• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:34
CEST 00:34
KST 07:34
  • 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
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War895.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
SCII needs to put more weight on strategy and tact Server Blocker How do you feel about the mass reverts in the 5.0.17 PTR? 5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued
Tourneys
$3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
[Megathread] Daily Funny Videos BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL FINALS HYPE VIDEO 2X Rollback Netcode in Brood War
Tourneys
[Megathread] Daily Proleagues ASL 22 Finals [ASL22] Semifinal B [ASL22] Semifinal A
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14810 users

Patch 1.4 PTR Notes (updated 9/8) - Page 244

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 242 243 244 245 246 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 05 2011 13:10 GMT
#4861
As a Terran player I can see why Blueflame got the nerfbat, SlayersS really tore up a lot of opponents with them, although 150/150 for now just +5 dmg against a single unit type (light) on a single unit might be a bit much.
I haven't used Blueflame much myself but I've seen how much it decimates light units in casts and replays.

Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.
All these Reapers, Bunkers and Barracks nerfs make me feel as if Blizzard is out to kill off early Terran aggression bit by bit. The only early aggression I considered unbalanced was 5rax Reaper and that died a long time ago.
Are bunker rushes still so powerful on the lower leagues that this is needed? (I don't bunker rush myself so I wouldn't know)

Seeker missile speed buff is nice, but its slow speed wasn't the main issue it doesn't see the light of day, it's mostly the expensiveness of the Raven, the amount of energy the SM needs and the 150/150 upgrade for the missile itself.

The other race changes I can't say much about although I'm curious to see the Immortal change.
+1 range will give it the same range as Stalkers, will have to see how that turns out.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2011-09-05 13:25:49
September 05 2011 13:21 GMT
#4862
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?

The range buff isn't going to just fix immortals so they make army compositions easier. I think that would eventually make Protoss OP. The goal of the buff is most likely to allow the immortal to get some shots off vs things like m&m, sieged tanks with backup, bunkers, roaches, ultralisks, infestors, stalkers, and colossi.
"We have unfinished business, I and he."
bittman
Profile Joined February 2011
Australia8759 Posts
September 05 2011 13:25 GMT
#4863
On September 05 2011 22:21 Amber[LighT] wrote:
Show nested quote +
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
September 05 2011 13:29 GMT
#4864
On September 05 2011 22:25 bittman wrote:
Show nested quote +
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )


Anything that doesn't require you to tab cycle through to a spell should go on one hotkey. Stalkers on their own for blink and sentries on their own for ff & gs is a good idea for your hotkeys. Archons and Zealots on the same hotkey are really good as well since the basic premise is to keep your lower ranged units in front of your stalkers to get some good DPS and meat shield setup.
"We have unfinished business, I and he."
C0ntrast
Profile Joined April 2011
Germany96 Posts
September 05 2011 13:35 GMT
#4865
Seems like a lot of players will use Warp Prism now more often, though i dont like the Infernal Preigniter nerf (yes, speaking as Protoss). They seem to do fine dmg there, didnt see nothin wrong with that ~~
우정호 :(
Fist
Profile Joined October 2010
Netherlands235 Posts
September 05 2011 13:36 GMT
#4866
On September 05 2011 22:10 Thezzy wrote:


Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.

Why is this such a big deal? Terran always has been able to continuously produce scvs, while protoss and zerg has to wait for a few seconds
Have you ever realized just how insignificant your existence on this planet really is?
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 05 2011 13:37 GMT
#4867
Giving immortals stalker range will help pro players use them more effectively, too. The flip side to getting them stuck behind your stalkers at the start of the battle is getting them stuck in front of your stalkers in the middle of the battle. Getting the immortal out of harm's way after its shields have been depleted makes for a bit of active micro that can improve the efficiency of protoss armies pre-tier-3 splash, when they need it most. Though blizzard might have had a different purpose for the design of it at the beginning, I think hardened shields are best used to make your opponent think twice about trying to focus fire the immortal.
brachester
Profile Blog Joined March 2011
Australia1786 Posts
September 05 2011 13:38 GMT
#4868
On September 05 2011 22:36 Fist wrote:
Show nested quote +
On September 05 2011 22:10 Thezzy wrote:


Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.

Why is this such a big deal? Terran always has been able to continuously produce scvs, while protoss and zerg has to wait for a few seconds

it doesn't seems like a big deal but is the patch really that necessary?
I hate all this singing
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 05 2011 13:39 GMT
#4869
On September 05 2011 22:36 Fist wrote:
Show nested quote +
On September 05 2011 22:10 Thezzy wrote:


Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.

Why is this such a big deal? Terran always has been able to continuously produce scvs, while protoss and zerg has to wait for a few seconds


We have to stop producing SCVs while making the Orbital
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 05 2011 13:47 GMT
#4870
On September 05 2011 22:36 Fist wrote:
Show nested quote +
On September 05 2011 22:10 Thezzy wrote:


Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.

Why is this such a big deal? Terran always has been able to continuously produce scvs, while protoss and zerg has to wait for a few seconds


True, however, whilst building the Barracks we have an SCV not mining (but still taking up supply and vulnerable) and while the Orbital is going up you cannot produce anything out of it.

My point was not so much about the lining up of SCV and Orbital but the extra 5 second build time.
All it does is just delay marines by 5 more seconds, but I fail to see why Blizzard wants this.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 05 2011 13:51 GMT
#4871
On September 05 2011 22:25 bittman wrote:
Show nested quote +
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )

Keying colossus with zealots should be a criminal offense, at least.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
TheResidentEvil
Profile Joined September 2010
United States991 Posts
September 05 2011 13:53 GMT
#4872
I queue everything by speed. I think you need sentries on hotkey 1 with the zealots because otherwise your FF doesnt go off because its out of range.

1. Zealots, sentry, Immo
2. Stalkers, Colo
flodeskum
Profile Joined September 2010
Iceland1267 Posts
September 05 2011 14:02 GMT
#4873
On September 05 2011 22:51 Liquid`Jinro wrote:
Show nested quote +
On September 05 2011 22:25 bittman wrote:
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )

Keying colossus with zealots should be a criminal offense, at least.

It is a crime that is also its own punishment.
IdrA: " my fans are kinda retarded"
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 05 2011 14:17 GMT
#4874
Colossus should have their own hotkey, or at least should be microed alone in battle. If they're on the same hotkey as stalkers, stalkers will waste too much shots when you ff with your colossi. And ffing with colossi is an useful skill toi have, I'd say it's the most important thing to do in battle when you have 3+ colossi.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 05 2011 14:17 GMT
#4875
On September 05 2011 22:51 Liquid`Jinro wrote:
Show nested quote +
On September 05 2011 22:25 bittman wrote:
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )

Keying colossus with zealots should be a criminal offense, at least.


It still is actually not that uncommon - since you need your own group for blink-stalkers (otherwise it will be the usual ball of zealots/stalkers who get in the way of one another) and you need your own group for HTs....obvious reasons.

Unless you want to use 4 control-groups, having colossi and zealots on the same hotkey has one advantage: this would be the "a-move" hotkey, while the spells/micro happens on the other ones. Furthermore, colossi can be repositioned by selecting them quite easily, since they are huge.

For me, the question how to properly hotkey colossi has always been annoying and harder than I'd want it to be.
"You see....YOU SEE..." © 2010 Sen
tomtom2234
Profile Joined August 2011
United States46 Posts
September 05 2011 14:31 GMT
#4876
Would have rather seen an increase in cost of hellions rather than a damage nerf.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 05 2011 15:05 GMT
#4877
On September 05 2011 23:31 tomtom2234 wrote:
Would have rather seen an increase in cost of hellions rather than a damage nerf.


This would've forced Blue Flame even more actually since you'd want to put those more expensive Hellions even more to good use than before.
Cost would also not reduce the amount of damage they can do when dropped (since the damage would have remained the same).
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
September 05 2011 15:06 GMT
#4878
On September 05 2011 19:11 OkidokiSEA wrote:
I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.


OMGOMGOMG

Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.
KEKEKE
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
Last Edited: 2011-09-05 15:19:42
September 05 2011 15:19 GMT
#4879
On September 05 2011 22:10 Thezzy wrote:
As a Terran player I can see why Blueflame got the nerfbat, SlayersS really tore up a lot of opponents with them, although 150/150 for now just +5 dmg against a single unit type (light) on a single unit might be a bit much.
I haven't used Blueflame much myself but I've seen how much it decimates light units in casts and replays.

Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.
All these Reapers, Bunkers and Barracks nerfs make me feel as if Blizzard is out to kill off early Terran aggression bit by bit. The only early aggression I considered unbalanced was 5rax Reaper and that died a long time ago.
Are bunker rushes still so powerful on the lower leagues that this is needed? (I don't bunker rush myself so I wouldn't know)

Seeker missile speed buff is nice, but its slow speed wasn't the main issue it doesn't see the light of day, it's mostly the expensiveness of the Raven, the amount of energy the SM needs and the 150/150 upgrade for the missile itself.

The other race changes I can't say much about although I'm curious to see the Immortal change.
+1 range will give it the same range as Stalkers, will have to see how that turns out.


It has nothing to do with lower leagues that the bunker rush got nerfed.
Bunkers are still taking games in TvZ in the GSL...almost every single match actually, contains at least one bunker rush, and the 11/11, especially with a proxy, can be extremely hard to hold off.
And Even if the zerg held it off, they'd be severely behind due to the larvae mechanic.
moo...for DRG
DwmC_Foefen
Profile Blog Joined March 2007
Belgium2186 Posts
Last Edited: 2011-09-05 17:48:40
September 05 2011 15:34 GMT
#4880

Prev 1 242 243 244 245 246 453 Next
Please log in or register to reply.
Live Events Refresh
Next event in 11h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 137
ViBE129
NeuroSwarm 120
StarCraft: Brood War
Artosis 433
White-Ra 165
League of Legends
Doublelift5641
Grubby3808
Super Smash Bros
hungrybox565
AZ_Axe42
Other Games
summit1g5211
Liquid`RaSZi1896
FrodaN562
shahzam473
WinterStarcraft470
C9.Mang0231
PiGStarcraft219
ToD212
Livibee143
ArmadaUGS49
ZombieGrub36
Organizations
StarCraft 2
BasetradeTV169
[ Show 15 non-featured ]
StarCraft 2
• musti20045 16
• davetesta5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
• niya90s 0
StarCraft: Brood War
• blackmanpl 32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis5929
Other Games
• imaqtpie1039
• Shiphtur462
Upcoming Events
The PondCast
11h 26m
WardiTV Qualifier
12h 26m
Online Event
1d 12h
Korean StarCraft League
2 days
Afreeca Starleague
2 days
Rush vs Soulkey
CranKy Ducklings
2 days
AI Arena Tournament
2 days
BSL Open Qualifier
2 days
Sparkling Tuna Cup
3 days
IPSL
3 days
[ Show More ]
BSL Open Qualifier
3 days
WardiTV Weekly
4 days
IntoTheTV X SOOP
5 days
PiGosaur Cup
6 days
The PondCast
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-13
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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 © 2026 TLnet. All Rights Reserved.