• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:50
CEST 20:50
KST 03:50
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris31Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Aligulac - Europe takes the podium A Eulogy for the Six Pool Geoff 'iNcontroL' Robinson has passed away Weekly Cups (Aug 18-24): herO dethrones MaxPax 2v2 & SC: Evo Complete: Weekend Double Feature
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Esports World Cup 2025 WardiTV Mondays RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
ASL20 - worst advertising ever... BGH Auto Balance -> http://bghmmr.eu/ ASL Season 20 Ro24 Groups Flash On His 2010 "God" Form, Mind Games, vs JD No Rain in ASL20?
Tourneys
[ASL20] Ro24 Group F [ASL20] Ro24 Group D [Megathread] Daily Proleagues [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
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
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1169 users

Stim vs Charge - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
June 04 2010 16:35 GMT
#41
if you decrease the time for charge to be finished then zergling speed research time should be cut in half
"We have unfinished business, I and he."
lolastic
Profile Joined June 2010
23 Posts
June 04 2010 16:38 GMT
#42
so u want to buff protoss?
no.
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
June 04 2010 16:46 GMT
#43
On June 05 2010 01:38 lolastic wrote:
so u want to buff protoss?
no.


Or Nerf Terran... follow the discussion much? Also, please come up with Why you don't want protoss to be buffed. Not just "No"
www.rsgaming.com
Half
Profile Joined March 2010
United States2554 Posts
June 04 2010 16:47 GMT
#44
How about "Make stim 150/150 again"? I don't see whats wrong with a spell that boosts dps output by 50% being kind of expensive.
Too Busy to Troll!
STS17
Profile Joined April 2010
United States1817 Posts
June 04 2010 16:48 GMT
#45
I see a lot of things wrong with the way this entire argument is being laid out.

First of all, I see a lot of complaining that a T1 unit isn't as good a a higher Tier unit. That simply makes little sense, if the T1 unit was superior why ever advance up the tier?

Yes, Zealots are a T1 unit, their upgrade makes them significantly better against units they were designed to manhandle (marines, zerglings, etc) while becoming marginally more effective against other units due to the passive increase in movespeed (25% IIRC).

However, why should a T1 unit be able to manhandle the T1.5 marauder? Especially after the marauder has been upgraded? Generally speaking you have to move up a tier to beat a unit not down a tier.

And no, you can't compare the ability of a T2 unit to the ability of a T1 unit (EMP vs Charge) and expect them to be equal. Please be reasonable.

But before I get bombarded with things like "So why should the protoss always have to respond to the terran's tech by teching past them" understand that we have to tech past you first (i.e. get T2 units to deal with your T1 and T1.5 units). Also, I am in no way shape or form saying that all units on the same tier are equal as that would be equally pointless.

With all that being said my brother gets Charge in almost every game he plays in almost every matchup and wins the majority of his games at the high plat/low diamond level so I would have to disagree that the tech is overpowered, as the building does so much more then unlock these upgrades. It also opens the way to templar tech, and unlocks your ability for +2 upgrades so the cost of the building is very justified.
Platinum Level Terran - Take my advice from that perspective
Doko
Profile Joined May 2010
Argentina1737 Posts
June 04 2010 16:53 GMT
#46
I think a lot of the problems with the whole gateway vs mmm come from how the battle unfolds for most people.

Zealots are sent like cannon fodder when they are actually the highest dps unit in the protoss army at that stage in the game.
Stalkers auto target medvacs over anything else unless microed correctly.
Marauders are usually put in front denying the zealots those juicy low armor/low hp marines
Marines are range 5 and won't usually target anything but the zealots basically giving the terran auto focus fire micro

This leads to....

All the zealots die before they get to do any real damage
Some medvacs are dead
All stalkers die to remaining mm

--------------------

I've been experimenting with this on the unit tester and most of the time the best results for me are obtained by sending my stalkers first and taking the first volley of hits making use of their high hp while my army still has damage dealing capabilities.

Zealots walk in next and can pick off the low hp units at the front. Stalkers get moved forward to make sure none are stuck in the back of the line without firing. They have a pretty big model for a tier 1 unit.
The most important thing during the battle seems to be focusing units down with your stalkers. If you let em auto fire they'll target medvacs and marines that will be easily healed and continue to do damage while your army dies.

With that being said I still think in large numbers there's no contest on how's the winner of this fight but I've gone from getting completely decimated to winning some fights and if I do loose the battle he doesn't have enough to pick off every reinforcement I build.

Once you have charge its always a good idea to think of your zealots as zerglings and keep them in a slightly remote location to flank with them.
HubertFelix
Profile Joined April 2010
France631 Posts
June 04 2010 16:54 GMT
#47
The really problematic uppgrade is warp gate. Blizzard stated with patch 14 that uppgraded had to be choices. 50/50 for a powerful uppgrade like warp gate is not a choice.

Uranium
Profile Blog Joined May 2010
United States1077 Posts
June 04 2010 16:56 GMT
#48
On June 05 2010 00:37 Daedie wrote:
- Tech lab upgrades are mandatory for barracks units to be viable, TC upgrades are not.


Have you ever tried trying to fight a good kiting Terran with unupgraded Zealots? It's a joke. Zealots REQUIRE charge to be useful against Terran, yet it costs more than Stim + Concussive shells COMBINED. And once Terran gets Stim + Concussive he can still kite your Zealots somewhat effectively during the 10s Charge cooldown.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
Sputty
Profile Joined April 2010
Canada161 Posts
June 04 2010 16:56 GMT
#49
Stim and charge are really different and bio isn't really a problem for most people, people know how to deal with it effectively. If charge zealots were the answer to mech I could see reducing the cost but as it stands bio doesn't really need anything changed much.
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
June 04 2010 16:57 GMT
#50
If you moved it to the cy core you could have some pretty nasty voidray/speedlot pushes. I feel like my PvT pressure is already very strong, I don't know if T would be able to handle that much pressure early on.
GsOne
Profile Joined November 2005
Poland164 Posts
June 04 2010 16:57 GMT
#51
T is balanced by his producing structures being expensive, both on time and resources (200/25 vs 150/0 adds up pretty quickly), also P is able to spend his resources more quickly, hence requires even less infrastructure (Zealot build time in nowhere near 2x Marine, similar thing with Immortals vs Marauders). Since P Gateway production is very versatile it would be bit overpowered to give him chargelots for free, especially since Zealots are very potent MINERAL ONLY units.

That being said it probably might end up being rebalanced to 150/150, should not be gamebreaking.
dogmeatstew
Profile Joined April 2010
Canada574 Posts
June 04 2010 16:59 GMT
#52
I see alot of people making the statement "EMP is free". I'd just like to point out that within the structure of the arguments presented in this thread EMP inherits the cost of a ghost acadamy (150/50/40?) and the cost of actually getting a ghost (150/150/40) which while fast is still alot of gas and is basically along the same lines as teching to TC or whatever... I don't play alot of toss.

As far as the Marauder vs Zealot argument going down, maruaders do in fact cost gas on top of the 100min base cost of both units for about the same build time. That combined with the extra cost and build time of a tech lab justifies marauders being good against zealots -- even if this is only true with intensive micro. Also warpgates. ya those.

On a relatively minor side note -- the cost of getting a tech lab is more than just the resource and time cost as it also stops unit production for that time. Not a *huge* deal but it makes a difference early game and as stated before, you end up getting alot of them.

On a less rage-terran note, from the P I've played I do agree that charge is expensive and I wouldn't have a problem with it being lowered to 150/150 as I don't think it would change that much.
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
June 04 2010 16:59 GMT
#53
On June 05 2010 01:48 STS17 wrote:
I see a lot of things wrong with the way this entire argument is being laid out.

First of all, I see a lot of complaining that a T1 unit isn't as good a a higher Tier unit. That simply makes little sense, if the T1 unit was superior why ever advance up the tier?

Yes, Zealots are a T1 unit, their upgrade makes them significantly better against units they were designed to manhandle (marines, zerglings, etc) while becoming marginally more effective against other units due to the passive increase in movespeed (25% IIRC).

However, why should a T1 unit be able to manhandle the T1.5 marauder? Especially after the marauder has been upgraded? Generally speaking you have to move up a tier to beat a unit not down a tier.

And no, you can't compare the ability of a T2 unit to the ability of a T1 unit (EMP vs Charge) and expect them to be equal. Please be reasonable.



1st) Barracks units and Gateway units are tier 1. There's no arguement around that. Just like zerglings banelings and roaches are all tier 1. You don't need a Lair.

2nd) Even if Marauder was a tier 1.5 unit, why does it completely destroy everything that Gateway units have to offer once you reach more than 10ish Marauders? In that fight with equal resources, there is always a clear winner. There exists excellent forcefield play and micro, but more often than not, the winner is clear. You get upgrades to enhance your units on the way to getting 10+ Marauders, Protoss don't.

3rd) I was not comparing Protss EMP to charge. There, however, does exist the relationship that, Protoss zealots are tanks and EMP negates half their life. So how about the Immortal? Their harden shield is completely negated with EMP and they are no longer tanks.

Charge does what to a bio-ball? It gets the zealots up close and do damage. Damage that they would have done if they could reach your units to attack anyways. What does EMP do? It kills half your health effectively. An EMP to an Immortal is effectively 60-80% of it's health, simply b/c they aren't that beefy without their shields.

That is why I say nerf EMP/stim/concussive.. or SOMETHING... OR buff charge.... make it more viable.. easier... so I can get my 2nd expansion up without auto-losing to something like 9-rax fast expo where you have both troop levels an economic advantage in the early-mid game. The advantage is so large that Protoss will be behind in some shape or form no matter what happens.
www.rsgaming.com
hejakev
Profile Joined August 2009
Sweden518 Posts
June 04 2010 17:00 GMT
#54
As a huge hayley williams fan, I'm going to agree that the dark shrine seems quite pointless.
However, dts seem a bit better in SC2 than SC1, so I don't feel I'm allowed to complain. I've won a lot of games thanks to a solid DT rush.

I think the idea is that if you get a DT too soon, it's quite difficult for other players to have a detector in time
Spidermonkey
Profile Joined April 2010
United States251 Posts
June 04 2010 17:01 GMT
#55
Nerfing T wont encourage Protoss to use Charge more. The cost of Charge just needs to be reduced. 150/150 or 200/100 just try something to encourage more Toss players to use it.
~ Richard Trahan
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
June 04 2010 17:08 GMT
#56
On June 05 2010 02:00 hejakev wrote:
As a huge hayley williams fan, I'm going to agree that the dark shrine seems quite pointless.
However, dts seem a bit better in SC2 than SC1, so I don't feel I'm allowed to complain. I've won a lot of games thanks to a solid DT rush.

I think the idea is that if you get a DT too soon, it's quite difficult for other players to have a detector in time


Hahaha, I have to laugh at your first sentence <3.

Anyways, they could make the build time to get DTs just as long if they moved both Templars to one building...

I think that as long as teching straight to DT is just as fast or slower than the time it takes for zerg to get Lair, there should be no problem.

Terran's have Scans.. and even though each scan is a 0% investment loan from their mineral patch, its pretty game breaking when you've invested so much resources into a cloaked unit and they no longer have to get MULEs to remain economically ahead. By the virtue that we went dark templar, they are already economically ahead because of the resource sink. Not to mention they are now uselses since T is saving scans on 2x OC.
www.rsgaming.com
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
June 04 2010 17:09 GMT
#57
On June 05 2010 01:59 dogmeatstew wrote:
I see alot of people making the statement "EMP is free". I'd just like to point out that within the structure of the arguments presented in this thread EMP inherits the cost of a ghost acadamy (150/50/40?) and the cost of actually getting a ghost (150/150/40) which while fast is still alot of gas and is basically along the same lines as teching to TC or whatever... I don't play alot of toss.

As far as the Marauder vs Zealot argument going down, maruaders do in fact cost gas on top of the 100min base cost of both units for about the same build time. That combined with the extra cost and build time of a tech lab justifies marauders being good against zealots -- even if this is only true with intensive micro. Also warpgates. ya those.

On a relatively minor side note -- the cost of getting a tech lab is more than just the resource and time cost as it also stops unit production for that time. Not a *huge* deal but it makes a difference early game and as stated before, you end up getting alot of them.

On a less rage-terran note, from the P I've played I do agree that charge is expensive and I wouldn't have a problem with it being lowered to 150/150 as I don't think it would change that much.


True.. you spent money to get to EMP. However, what about the time it takes to get to an Immortal? Ghost negates the effectiveness of the Immortal and then some... and its cheaper... That is why I'm talking about EMP being free...
www.rsgaming.com
tyCe
Profile Joined March 2010
Australia2542 Posts
Last Edited: 2010-06-04 17:13:56
June 04 2010 17:13 GMT
#58
They could probably reduce the upgrade time a bit for charge. Zealots are just so useless in the mid-game between when stim and concussive shells are finished and medivacs comes out, and when charge is finished. If the terran did a simple M&M&M push at that exact timing, the protoss is currently very hard-pressed to hold it.
Betrayed by EG.BuK
dogmeatstew
Profile Joined April 2010
Canada574 Posts
June 04 2010 17:14 GMT
#59
On June 05 2010 02:09 Paramore wrote:
Show nested quote +
On June 05 2010 01:59 dogmeatstew wrote:
I see alot of people making the statement "EMP is free". I'd just like to point out that within the structure of the arguments presented in this thread EMP inherits the cost of a ghost acadamy (150/50/40?) and the cost of actually getting a ghost (150/150/40) which while fast is still alot of gas and is basically along the same lines as teching to TC or whatever... I don't play alot of toss.

As far as the Marauder vs Zealot argument going down, maruaders do in fact cost gas on top of the 100min base cost of both units for about the same build time. That combined with the extra cost and build time of a tech lab justifies marauders being good against zealots -- even if this is only true with intensive micro. Also warpgates. ya those.

On a relatively minor side note -- the cost of getting a tech lab is more than just the resource and time cost as it also stops unit production for that time. Not a *huge* deal but it makes a difference early game and as stated before, you end up getting alot of them.

On a less rage-terran note, from the P I've played I do agree that charge is expensive and I wouldn't have a problem with it being lowered to 150/150 as I don't think it would change that much.


True.. you spent money to get to EMP. However, what about the time it takes to get to an Immortal? Ghost negates the effectiveness of the Immortal and then some... and its cheaper... That is why I'm talking about EMP being free...

I was more trying to state the EMP costs with regards to marauders and zealots. I personally think immo's should probably have like 125 sheilds or something but that might wreck other things... EMP just seems fine outside of the immo issue.
Bash
Profile Joined August 2007
Finland1533 Posts
Last Edited: 2010-06-04 21:14:27
June 04 2010 17:17 GMT
#60
On June 05 2010 01:33 mutantmagnet wrote:
Show nested quote +
What does the TC serve? It opens your tech to Templar Archives and Dark Templar Shrine. However, aside from these two upgrades, this mechanic is an often fatal redundancy to Protoss. It just makes no mechanical sense as to why this building exists.
This building only exists because it was in Starcraft 1. The only reason it was in Starcraft 1 was to find a place to buffer both types of Templars so that they wouldn't come out so fast. Isn't there a more innovative way to put leg-speed/charge? Also, isn't that twilight council buffer enough punishment for us to build Templars? Need there be two seperate buildlings to build that one Unit? What are Protoss? Zerg? Come on... here (Okay those last two sentences get out of hand). Anyways...


We'll just have to disagree here. Warp zealots and Blinking Stalkers are totally different units from the units without the upgrade and Citadel of Adun unlocked the same potential for zealots.


The progression path is logical.

[Cyber Core] {unlock Sentry, Stalker, Warp Gate Research} Then Choose either:

1) [Robotics]{unlock Prism, Observer, Immortal} which expands into [Robo Bay]{unlock colossus, thermal lance, gravitic drive}

2) [Stargate]{unlock Pheonix, VOid ray} which expands into [Fleet Beacon] {unlocking Carrier, catapault speed}

3) [Council]{unlock Charge, Blink} which expands into [Dark Shrine] & [Templar Archives]





Incorrect, any decent player is still forced to get option 3 in every game whether they choose to go Robo or Stargate due to Council a prerequisite for ground upgrades. This annoys me in every single game I play, I end up making these expensive buildings that derail and delay other aspects of my game.

edit: woops forgot archives isn't actually needed, heh.
I can't sing and I can't dance, but still I know how to clap my hands.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 442
UpATreeSC 108
ProTech95
BRAT_OK 77
goblin 45
MindelVK 29
StarCraft: Brood War
Britney 25337
Calm 3299
Bisu 807
Larva 318
Shuttle 178
Dewaltoss 162
Mong 113
Soulkey 87
Hyuk 83
Killer 42
[ Show more ]
Aegong 28
Rock 24
ajuk12(nOOB) 22
soO 21
HiyA 12
Sacsri 12
NaDa 7
Beast 2
Dota 2
Fuzer 286
LuMiX1
League of Legends
Reynor12
Counter-Strike
fl0m4322
flusha179
Heroes of the Storm
Liquid`Hasu233
Other Games
Grubby1514
FrodaN880
RotterdaM376
Lowko339
IndyStarCraft 148
markeloff71
C9.Mang070
QueenE54
Trikslyr45
trigger1
fpsfer 1
Organizations
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 2
• Reevou 1
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• TFBlade814
Counter-Strike
• imaqtpie794
• Shiphtur136
Other Games
• WagamamaTV366
Upcoming Events
Replay Cast
5h 10m
The PondCast
15h 10m
WardiTV Summer Champion…
16h 10m
herO vs MaxPax
Clem vs Classic
Replay Cast
1d 5h
LiuLi Cup
1d 16h
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
1d 21h
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
2 days
Team Hawk vs Team Dewalt
BSL Team Wars
2 days
Team Hawk vs Team Bonyth
SC Evo League
2 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
2 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[ Show More ]
[BSL 2025] Weekly
2 days
SC Evo League
3 days
Maestros of the Game
3 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
4 days
Team Bonyth vs Team Sziky
BSL Team Wars
4 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
WardiTV Summer 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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.