level. Then you improve the tracks and put on them a new engine with a radio station. If you want to go in the direction of maneuver, and not damage, then leave the top turret alone and choose an 85 mm gun, or decide to shoot remotely - then a 100 mm gun is at your service. Then the tracks, the engine and the radio station.

The crew consists of four people. We download them for assault actions. First, “Repair” for everyone, then we reset the commander and set the “Sixth Sense”. At the second level, the crew is required to "Disguise", since every extra meter of visibility plays a role. The third level is "Combat Brotherhood".

As for special equipment, for the 122-mm cannon we choose the duel option: "Guns rammer", "Aiming drives" and "Ventilation". Airing the fighting compartment can be replaced with a “Tool Box”, because you will break often. If you decide to shoot from a distance with a 100-mm gun, then the following "purchase" is in priority: "Stereo Tube", "Guns Rammer", "Camouflage Net". You can choose your own setup for your individual playing style.

We place the following consumables: "Hand Fire Extinguisher", "Large First Aid Kit" (+15% to protection against wounds), "Large Repair Kit" (+10% to repair speed). The engine will burn infrequently, so you can replace the fire extinguisher with Doppaek or Lend-Lease Oil.

IP- a heavy assault tank that can sometimes play a breakthrough, on a par with the ST.

At the very beginning, group up with the rest of the "strands" and choose the place of the breakthrough. Go there, but do not rush too much - wait for slower brothers. After that, you destroy heavy enemy tanks and roll with a steam roller to the enemy base. Sounds easy? Yes, this is not easy to do. Your one-time damage should not only destroy, but also intimidate opponents, stopping their vigorous activity on the flank. Therefore, do not merge ahead of time.

If you have chosen the light heavyweight specialization, then at the start you can join the allied pack of STs, strengthening them with your support. Your hit points will come in handy for them to cover. Yes, and the enemy "fireflies" and "middle peasants", seeing who turned around the corner IP, in horror they will scatter. After all, no one will consider what kind of gun he has there.

Shooting from the bushes or from the second line with a 100 mm gun is the easiest way to conduct combat operations. Know yourself get down and shoot. But this idyll will not last long. Either the front will roll back, or vice versa, it will roll. Then you will have to withdraw from your familiar place and again turn into a mobile tactical unit. But the curses of teammates can do this earlier, because in their view you are “heavy” and simply have to tank.

When finishing in an assault, always try to spread the enemy on the first shot. Usually, a reverse rhombus is enough for this - you drive up to the shelter, and then roll out backwards at an acute angle, spreading a shot at the "harp". After that, you can write out a missed pill for 390 HP. Repeat the procedure until determination or a sudden flash of intelligence in the enemy. Being in a group sight - be sure to sway back and forth to make it difficult to aim critical modules.

On the defensive, try to occupy narrow and shootable sectors. If possible - stick out the tower, sometimes the damage is eaten by the mask of the gun. Work for psychology - no one wants to die first and young. Sometimes it's better to lean out and not shoot than to shoot and wait for the guests while the slow reload is in progress. When the time runs out and the enemies attack you in a crowd, go into a deep clinch, hide behind the corpses and in every possible way provoke them into chaotic shooting. Live longer. And there the “log thrower” will reload.

An overview of the strengths and weaknesses of the tank. Results

pros:

  • Ultimate one-time damage
  • Tactically flexible choice of guns
  • Good ricochet armor
  • Lots of hit points
  • Excellent for "heavy" dynamics

Minuses:

  • Eye-sighted review
  • Sometimes balances on lvl 9
  • Stock is terrible
  • Armor does not always save

IP- one of the players' favorite heavy tanks at the seventh level. The damage of his "log thrower" remains relevant even at the eighth and ninth levels, which makes him indispensable in the support role. When he finds himself in the top, he simply tears those around him to tatters. Do not miss this ultimate car, give it a place in the hangar and periodically shake random one-shots.

Good luck in battle!

1. general description perks.
There are two types of perks in WOT: skills and perks. Skill - begins to act immediately, efficiency increases as you learn. Skill - begins to act only at 100% study. In turn, both skills and abilities are divided into group and individual. In general, this information is available in the client itself, so we won’t get too hung up here. Let's take it from here detailed description perks (as the most relevant - even the official wiki gives slightly incorrect data, but with some clarifications, which are discussed below):

2. FAQ and detailed analysis the work of some perks.
Many players are not entirely clear on how some perks work, and as a result, there are problems with their choice. Let's try to answer the most pressing questions.

Q: "Vintage" or "Sniper"?
A: The gunner has 2 rather useful skills - "Sniper" and "Resentful". And since both only work at 100%, you really don't want to waste a lot of experience. Let's take a closer look at both. Resentful - allows you to see the enemy tank for 2 additional seconds in a sector of 10 degrees from the aiming point. Who can benefit from this? Machines with good overview(so that the light was ours). Grudger also gives 2 additional seconds of illumination to allies - if we play "firefly", the profit from this is obvious. Well, what about pt-shki?
Firstly, if we highlight the enemy on a car with a long cooldown and poor mixing (with BL-10, for example) - these 2 extra seconds can be used for more complete mixing (but we have to shine ourselves).
Secondly, vehicles with a fast cooldown are likely to fire a couple of shots (average flash time 5-10 seconds + 2 seconds). But again, we must look at this point - and if the enemy has disappeared from the light, then projecting his movement a couple of seconds forward is not a big problem. Here, the question really arises about the terrain, the firing distance and fixing the gun's EHV - but this is a completely different topic.
Sniper — +3% chance of inflicting critical damage (to modules or crew). Here is the most interesting. Where did these 3% come from? I shoveled a bunch of information - and did not find anything concrete. Somewhere 3% (most often), somewhere 5%, somewhere it is not expressed numerically at all. And 3% of what? From the module's chance to dodge a crit (like 27% for BC, for example)? Or is 3% an additional chance for each shot? Moreover, there is no way to check this either theoretically (calculation takes place on the server and all sorts of Tank Inspectors will not help here), or practically - you just need a huge number of shots to compile more or less reliable statistics, and taking into account the meagerness of this chance, FBR (for example, in 25% armor penetration spread) makes such experiments pointless.
So, the only thing we can rely on in this matter is the answers of the developers themselves. Here's what I managed to dig up:



Let's assume that increases the chance of causing critical damage by "a few percent". It turns out some kind of trifle (one extra crit for a couple of fights).
And what is more useful? I would choose this: for cars with a long cooldown - "Resentful" (2 seconds for mixing); for quick-firing ones - "Sniper" (more shots - there will be a chance for an extra crit more often; the opinion about the higher crit infliction of "hole punchers" is somewhat erroneous).

Q: "Combat Brotherhood" - does it make sense (without ventilation, additional soldering, etc.)?
A: Personally, I always pump one of the first. Now I will try to explain.
BoBR increases the level of proficiency in the main specialty by 5%. Is it a lot or a little? 5% of the main skill of the crew is 2.15% to the corresponding performance characteristics of the vehicle. The performance characteristics of the vehicles affected by the BoBR: rate of fire, overall accuracy of the gun, aiming time, ground penetration, visibility, camouflage, radio range.
I will focus on 2 points. With the help of BoBR (as well as ventilation and additional soldering), we can increase the overall accuracy of the gun. A trifle, of course, but it helps! For comparison, the accuracy of BL-10 on ISUkh with and without BoBr:

The second point is a boost to the review + 2.15%. This, for a moment, is more than the Eagle Eye perk gives (yes, OG is pumped only by the commander, and BoBR is for everyone, but there are much more bonuses from BoBR).
What else can BoBr do? It also gives +5% to all crew skills: repair, firefighting, camouflage, mentor, eagle eye, radio interception, inventor, etc. It is clear that the increase here will be generally miserable, that it is not even worth considering seriously, but still - with the help of additional soldering, ventilation and BoBR, you can get a level of disguise of more than 100% (and not 80% as for a 100% pumped disguise skill).
With BoBR and the appropriate equipment, you can make your car more versatile (pulling up weaknesses). Or vice versa to boost the strongest. You can sharpen the car to the maximum for visibility, or to reduce cd, etc.
So sometimes it’s strange to hear “fe! only 5%!” from players who first run to download Eagle Eye.

Q: "Disguise" or "Repair"?
A: Well, everything is simple here. Repair is critical for high-level vehicles - since they can survive far from one hit - and they will be critted often (especially tracks), it is important for them to be repaired as soon as possible. Camouflage is important for all ATs, but for tops its base value is much lower and the absolute boost from the pumped skill "camouflage" will not be so great (plus the visibility of tanks on highlevels is much higher). And I wouldn’t choose here, it clearly doesn’t make sense to reset the disguise for repairs, but just putting repairs on the next perk is quite reasonable.
In order to give some specifics on the repair, I found the following plate for the speed of repair of the undercarriage (it is already outdated, but it can give some idea - in particular, the speed of repair of the suspension of the SU-101 is now higher than that of the SU-122-54):

Q: Do perks work when a crew member is shell-shocked?
A: Only BoBr. And this is either a bug, or one of the developers at one time listened to the vine of the players. By the way, this leads to the following question:
Q: Studied the loader all the perks - what to download next?
A: Download "Desperate" and "Proximity ammo rack" - the effect is not cumulative, but when one loader is shell-shocked, the perks of the second will work.

3. Recommendations for resetting perks.
Perks can be reset for gold - experience is not lost, but it is expensive for gold (especially if you constantly change skills for skills). And you can for silver, but at the same time we lose 10% of the experience earned by a crew member:
When resetting the first perk - 21K experience.
When resetting 2 perks - 63K experience.
When resetting 3 perks - 147K experience.
When resetting 4 perks - 315K experience.
If the car is in an elite state - you can divide these numbers by two - the crew member who had their perks reset (if he is alone, of course) will start pumping 2 times faster.
As you can see, 2 perks (30K experience for an elite car) can be reset almost painlessly. 3 perks (75K experience for the elite) - already sensitive, but with promotions for experience this can be compensated. 4 perks and more, it’s better not to drop for silver - a lot of experience is wasted. So it’s worth thinking over the logic of pumping perks in advance.
I also want to note how it is worth changing skill to skill. Let's say the gunner's first perk is "smooth turret rotation". It can be dropped immediately, for example, on a "sniper" and put back on the pumping of the PPB. But I would advise you to ride a little with the first perk without resetting it. And only when you accumulate unallocated experience for the second perk - reset it to the "sniper" and immediately get some percent of the second perk. Thus, during the pumping time, "PPB" will always work for us (in one way or another). What are the reasons for such manipulations? The fact is that experience for pumping a perk (any in order) from 0 to 50% requires ... 9.5 times less than pumping the same perk from 51 to 100%. And the first percent of the perk is accumulating extremely quickly.

4. Recommendations for upgrading perks in the line of Soviet tank destroyers.
To minimize the loss of experience or gold to reset, you must immediately decide whether your crew will stop on a particular vehicle or will level up to the tops. Because at level 5, the commander gets the specialty of a radio operator (which the loader had before, and with it such a useful perk as “radio interception”), and at 7-9, a loader is added.


AT-1. We won't stop in particular. We begin to download disguise for everyone.


SU-76, SU-76I, SU-85B, SU-85I- the crews of the cars are identical. Many of them already like to have fun (up to fanaticism), so more.
We download the disguise for the commander, drop it on the lamp (it is possible for silver), download the disguise again.
For everyone else, we download disguise, then Beaver.
And while the BoBr will swing, we will have a completely playable car with 75% disguise and a lamp.
The second perk has been pumped - for the commander we drop the disguise on the BoBR and put the disguise again. If you are going to leave the crew on these vehicles, you can put the “eagle eye” as the fourth perk, but I don’t advise it at all - they are blind, the boost will be small, and the crew may want to transfer to other self-propelled guns up the branch.
The third perk for the gunner is “set a smooth turret turn”, when it is pumped out, we drop it on the “sniper” and put the PPB again.
We set the third perk to the mechanic driver as “virtuoso”, when it is pumped out we set the “king of off-road”.
The third perk for the loader is “radio interception” (if the crew remains at these levels) or “repair” (you need to start pumping up already if the crew goes further).
If the crew remains, we reset the gunner to the “vindictive” one again and set the gunner again, and set the driver to “Smooth running”. Everything else is not critical.


SU-85, SU-100, SU-100M1, SU-101, SU-122-44- the crews are also identical.
Commander - lamp, Beaver, disguise, radio interception, repair, eagle eye (in order of priority - there is no need to reset perks after the second one - we put them in order).
Gunner - disguise, BoBR, sniper, vindictive, PPB (we pump out the sniper and vindictive through the reset of the PPB).

Loader - disguise, BoBr, repair, desperate, intuition, BBU (we download the last three through repair reset).


SU-152, ISU-122S, ISU-152, ob.704, ob.268
Commander - lamp, Beaver, camouflage, repair, radio interception, eagle eye. Blind branch - repair will be more useful for it than radio interception.
Gunner - disguise, BoBR, repair, vindictive, sniper, PPB (we pump out the sniper and vindictive through the reset of the PPB).
Mechanical driver - disguise, BoBR, virtuoso, PX, repair, design bureau.
Loader - disguise, BoBr, repair, desperate, intuition (we download the last two through repair reset).
Loader - on the SU-152 and then a second one appears. So I would take care in advance of pumping out at least BoBr (so that it works for everyone), if there is no possibility, we immediately put BoBr.


SU-122-54
Commander - lamp, BoBr, camouflage, radio interception, repair (and this car is both fully sighted and repaired quickly).
Gunner - disguise, BoBR, sniper, vindictive, repair, PPB.
Mechanical driver - disguise, BoBr, virtuoso, design bureau, PH, repair.

With the second loader, the same story as above.


ob.263
Commander - lamp, BoBR, camouflage, radio interception, repair, OG.
Gunner - master gunsmith, disguise, BoBR, repair, sniper, vindictive, PPB (263 has a weak point - the gun mask. Everyone will shoot at it - as a result, constant gun crits - so it’s better for the gunner to reset the perks).
Mechanical driver - disguise, BoBr, repair, virtuoso, design bureau, PX.
Loader - disguise, BoBr, repair, desperate, BBU, intuition (we download the last three through repair reset).
Second loader - BoBr, repair, camouflage and those skills that are not pumped into the first loader.

Let's leave the SU-100Y as an extremely specific vehicle and the ISU-130 as a promotional moderator one for now.

This article is a review about a Soviet self-propelled artillery mount based on the IS tank. In the development branch of the USSR, this tank destroyer occupies the honorary 8th level.

Like most tank destroyers, ISU-152 has its own characteristics of the game. Let's start with one very important aspect. With a full study, it becomes possible to install a 152 mm BL-10 gun. The cannon is the most powerful at the eighth level in terms of damage and penetration. It is thanks to its gun that the ISU-152 can deal good damage to enemies, even well-armored ones. For a shot from this gun, we can "shoot" 700-900 hp. Having such damage, you should not chase after wounded animals that can be finished off by allies, it is worth shooting at tanks, their health reserve is still large.

How to play the ISU-152

playing on ISU-152, you should always remember that the armor is quite thin, and maneuverability leaves much to be desired. Such parameters make you think about battle tactics. So, you should not go into a frontal attack or break through at full speed to the base. Although this is again at the discretion of the player. The main tactic to be adopted is the ambush.

What equipment to put on the ISU-152

For successful game it is recommended to install camouflage net, rammer, stereo tube. You should acquire patience, wait for the enemy, skillfully hiding behind the folds of the terrain or buildings. It is advisable to leave such shelters when your gun is already reloaded, and the enemy did not have time to reload his own. When fighting in urban conditions, it is difficult to hide the long hull of tank destroyers and hide from artillery.

Crew and perks on the ISU-152

question what perks to download on ISU-152 many things are asked to the crew. We will follow the advice of wargaming itself and first of all we will upgrade the light bulb and disguise. Which perks to choose next, see the screenshot below.

Keeping all this in mind, we can send level 6 tanks to the hangar with one shot, but also become easy prey for medium tanks and artillery. good luck and Have a nice game, fellow tankers! And now we offer you to watch a video guide for this tank destroyer.

IS - Soviet heavy tank Level VII. It has a powerful gun with excellent armor penetration and damage, but poor accuracy and long aiming. Booking is very average, but the dynamics are on top.

The Most Necessary Skills and Abilities One of the most important skills for tankers is "repair" and "camouflage". If "camouflage" for heavy tanks is irrelevant, then "repair" will always come in handy. Therefore, the first perk for the crew should be exactly “repair”.

The ability to quickly repair a track and hide can cost a tank its life in combat. Further, specialized skills should be developed. For the commander - a "sixth sense" in order to receive information about the detection in a timely manner. For the gunner - "smooth turn of the tower", and for the driver - "smooth running". This will allow you to miss less on the move and in maneuverable combat. For the loader - "desperate" in order to be able to reload faster, remaining with 10% of the tank's durability. If aggressive tactics are often used in the game on the tank, the third perk can be put " the Brotherhood of War". In combination with improved ventilation, the behavior of the tank in battle will improve markedly. If preference is given to the defense of the base, instead of "brotherhood", pump over "camouflage". In combination with the installed stereo tube, it will be possible to work in the tank destroyer mode and act in ambushes. Further perks Usually, the crew of a seventh level tank is rarely pumped more than three perks. But for IS fans, the following set can be offered. The commander should improve his visibility so as not to get into a situation where the tank will shoot an invisible enemy. These are "eagle eye" and "radio interception". To increase the survivability of the vehicle, learn the "Jack of All Trades" skill. The "Sniper" and "Master Gunsmith" skills will be useful to the gunner. The first skill will give a bonus to inflicting damage to the enemy, the second will reduce the unpleasant consequences of a disabled gun. For a driver, the “king of off-road” skill. It is known that the IS passability on soft soils is low. "Virtuoso" will not allow light and medium tanks to spin a heavy vehicle. The “ramming master” in combination with the “heavy anti-fragmentation lining” equipment will make it possible to inflict 2-3 times more damage when ramming than the tank itself loses. IS, but also for all subsequent tanks in this development branch - for the IS-3, IS-8 and IS-7. But if you decide to upgrade the crew of the IS to the state of "Rimbaud", replace one of the commander's perks with a "mentor". He shows himself to the fullest after several thousand fights.



 
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