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Smart casting hurts the game - An in depth look - Page 5

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dogabutila
Profile Blog Joined December 2009
United States1437 Posts
December 29 2010 01:19 GMT
#81
Smart casting storm isn't impressive. Neither was it impressive in BW. I was only C- but I could still clone well enough to spread storms out.


What is impressive is being able to spread your templar so that they dont get roflowned by smart casted emp, while keeping them close enough to the front to storm on time.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Comprissent
Profile Joined September 2010
United States314 Posts
December 29 2010 01:19 GMT
#82
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. Smartcasting doesn't really decrease a skill gap, it lowers the stupid amount of apm required to cast spells.
He's French-Canadian, so he's gonna do fast expand into stupid zealot timing into something else gay
Fiercegore
Profile Joined July 2010
United States294 Posts
December 29 2010 01:19 GMT
#83
On December 29 2010 10:11 FabledIntegral wrote:
Show nested quote +
On December 29 2010 10:06 Fiercegore wrote:
Hmm, well will the Siege tank smart firing be removed? Everything seems valid but I think it would have to be valid for all the races. I do think that protoss would get hurt the most if they just remove smart casting, but it's not necessarily the end all be all. If emp had to be casted like storm then it would be fair, the only problem is that emp is 100 damage instantly, while you can still micro out of storms, especially since you can have more than 12 units in a control group. I would actually like this change but storm would have to do more damage, or emp would have to be like storm where it does damage over time so the protoss player has the ability to micro out of it like terrans can move out of storm.

Edit: I would also cry if smart casting was removed from forcefields/sentries


Siege tank "smart firing" has nothing in common but name. It's a completely different, irrelevant topic to the discussion at hand.


So it wouldn't be removed? I'm not sure how you answered the question. But if it wouldn't be removed, I think the general lower skill cap will still be there which is fine! Tanks have been balanced around having smart-firing, and I think that spells should just have to be balanced around smart-casting, and I think everything's very well balanced right now. If you were to change something as big as this, you have to make sure it doesn't make the game imbalanced because that would be a giant step backwards.
http://us.battle.net/sc2/en/profile/506893/1/Fiercegore/
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
December 29 2010 01:20 GMT
#84
On December 29 2010 10:02 enzym wrote:
Blizzard doesn't have the same idea of what a good spell is as we do. They want their game to be accessible to many people, so they make execution easier and improve its immediate appearance, i.e. graphics and sound effects. The "amazing" in a good spell, for Blizzard, comes from 1) graphical effects and 2) is it fun to use this spell or not. While hardcore starcraft fans will easily agree that when observing a game all the emotion, the "awe" comes from the players, the tension of seeing how well they manage to place their units and spells, the suspension during the start of a battle until its end. Without smart casting the outcome is always unsure, it's a nailbiter. While with smart casting the outcome is more easily predictable. What matters most in this case is only whether the player is watching his units at all or not... it makes the game more shallow, not just skill cap wise for the players, but, what's more important, it makes it A LOT more shallow and uninteresting for observers as well.

The outcome becomes too easily predictable and the difference between landing a spell and missing it has way less impact, because the spells needed to be nerfed because smart casting exists. Both make watching the game less exciting, it kills suspension and anticipation and it is quite possible that people will grow tired of it fast once they learn that there is nothing new to see anymore - that the employment of spells becomes generic.


If what you say is in fact true, then RTS gameplay is degenerate and should not be used as an eSport. If the only way to make the game lively and interesting is to deliberately and systematically gimp the interface, making it harder to do something for no reason other than to make it harder, then there's something seriously wrong with this kind of gameplay.

Interface is not and never should be a valid dimension of balance. No single ability or spell should ever be balanced by saddling it with a poor interface. And if that is the only way to make the game interesting for spectators, then the game is broken.

It's like saying that the way to make Team Fortress 2 into a better competitive game is to reduce everyone's mouse sensitivity to its lowest level. Or make it so that in order to fire sticky bombs you have to click 3 different buttons in rapid succession. These ideas may in fact work at making it a better competitive game. But they're not good ideas, so however much they may actually help in some respects, they hurt the game.

In any case, the main problem seems to be the amulet upgrade itself. Take that away, and HTs must be on the field for some time before throwing down Storms. Thus more opportunities to kill/EMP them, which cuts down on Storm spam. And that should make Storms more interesting by making them more rare. The tension will be on whether the non-Protoss can kill the HTs before they get into position to lay down the Storms. And personally, I like that tension more than whether the player can drop the Storms in the right place.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Wochtulka
Profile Joined October 2010
Czech Republic66 Posts
December 29 2010 01:21 GMT
#85
I agree. Thats all i have to say. I would say AoE targeted spells should not be smartcasted.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
December 29 2010 01:21 GMT
#86
well, from a purely spectators view, what's more fun to watch?

blanket storms or foxer dodging the fuck out of banelings?
a well executed auto repair thor attack or the insane flank/target fire that does it in?
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Lucid90
Profile Joined September 2008
Canada340 Posts
December 29 2010 01:21 GMT
#87
On December 29 2010 10:04 FabledIntegral wrote:
Show nested quote +
On December 29 2010 10:01 Lucid90 wrote:
The skill ceiling in sc2 is lower IMO because it's hard to scout and predict what your opponent is going to do. This makes it more likely that the game doesn't reach late game. But definitely easier control mechanics don't lower the skill ceiling, they just make decisions count for more. In BW if you made a bad decision, you can still come back in the game assuming you have better macro and control than your opponent. In sc2, if you made a bad decision, you're fucked.

So proper understanding of timings and cost effectiveness of unit combinations is just more important in sc2, because you can 1a all of your units, where as in sc1 you needed like 300 amp to control a 150 supply army of m&m or ultraling.


By definition, yes it does. You can't even argue that. Decisions counting for more is irrelevant. Because in BW you can always make those same decisions while having to do the mechanics at the same time.


hmm

let's look at the effect of a lowered skill ceiling. When a game has a lowered skill ceiling lowered skill players win more often against higher skilled players, and when the game has a higher skill ceiling players with lower skill do worse than players with higher skill.

But what exactly is skill? Is pressing buttons at 300 amp skill? Is controlling large amounts of terribly frustrating units with limited control resource that have bad ai (like controlling mass lings in bw) skill?

I guess you can say that sc2 got rid of a lot aspects of this skill set, because you don't need 300+ apm to control a large army. But does this mean that lowered skill players will start winning agaisnt higher skilled players? This means that players who coasted on their control and APM in bw are going to have a harder time in sc2, and players who had a bad APM but good decision making are going to excel in sc2.

This lowers the skill ceiling in controlling frustrating stupid units, but it doesn't lower the skill ceiling in the actual game. Things like timings, proper unit composition and scouting are just as relevant, even more so, because players can't rely as much on their APM to give them a leg up in the game.

Look at chess for example. Do you need 300 APM to do well in chess? No. Is it really easy to move the units in chess? Sure. But it's a very difficult game because it focuses on a different skill than unit control. Sc2 is similar in that regard because it doesn't punish you so much for worse unit control, it just rewards you more for proper decision making. SC2 got rid of a lot of the requirements for high maintenance unit control, but it's still just as difficult to make decision in the game, which is why the overall skill ceiling is just as high.
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Gooey
Profile Joined September 2010
United States944 Posts
December 29 2010 01:25 GMT
#88
I don't see the problem with being able to put them all on the same key and target where all of the storms go... Let's also make it to where a protoss has to individually click all of their units to forcefield or guardian shield one at a time, or blink stalkers 1 click at a time, or use gravaton beam by clicking each individual fast-moving paper plane one at a time. I already have to have my spell casting groups separated in the late game anyways as protoss, so I have absolutely no room for more hotkeys. Not to mention that the templar is the smallest god damn unit in my whole army, so clicking on them individually in an army that has collosi covering them up is pretty tough. That will surely make the game more enjoyable!

Seriously, though, I never really played broodwar much, but it looks like 1 storm is the size of 4 sc2 storms and it kills tanks 1 in full duration. My storm can't even kill marauders. If you storm drop, you have to have 2 fkin templars to accomplish the same thing. Also, a downside of having them on one hotkey (here is to your "skill cap" complaint), is that one emp can fuck you over pretty badly if you do not properly spread them out and micro observers ahead of your army, so that you can position them correctly to hit key points. It's not so much no risk, all reward by being able to just slam them all to one hotkey and click a button in a line, clapping your hands like a little school child afterwards. I have seen plenty of impressive storm uses by pro players that make my jaw drop a little, like huk storming the edge of his army to create a storm forcefield from lings and broodlings against NesTea.

Smart casting isn't such a bad thing. Accept the fact that starcraft 2 is not just brood war with a face lift, but another game. What is best for Brood War, might not be best for Starcraft 2.
www.twitch.tv/Thatgooey
mahnini
Profile Blog Joined October 2005
United States6862 Posts
December 29 2010 01:27 GMT
#89
On December 29 2010 10:20 NicolBolas wrote:
It's like saying that the way to make Team Fortress 2 into a better competitive game is to reduce everyone's mouse sensitivity to its lowest level. Or make it so that in order to fire sticky bombs you have to click 3 different buttons in rapid succession. These ideas may in fact work at making it a better competitive game. But they're not good ideas, so however much they may actually help in some respects, they hurt the game.

i don't want to start the deadly spiral of terrible analogies but imagine if the solly had a 8 rocket mag instead of 4. it's more fun and accessible for pubs to play with because they don't have to manage rockets but the downside to this is that rocket damage gets nerfed and now they do 50 damage a pop. imagine how much more spammy that would make the solly and how less critical it would be to manage rockets.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
farseerdk
Profile Joined May 2010
Canada504 Posts
December 29 2010 01:28 GMT
#90
For me, smartcasting itself isn't too much of an issue, but 80 damage storms, no irradiate/plague/darkswarm is.

Like it says in the OP, we'd all love the return of the Science Vessel and Defiler... but how the hell would you make them balanced? 50% miss rate under swarm? nonononon, that just makes the spell less cool.
Perspective is merely an angle.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 29 2010 01:28 GMT
#91
On December 29 2010 10:19 Fiercegore wrote:
Show nested quote +
On December 29 2010 10:11 FabledIntegral wrote:
On December 29 2010 10:06 Fiercegore wrote:
Hmm, well will the Siege tank smart firing be removed? Everything seems valid but I think it would have to be valid for all the races. I do think that protoss would get hurt the most if they just remove smart casting, but it's not necessarily the end all be all. If emp had to be casted like storm then it would be fair, the only problem is that emp is 100 damage instantly, while you can still micro out of storms, especially since you can have more than 12 units in a control group. I would actually like this change but storm would have to do more damage, or emp would have to be like storm where it does damage over time so the protoss player has the ability to micro out of it like terrans can move out of storm.

Edit: I would also cry if smart casting was removed from forcefields/sentries


Siege tank "smart firing" has nothing in common but name. It's a completely different, irrelevant topic to the discussion at hand.


So it wouldn't be removed? I'm not sure how you answered the question. But if it wouldn't be removed, I think the general lower skill cap will still be there which is fine! Tanks have been balanced around having smart-firing, and I think that spells should just have to be balanced around smart-casting, and I think everything's very well balanced right now. If you were to change something as big as this, you have to make sure it doesn't make the game imbalanced because that would be a giant step backwards.


Why would I answer your question when it's an entirely different discussion? Should we also talk about the strength of the Phoenix moving shot in this topic? Or Roach movement speed while burrowed?
StarStruck
Profile Blog Joined April 2010
25339 Posts
December 29 2010 01:29 GMT
#92
On December 29 2010 10:07 ArvickHero wrote:
I think the best of both world would be to introduce a "delay" between each spell if you casted spells consecutively using the smartcast feature. So if you spammed storm across an army using smart cast, instead of the storms all appearing instantly, each storm would be casted w/ a second (or two) delay.


We all know it would come to this.

This guy is a very smart man and I as well would like to see some sort of diminishing returns for using the feature that way everyone is happy.

As Blizzard said, they're trying to find a resolution to PvT late game. I think something like a cooldown on storm might work if the player tries to use smartcast from group X/tab instead of shift selecting each unit from group XY to cast.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-12-29 01:30:26
December 29 2010 01:29 GMT
#93
This is part of the reason why watching SC2 games doesnt feel impressive at all, watching force field walls or blanket storms done through spamming a single key vs storms or mass irridiate done with individually selecting each unit is like day and night.

However, this will never change as it would push away the casual crowd.

It does feel like beating a dead horse with bringing a beta topic to life again..
"trash micro but win - its marine" MC commentary during HSC 4
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
December 29 2010 01:30 GMT
#94
On December 29 2010 10:19 Comprissent wrote:
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. .


You don't know what you are talking about. It was 12 buddy.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2010-12-29 01:36:28
December 29 2010 01:31 GMT
#95
On December 29 2010 10:28 farseerdk wrote:
For me, smartcasting itself isn't too much of an issue, but 80 damage storms, no irradiate/plague/darkswarm is.

Like it says in the OP, we'd all love the return of the Science Vessel and Defiler... but how the hell would you make them balanced? 50% miss rate under swarm? nonononon, that just makes the spell less cool.


Pretty dumb how the high templar is the only one of the three blatantly overpowered spellcasters to be still in the game, but I do guess that storm really is the only one of the three that isn't completely gamebreaking in SC2.

It's ridiculous how people say that fast clicking is not impressive. Fast clicking makes the feat beyond impressive and the fact that any old low diamond player can't do what the pros do makes it entertaining and much more fun to watch then "oh i'd rather have them work on strategy then waste apm spamming".

I love how every single one of these SC2 guys are implying that BW had no strategy, when it was one of the most strategy rich games ever made despite it being
On December 29 2010 10:19 Comprissent wrote:"a limitation."

WeMade FOX would be a deadly SC2 team.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 29 2010 01:34 GMT
#96
It's all about chores. Starcraft 1 had a ton of chores - both macro (like sending workers to minerals and building units from many different buildings) and micro (such as attacking with more than 12 units or casting spells like psi storm).

Games can exist on either end. Look at Supreme Commander for the extreme of no chores - literally every strategic decision is one action (with the exception of reclaiming debris). You can create building templates (which are basically an automated build order), set buildings to auto-produce units in a particular order, set very complex rally and patrol points, etc. It is a valid game.

Starcraft 1 I would put at the other end of the spectrum. Players needed probably about 150apm of JUST chores in the late game in order to stay on top of everything. That's without unit micro, without any strategic decision or acts of aggression or defense. It's just keeping up with all your chores.

Starcraft 2 is in the middle. It has less macro chores and less micro chores than SC1, but more than Supcom. That's the direction Blizzard wanted to go, it's the direction they went, and it's still a valid game.

Arguments to restore chores are simply arguments to make SC2 more like SC1. Yes, eliminating the chores makes the game more different than SC1, but that's the point.
aka Siyko
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
December 29 2010 01:35 GMT
#97
Is any terran willing to give up Siege tanks Smart targetting?

User was warned for this post
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
aristarchus
Profile Blog Joined September 2010
United States652 Posts
December 29 2010 01:37 GMT
#98
I am surprised by everyone talking about how blanket storms were more impressive to watch in BW because it was harder. It's true it was harder, but that doesn't make it look more impressive. It was only impressive to you because you played the game seriously enough to appreciate how hard it was. If you want esports to take off, they need to get to a point where even a casual player (or a non-player) can enjoy watching the game and appreciate the skill involved. I've seen a lot of comments to that effect on youtube and even here - people saying that they love watching the games even though they don't play much. That's the sort of reaction you need to create, and making the interface worse doesn't do that - it makes the game harder in a way that's completely imperceptible to the casual viewer.
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
December 29 2010 01:38 GMT
#99
if u remove alot of the changes such as smart casting then the game will limited in its accessibility to lower level players.

BW is different to SC2 and more senesible due to advanced technology that can be used does it show skill to select each HT and storm with them yes, is it a practical sensible solution no it would be most frustrating to the majority of players.

Also by implmenting things such as smart casting it frees up apm to do other things and allows the game to evolve more naturally by that i mean focused on tactics, strategy, resource managment and unit composition rather than the mechanical skill of the game

At end of the day i see that there is more skill in the things i have listed above than mechanical skill as one takes good decision making, and thought the other just takes alot of practise which serves to limit the spread of the game

there is a reasons why BW was only big in Korea

(finally QQ noob XD XD XD)
ZvP imbalanced blizzards solution nerf terran
Melancholia
Profile Joined March 2010
United States717 Posts
December 29 2010 01:38 GMT
#100
Why can you hotkey units? Individually selecting them all would be WAY harder to do, and thus clearly better.

Really, why drive a car either? Running is far better.
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