• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:22
CEST 03:22
KST 10:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
[BSL20] Non-Korean Championship 4x BSL + 4x China1Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22Esports World Cup 2025 - Final Player Roster16
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 777 users

PvP is going to change in the next Patch ! - Page 23

Forum Index > Closed
Post a Reply
Prev 1 21 22 23 24 25 56 Next
synapse
Profile Blog Joined January 2009
China13814 Posts
April 22 2011 15:51 GMT
#441
On April 23 2011 00:27 tyCe wrote:
Show nested quote +
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...
:)
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
April 22 2011 15:55 GMT
#442
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...


The current consensus seems to be that units warping in do not take ANY additional damage, I'd like them to at least try fix this before they significantly change the warp gate timing.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=194526
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-22 16:05:01
April 22 2011 15:56 GMT
#443
On April 23 2011 00:47 Avean wrote:
I really dont see how this is going to change anything with PvP.
Increased research of warp gate to 10 seconds (Lets imagine that).
Decreased build time for tier 1 units in gateways (3 seconds)

That only means we will be building more units outta gateways for 10 seconds longer before warp. It will not change anything for PvP which i guess is Blizzards main reason for this change.
But it will affect everything else, proxy rush from protoss will be alot faster (Depends on the decreased time change).

I really dont see the point of this change ..........


I will explain how increasing research time of WG and decreased production of gate units would fix 4gate since many seem not to understand:

1) Since 4 gates can't be supported by 1 base (only 3 and barely), if the 4 gater keeps waiting for the WG to make units he will be behind in unit count for a great amount of time, and the no 4gater can take advantage of that, namely by getting map control. Imagine the 3 stalker build, becomes the 5 stalker build, and the WG is even later and you see how harder it will be to 4gate in that situation.

2) If by miracle the 4 gater has map control, and attempts to put pylons in your base to warp zealots above ground, you will have enough units to destroy them.

3) If the 4gater wants to keep map control, he will have to keep producing units while waiting for WG and in that case he won't be able to support 4 gates, not to mention he wasted 150min on a gate while the other on a unit / tech so in fact 3 gate becomes better. But in that case it's also easier to transition into something else because the other guys units will have to travel the map and you will indeed have a defenders advantage until WG finishes which will be later. That would give more time to tech making it more viable.
Archon96
Profile Joined November 2010
United States38 Posts
April 22 2011 15:58 GMT
#444
On April 23 2011 00:47 Avean wrote:
I really dont see how this is going to change anything with PvP.
Increased research of warp gate to 10 seconds (Lets imagine that).
Decreased build time for tier 1 units in gateways (3 seconds)

That only means we will be building more units outta gateways for 10 seconds longer before warp. It will not change anything for PvP which i guess is Blizzards main reason for this change.
But it will affect everything else, proxy rush from protoss will be alot faster (Depends on the decreased time change).

I really dont see the point of this change ..........



Blizzard isn't thinking obviously as with most blizzard patches. FYI, there is no such thing as strategy in pvp. Cool, nerf 4 gate. Then we can move on to strategic mass colossus into who has more wins the game, or we can do strategic cannon rush or in light of soon to be gateway buff, strategic proxy gate. PvP is going to be so fun, I can feel it already. Leave the 4 gate the way it is, 4 gate requires more skill than cannon rush and proxy gate.
Master Toss looking for a pro team
SheaR619
Profile Joined October 2010
United States2399 Posts
April 22 2011 15:59 GMT
#445
Although this may solve the 4 gating problem I dislike this idea a lot. Defending 4 gate has almost been discovered such as the 3 stalker chorno, and kcdc build I heard of. This would change the meta game too much and all the time invested in defending the 4 gate will be wasted because then 4 gate will virtually obsolete. Although an interesting idea and should definitely be tested,

I believe it best just to keep it how it is. Even if 4 gate is solved, it doesn't change the fact that it will lead to a stupid collossi war...which is even stupider imo. PvP is just a really bad match up. They need to make storm some how viable in PvP then i'd say it might become a more interesting match up.

TLDR: Fixing 4 gate with this new idea will only mess up the meta game completely and will not address the core problem of pvp leading to a silly who has more collosi war :/
I may not be the best, but i will be some day...
Fiendish
Profile Joined April 2010
United States210 Posts
April 22 2011 16:04 GMT
#446
i like pvp the way it is..
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2011-04-22 16:05:15
April 22 2011 16:04 GMT
#447
Guess Blizzard got fed up by people (like me) 4-5 warpgating themselfs to master.

Who would had thought blizzard disliked a build that includes 5 of the same buildings which counters kills everything during the first 15 minutes of the game.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
April 22 2011 16:05 GMT
#448
i hope they patch it so that 4 gate is still a good strat just not the only one. i really don't want to see 50 colossus war games in a row.
Administrator
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
April 22 2011 16:06 GMT
#449
On April 23 2011 00:50 Archon96 wrote:
Show nested quote +
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").



Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

You ever play a little game called broodwar?
skyR
Profile Joined July 2009
Canada13817 Posts
April 22 2011 16:09 GMT
#450
This is a step in the right direction. Good job blizzard!
zZygote
Profile Blog Joined January 2007
Canada898 Posts
April 22 2011 16:09 GMT
#451
On April 23 2011 01:05 Liquid`Nazgul wrote:
i hope they patch it so that 4 gate is still a good strat just not the only one. i really don't want to see 50 colossus war games in a row.


QFT. Almost every PvP ends up a Robo-race anyways. I wouldn't mind seeing templars being used like in BW.
aicaramba
Profile Joined October 2010
Netherlands110 Posts
Last Edited: 2011-04-22 16:14:22
April 22 2011 16:09 GMT
#452
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



I was thinking something along this line, but not to increase the warp-in time.
Increasing warp in time would make toss more vurnerable to medivac drops.

The problem with warpgate technology as it is, is that the protoss can get a full volley of units very quickly after completing gateways/units. This can be prevented by increasing the time it takes a gateway to transition into a warp gate..
It takes 10 seconds now, but if that time is increased to 25/30 seconds or so, the 'extra' volley of units can be nullified.

I have no idea how this would change the other match-ups though.
Trakz
Profile Joined December 2010
Canada178 Posts
April 22 2011 16:09 GMT
#453
I dont really like this change.
Perhaps in PvP, this change will be for the better but I dont see how it won't affect other races.
Sometimes, you can just get enough units from warpgate to hold off rushes. And despite gateway unit's construction will be decreased in time, you still will not be able to get as many units out.

Then a lot of people will say to wall off but then what about massive ramps such as scrap station.
This will force a forge out to get cannons. But even in this scenario, it will also decrease the amount of units you have.
None shall take if undeserved
Kenod
Profile Joined January 2011
Austria32 Posts
April 22 2011 16:09 GMT
#454
On April 23 2011 01:06 Nevuk wrote:
Show nested quote +
On April 23 2011 00:50 Archon96 wrote:
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").



Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

You ever play a little game called broodwar?


You ever played a little game called Starcraft 2 and not Starcraft Brood War ?
renkin
Profile Joined July 2010
France249 Posts
April 22 2011 16:11 GMT
#455
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



In that case I would even add a health handicap, for exemple 70 % shields because if it takes longer to produces units the 4gater will be able to afford the push longer.
speedphlux
Profile Blog Joined April 2010
Bulgaria962 Posts
April 22 2011 16:11 GMT
#456
lul wat ?
This sounds like I'm going to go back to my original noob SC BW PvZ opening :D
3 gates Zealots into Cy-Core + Forge into expo into 8 gates "GG" :D
... Humanity Is Not What I Suffer From ...
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
Last Edited: 2011-04-22 16:18:45
April 22 2011 16:12 GMT
#457
Wow, huge thread!

In my opinion, PvP 4-gate vs 4-gate is the most ridiculous thing ever. I remember watching a game where it has become so "standard" that the protoss didn't even hide the fact that they were going 4-gate.

My solution would be to give a reduced damage modifier to units on the high ground. This would make a defensive 4-gate > offensive 4-gate.

Another suggestion would be to make the WP research decrease the unit building times for gateways and not WPs. This would force protosses to choose between gateways or WPs.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 22 2011 16:12 GMT
#458
On April 22 2011 17:39 Elefanto wrote:
but what happens then to the highly entertaining, difficult to pull off 4 gate rush strategy?
i don't want to lose that tool, and i guess no spectator either =(


what? difficult to pull off? im sorry but this makes me laugh
whoopadeedoo
Profile Joined June 2010
United States427 Posts
April 22 2011 16:12 GMT
#459
It's been mentioned several times already, but the only fix necessary is to remove warp-in above forcefields on the ramp. This will completely fix PvP 4 gate. I don't know why they are considering a huge change like this ... a change that will alter a lot of matchups and create lots more problems they will need to patch again.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
April 22 2011 16:13 GMT
#460
On April 23 2011 00:50 Archon96 wrote:
Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

Even without warpgate Protoss are still different from the other races. Protoss still warps in buildings, as in the probes doesn'tr actually sit around and builds them. They power their structures with pylon and they have chronoboost to speed up their production. Besides the warpgate doesn't include every protoss unit. So if they did get rid of warpagates (which they won't) Protoss still would be fine.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Prev 1 21 22 23 24 25 56 Next
Please log in or register to reply.
Live Events Refresh
Next event in 9h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 223
Livibee 191
RuFF_SC2 106
ProTech67
StarCraft: Brood War
Artosis 988
Icarus 6
Dota 2
monkeys_forever686
Counter-Strike
tarik_tv7220
Fnx 1839
Stewie2K947
Super Smash Bros
Mew2King138
Heroes of the Storm
Khaldor196
Other Games
summit1g10675
fl0m779
ViBE263
Maynarde180
Organizations
Other Games
gamesdonequick54570
BasetradeTV50
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH81
• davetesta36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• masondota21060
Upcoming Events
Wardi Open
9h 39m
Replay Cast
22h 39m
Sparkling Tuna Cup
1d 8h
WardiTV European League
1d 14h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 22h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.