• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:50
CEST 19:50
KST 02:50
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th83Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Changing from 12 to 8 is just asking for StarCraft StarCraft II 5.0.16 PTR Patch Notes may 26th Weekly Cups (May 11-17): Classic wins double TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event BGH Auto Balance -> http://bghmmr.eu/ VPN experiences Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3564 users

The warhound - a deathball unit, not a "mech" unit - Page 14

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 12 13 14 15 16 20 Next All
Emon_
Profile Blog Joined November 2009
3925 Posts
Last Edited: 2012-09-06 20:41:23
September 06 2012 20:36 GMT
#261
Warhound = Roach.

"Hey guys, I know we've had like 4 fucking years to design a unit. Here's what we've come up with: It's a maruader in a gundam suit. He shots pew-pew lasers and runs like mech-Maradona. Now Terrans have a roach! Pay me 50$, yo!"

Remove both and invent something new. BW had so many AMAZING units. What other game had a fucking ARBITER? Or how about something as cool as the Ghost!? Shuttle sucked and so did scout - but you win some - reinvent some. Warp prism is cool. Back to the drawing boards guys. The game is boring as hell right now.
"I know that human beings and fish can coexist peacefully" -GWB ||
Treehead
Profile Blog Joined November 2010
999 Posts
September 06 2012 20:38 GMT
#262
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
September 06 2012 20:44 GMT
#263
Nice one avilo, I really like your style and effort, totally agree. The a-move mech needs to stop and stop FAST.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
FortMonty
Profile Joined May 2012
United States63 Posts
September 06 2012 20:56 GMT
#264
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.

I think mech should have the option of being able to move around easier without having to buy a fucking engagement ring for their position, but I don't think this would take the role of Bio, since bio comes down to a lot of micro, drop harass, and multi-pronged attacks. Again, I just feel that the idea behind this unit is not a bad one, even if it's design is overall slightly worse, I think it adds a whole new dynamic to mech and I feel people need to stop looking to broodwar to emulate some sort of source material and be hell set on sticking to the standard slow style of mech simply for the sake of tradition.
Expect Nothing, Prepare for Anything.
Hider
Profile Blog Joined May 2010
Denmark9436 Posts
Last Edited: 2012-09-06 21:00:05
September 06 2012 20:59 GMT
#265
On September 07 2012 02:58 Odinsphere wrote:
Wait a minute guys. Imagine a world where heart of the swarm has been out for longer than a day and a half. Imagine in this world, people have come up with legitimate strategies to deal with warhounds. Now imagine that crying for potential nerfs might be a little premature at this point. The game is evolving, and people have just gotten their feet wet with this new stuff. A terran player actually pressuring a zerg early game for mass droning? OH MY GOD.


Your missing the point. Fuck balance. Fuck whether the warhound is OP or not.
What matters is the design of the unit (and I am not talking about the appearance). And its absolutely terrible. Warhound will never be an interesting unit, just like the collosus never will be, and the roach never will be.
As a terran player I want to switch race.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 06 2012 20:59 GMT
#266
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?



On September 07 2012 05:44 Deleuze wrote:
Nice one avilo, I really like your style and effort, totally agree. The a-move mech needs to stop and stop FAST.


These two posts are the best part of this thread and all others about the warhound.

A-move = Awesome-move. Almost too awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Brahoono
Profile Joined September 2012
119 Posts
September 06 2012 21:12 GMT
#267
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?


Marines are very lowhp and very versatile due to drops. The difference between a toppro and someone in masters or w/e using the marine is HUGE while its relatively easy to use the warhound properly because of its incredible range/speed/beefyness.
Danzo
Profile Joined March 2011
2820 Posts
September 06 2012 21:52 GMT
#268
On September 07 2012 05:36 Emon_ wrote:
Warhound = Roach.

"Hey guys, I know we've had like 4 fucking years to design a unit. Here's what we've come up with: It's a maruader in a gundam suit. He shots pew-pew lasers and runs like mech-Maradona. Now Terrans have a roach! Pay me 50$, yo!"

Remove both and invent something new. BW had so many AMAZING units. What other game had a fucking ARBITER? Or how about something as cool as the Ghost!? Shuttle sucked and so did scout - but you win some - reinvent some. Warp prism is cool. Back to the drawing boards guys. The game is boring as hell right now.


You know how come people aren't just remaking their own game and playing on it?(No not sc2bw). Start a new revolution
similar to DOTA in the w3 custom. I really would really love it if a game developer out there remade Starcraft in a different name and show the world "this is how it's supposed to be". :D
Getting too old for this..
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2012-09-06 22:01:44
September 06 2012 21:58 GMT
#269
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?


The warhound can stutter step micro just like a bio unit can. But when you reach mid-later portions of the game with higher scaled armies it in effect becomes a roach/marauder a-move type of unit.

What you're seeing is stutter step micro early on in games because the warhound outranges most early game options from all three races (including in TvT) and is as fast as a bio unit with stim. Yes, that is micro, but once again, design-wise, that's stutter step micro.

The only good things you can take from the warhound so far are that it forces Zergs in TvZ to build something other than drones and queens. They have to build spines/roaches/speedlings to defend adequately which fixes the "get 80 drones + queens and defend literally everything."

But once again, this thread is more about the design of the unit rather than it's use in the metagame or it's balance statistically.

You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."
Sup
AKomrade
Profile Blog Joined March 2010
United States582 Posts
September 06 2012 22:08 GMT
#270
On September 07 2012 06:58 avilo wrote:
Show nested quote +
On September 07 2012 05:38 Treehead wrote:
I watched 4-5 games of White Ra vs. Qxc last night. What is written all over here does not mesh with what I saw. Qxc did not make them look "A-movey".

I'm not saying they're fine - after all he was often able to kill 4-6 gateway units kiting with a single Warhound, but I find the complaints that Warhounds are "A-movey" and Marines are "micro intensive" to be weird. What makes them so? Is it the stim? Or is it how pros have used marines? If so, I'd take a look at how pros are using Warhounds. They do not appear to be a-moving, and using the rest of their time to... macro?



You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."


Tzain barely holding off warhound pushes with tanks/bio vs random players is pretty silly. The vZ allins are super silly too.

Removing the Thor and making the Warhound an AA competent ground unit is more effective and logical than simply replacing tanks with Warhounds and keeping the Thor in the game.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
FortMonty
Profile Joined May 2012
United States63 Posts
September 06 2012 22:14 GMT
#271
I feel the Warhound drastically effects TvT and TvP, but as for TvZ, if the Zerg opened a Speedling expand, they can hold it and generally I see Tanks as a better alternative to Warhounds in the TvZ match up, just based on watching Demuslim and some others.
Expect Nothing, Prepare for Anything.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2012-09-06 22:49:01
September 06 2012 22:41 GMT
#272
On September 07 2012 02:30 MoonCricket wrote:This 2.85 movement speed is bullshit, it's ridiculous to have a mech unit faster than a Kenyan sprinter.


Ignoring the hellion, and the stalker and any flying mechanical units that go over 2.25 speed right??? The warhound speed is fine, changing it's supply to better represent its threat and adding a mild research cost to create delays for missile timings would solve the problem... if anything else was added, it would be a raw damage nerf from 23 -> 22/21/20...

The slowness of mech has always been it's least attractive feature relative to stim and medivacs...

On September 07 2012 07:08 AKomrade wrote:
Show nested quote +
On September 07 2012 06:58 avilo wrote:
You'll also notice as I described in the OP in this thread that the warhound completely makes the siege tank / positional mech play obsolete. If you are playing in the beta right now or watching streams, try and keep track of how many siege tanks you see/make...or rather how many aren't there when players are "going mech."


Tzain barely holding off warhound pushes with tanks/bio vs random players is pretty silly. The vZ allins are super silly too.

Removing the Thor and making the Warhound an AA competent ground unit is more effective and logical than simply replacing tanks with Warhounds and keeping the Thor in the game.


Tanks are also awful because they serve only 1 successful purpose outside of the mirror matchup: killing banelings.

Positional play with tanks is basically dead, because small numbers of tanks don't have the same effect that they did in broodwar. While sieged tanks allow a player to lock down 1 specific area, it is much too easy to circumvent tanks or catch them in vulnerable positions that make their high supply and resource costs unrewarding.

If terran had a better way of killing banelings that siege tanks, siege tanks would almost never be used outside of TvT. Now that warhounds are becoming stapple in TvT and dispite the fact that warhounds need a nerf, the siege tank needs something to restore the incentive of that investment in place of the mobile WarMarine/BioHound play.


Make warhounds 3 supply from 2
Make the mech-missile require the an upgrade like concussive shell for marauders (never bought in TvZ rofl)
aaannnd give tanks 60 vs armored, instead of 50
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
wizshaw2
Profile Joined October 2011
25 Posts
September 06 2012 22:45 GMT
#273
Warhounds are to good. Just watched them make a protoss army look silly. Storms do very little to them too. I think if anything needs to be nerfed its their rate of fire and their range. They just poke in... shoot and run away.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
September 06 2012 22:50 GMT
#274
On September 07 2012 07:45 wizshaw2 wrote:
Warhounds are to good. Just watched them make a protoss army look silly. Storms do very little to them too. I think if anything needs to be nerfed its their rate of fire and their range. They just poke in... shoot and run away.


since when has storm ever threatened units with more than 100 hp? especially units that can actually move *cough cough siege tanks*...
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
September 06 2012 23:02 GMT
#275
I'm pretty much giving up until warhounds are patched. I have lost 3 games total to non-terrans, even beating some GM's in PvP. And then promptly losing to 0/0 mass warhounds.

Slower, less range, 3 supply, increase costs, missiles are an upgrade, less base damage, 0 base armor. I think with all that it may, very small chance, but may not be insanely OP. I'm really surprised at how balanced most of the game that this version of the warhound got through.
Manager, Team RIP ZeeZ
Myrkskog
Profile Blog Joined July 2008
Canada481 Posts
Last Edited: 2012-09-06 23:12:35
September 06 2012 23:12 GMT
#276
On September 06 2012 23:26 [F_]aths wrote:
I, on the other hand, like the look of the warhound. Nice technical look.


I always thought it was impossible for an opinion to be objectively wrong, but there you go.
DemigodcelpH
Profile Joined August 2011
1138 Posts
September 06 2012 23:21 GMT
#277
On September 07 2012 05:56 FortMonty wrote:
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.


Your reason is fundamentally flawed. Mech shouldn't be able to be as mobile and aggressive (overall) as bio is. That's not why it's not bio.

If bio and mech have the same capabilities then diversity and game depth is taken away. Mech is not bio in gundams. This is what Blizzard doesn't understand, and what the old BW dev team did.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-09-06 23:22:41
September 06 2012 23:22 GMT
#278
On September 07 2012 08:02 1st_Panzer_Div. wrote: I'm really surprised at how balanced most of the game that this version of the warhound got through.


It's actually not that amazingly good like people make it out to be. Even mass roaches beat them.
kaokentake
Profile Joined July 2012
383 Posts
September 06 2012 23:22 GMT
#279
On September 07 2012 08:21 DemigodcelpH wrote:
Show nested quote +
On September 07 2012 05:56 FortMonty wrote:
My biggest issue with some of the things being said is the fact that people keep adding some type of satndard to "mech" play. Yes, the traditional meching style is to gain position and slowly gain ground on your opponent until you're sieging their base. However, I don't think this automatically requires mech to BE slow moving and chess like. I think the idea behind the Warhound is nice, to give mech some more versatility, the ability to be more mobile with stronger units and be hyper aggressive instead of super passive. Now people have said "You can be super aggressive with current mech, just aggressive leap frog tanks" which is just stupid.


Your reason is fundamentally flawed. Mech shouldn't be able to be as mobile and aggressive (overall) as bio is. That's not why it's not bio.

If bio and mech have the same capabilities then diversity and game depth is taken away. Mech is not bio in gundams. This is what Blizzard doesn't understand, and what the old BW dev team did.


exactly. they should fucking remove bio (which essentially the warhound is doing) if they want to turn mech into bio with this gigantic marauder
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 06 2012 23:24 GMT
#280
On September 07 2012 08:22 DemigodcelpH wrote:
Show nested quote +
On September 07 2012 08:02 1st_Panzer_Div. wrote: I'm really surprised at how balanced most of the game that this version of the warhound got through.


It's actually not that amazingly good like people make it out to be. Even mass roaches beat them.


I have to agree.. Protoss players are still trying to figure it out tough, but it doesn't seem to be as bad as some people say..
Prev 1 12 13 14 15 16 20 Next All
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro16 Group C
ZZZero vs WorsT
Julia vs eOnzErG
Liquipedia
uThermal 2v2 Circuit
15:00
Season 2: Warm Up Cup #3
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 532
BRAT_OK 87
ProTech81
Railgan 76
StarCraft: Brood War
Britney 25601
Zeus 198
Rock 34
Sacsri 22
Sexy 21
ajuk12(nOOB) 16
Dota 2
Gorgc5943
qojqva1200
LuMiX0
Counter-Strike
fl0m1682
taco 207
Heroes of the Storm
Liquid`Hasu315
Other Games
singsing2767
Grubby2599
B2W.Neo606
Beastyqt498
Trikslyr41
MindelVK11
fpsfer 1
Organizations
Other Games
gamesdonequick557
EGCTV555
BasetradeTV262
Counter-Strike
PGL164
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• printf 47
• HeavenSC 45
• BsK 2
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Airneanach96
• Michael_bg 7
• FirePhoenix5
• 80smullet 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos2209
Upcoming Events
BSL
1h 11m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
6h 11m
RSL Revival
13h 11m
Lambo vs Rogue
Clem vs TBD
herO vs TBD
Maestros of the Game
19h 11m
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
19h 11m
IPSL
22h 11m
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d 1h
Wardi Open
1d 18h
Monday Night Weeklies
1d 22h
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
2 days
Maestros of the Game
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Maestros of the Game
3 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
4 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
Maestros of the Game
5 days
Replay Cast
6 days
Solar vs Classic
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
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.