• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:55
CEST 07:55
KST 14:55
  • 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
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation The GOAT ranking of GOAT rankings Statistics for vetoed/disliked maps How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities Help: rep cant save
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile 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 Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
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: 692 users

Beta Version 0.20.0.16036 Incoming! - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 Next All
STS17
Profile Joined April 2010
United States1817 Posts
July 14 2010 14:13 GMT
#321
On July 14 2010 22:13 MorroW wrote:
yep lalush, sc2 is all about bruteforce. in sc2 u had a few solutions to stopping somethign "ok i got swarm, okay i got the ramp, ok i have some siege tanks and some mines, ok 2 lurekrs on a ramp, awesome, alright so ill emp this and he backs off". and in sc "ok i gotta rape this with a larger army". sad but true


I feel like this is just because the game is so new. IIRC SC1/BW were like this in their infancy. Players are still working out timings and tactics on kinda-sorta-maybe-halfway-decent maps and units are changing almost weekly.

Give the game a year (maybe even less) and let peoples mechanics improve a little bit more - even you have to admit, MorroW, that trying to have two or three mini-battles at once feels a lot more awkward then the almost inevitable blob vs blob battles that are common on the ladder today.

I just don't feel the metagame has matured enough for most things to be called imbalanced yet. Though I do agree with LaLush that ZvT generally is less forgiving then TvZ - and I play T.
Platinum Level Terran - Take my advice from that perspective
Executioner.zealot
Profile Blog Joined April 2010
United States60 Posts
July 14 2010 14:40 GMT
#322
A Protoss put to 33 seconds!? how did that get in there!? They must have meant 66 and were using the num pad and miss typed. We all know blizzard is trying make protoss useless. :-)
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 14 2010 15:11 GMT
#323
On July 14 2010 23:13 STS17 wrote:
Show nested quote +
On July 14 2010 22:13 MorroW wrote:
yep lalush, sc2 is all about bruteforce. in sc2 u had a few solutions to stopping somethign "ok i got swarm, okay i got the ramp, ok i have some siege tanks and some mines, ok 2 lurekrs on a ramp, awesome, alright so ill emp this and he backs off". and in sc "ok i gotta rape this with a larger army". sad but true


I feel like this is just because the game is so new. IIRC SC1/BW were like this in their infancy. Players are still working out timings and tactics on kinda-sorta-maybe-halfway-decent maps and units are changing almost weekly.

Give the game a year (maybe even less) and let peoples mechanics improve a little bit more - even you have to admit, MorroW, that trying to have two or three mini-battles at once feels a lot more awkward then the almost inevitable blob vs blob battles that are common on the ladder today.

I just don't feel the metagame has matured enough for most things to be called imbalanced yet. Though I do agree with LaLush that ZvT generally is less forgiving then TvZ - and I play T.


I do think this is true, but at the same time what options are available to zerg? For T and P it's pretty clear where the micro can come in and be improved (FF, Templars, Drops, Warp-ins, Ravens, etc.) but not so with zerg.

So what tactical tools does zerg have?

Infestors
Banelings
Drops
Nydus Worms
Queen (transfusion)
Burrow Move
Mobile units (lings and mutas)

There's an important trend with all of these things though.

None of them are particularly cost effective, especially universally, and they all require a good sized investment.

A lot of the tactical units of other races are sure to be cost effective if managed well. It's very difficult for a Templar to get off a well placed storm and NOT have it cause massive damage, it's really tough for a siege tank positioned well to NOT kill its worth in units. But there's no guarantee on the Zerg side. FG only really does meaningful damage to small clumped units, NP is only really relevant in head on battles, Banelings are only cost effective vs light units, Nydus worms are just flanking tools especially if your opponent is on the ball about killing in base worms. Doom drops are a hefty investment (300/300 now), sure long term it's super cost effective but short term not so much, and it's still not garunteed to be cost effective. Burrow move is the same boat, at times it's great, but there's no real backing to it, all you're doing is assuring you have good positioning with your roaches.

This could be ok as a racial flavor, but it seems a little too extreme right now. There's really no tactical zerg thing you can lean on like you can with the other races, it's all shaky and inconsistent.
Logo
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
July 14 2010 15:15 GMT
#324
i can see baneling drops mixed in with roach/hydra to be very deadly in the future.. Like say you attack, you float over like 6 ovies over top of their army, and banelings in only two of them.. They have to guess which ovie has the banelings in it and try to kill that first, or pop goes their entire army... all while having Hydras and Roachs spitting in your face. That is going to be a pain. If they are backed in a corner such as Steppes of war first natural, what can you do vs that other than die?

Zerg also will become dependant on attacking at multiple places at once, with drops, nydus worm, mutas, etc. SC1 all you had was drops, but way more options in SC2 and with roach/hydra actually being a formidable army in big battles that dont die all in 1 second like they did in BW, it gives time to do those things.

I just worry as the game goes on and people start doing these more complex things.. Terran is going to gain even more of an edge from them while the other races will fall behind.
Canada Gaming ~~ The-Feared
Bibdy
Profile Joined March 2010
United States3481 Posts
July 14 2010 16:07 GMT
#325
Anyone else sitting on X number of bonus pool that refuses to get spent?
Gautz
Profile Joined May 2010
192 Posts
July 14 2010 16:41 GMT
#326
On July 15 2010 01:07 Bibdy wrote:
Anyone else sitting on X number of bonus pool that refuses to get spent?


same here : <
Chriamon
Profile Joined April 2010
United States886 Posts
July 14 2010 17:08 GMT
#327
On July 15 2010 01:07 Bibdy wrote:
Anyone else sitting on X number of bonus pool that refuses to get spent?

Yea I have the same issue. I wonder if this is a patch 20 (or whatever the most recent patch is) issue, or if it has been there since the start of phase 2.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
July 14 2010 17:10 GMT
#328
On July 15 2010 02:08 Chriamon wrote:
Show nested quote +
On July 15 2010 01:07 Bibdy wrote:
Anyone else sitting on X number of bonus pool that refuses to get spent?

Yea I have the same issue. I wonder if this is a patch 20 (or whatever the most recent patch is) issue, or if it has been there since the start of phase 2.


it's only happening since the last patch
"We have unfinished business, I and he."
STS17
Profile Joined April 2010
United States1817 Posts
July 14 2010 17:28 GMT
#329
On July 15 2010 00:11 Logo wrote:
Show nested quote +
On July 14 2010 23:13 STS17 wrote:
On July 14 2010 22:13 MorroW wrote:
yep lalush, sc2 is all about bruteforce. in sc2 u had a few solutions to stopping somethign "ok i got swarm, okay i got the ramp, ok i have some siege tanks and some mines, ok 2 lurekrs on a ramp, awesome, alright so ill emp this and he backs off". and in sc "ok i gotta rape this with a larger army". sad but true


I feel like this is just because the game is so new. IIRC SC1/BW were like this in their infancy. Players are still working out timings and tactics on kinda-sorta-maybe-halfway-decent maps and units are changing almost weekly.

Give the game a year (maybe even less) and let peoples mechanics improve a little bit more - even you have to admit, MorroW, that trying to have two or three mini-battles at once feels a lot more awkward then the almost inevitable blob vs blob battles that are common on the ladder today.

I just don't feel the metagame has matured enough for most things to be called imbalanced yet. Though I do agree with LaLush that ZvT generally is less forgiving then TvZ - and I play T.


I do think this is true, but at the same time what options are available to zerg? For T and P it's pretty clear where the micro can come in and be improved (FF, Templars, Drops, Warp-ins, Ravens, etc.) but not so with zerg.

So what tactical tools does zerg have?

Infestors
Banelings
Drops
Nydus Worms
Queen (transfusion)
Burrow Move
Mobile units (lings and mutas)

There's an important trend with all of these things though.

None of them are particularly cost effective, especially universally, and they all require a good sized investment.

A lot of the tactical units of other races are sure to be cost effective if managed well. It's very difficult for a Templar to get off a well placed storm and NOT have it cause massive damage, it's really tough for a siege tank positioned well to NOT kill its worth in units. But there's no guarantee on the Zerg side. FG only really does meaningful damage to small clumped units, NP is only really relevant in head on battles, Banelings are only cost effective vs light units, Nydus worms are just flanking tools especially if your opponent is on the ball about killing in base worms. Doom drops are a hefty investment (300/300 now), sure long term it's super cost effective but short term not so much, and it's still not garunteed to be cost effective. Burrow move is the same boat, at times it's great, but there's no real backing to it, all you're doing is assuring you have good positioning with your roaches.

This could be ok as a racial flavor, but it seems a little too extreme right now. There's really no tactical zerg thing you can lean on like you can with the other races, it's all shaky and inconsistent.


Zerg is the swarm race. At no point in time should you have a force that is cost efficient to levels anywhere near that of the other races. You need more resources because you need to be able to rebuild your next wave after sacrificing the first. Your equal food/resources army must always be inferior to the other races (terran more so then protoss) because you can "snap back" so much more quickly. Such is the nature of your race. Does it need a little tweaking? Probably. But improving your cost efficiency isn't the way to do it.

RE Drops and Burrow Moves: These are tactics, which have an opportunity cost, they can be stopped/negated or they can be extremely effective. It's rare that a properly executed doom drop isn't effective however, while burrow movement is more easily handled. The same can be said for many tactics, like siege drops or cloaked harass of any kind.
Platinum Level Terran - Take my advice from that perspective
tarsier
Profile Joined May 2010
United Kingdom223 Posts
Last Edited: 2010-07-14 17:32:37
July 14 2010 17:31 GMT
#330
mutas are not cost effective?

infestors are not cost effective?

banelings are not cost effective?

they're not cost effective if you A-move them into tanks/thors. but it's not like any unit in the game is especially cost effective compared to the ling/marine/zealot, and they are meant to be pawns.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-14 17:57:00
July 14 2010 17:54 GMT
#331
A unit's only cost effective if you can obliterate stuff without getting hit...

You know, Void Rays when there aren't any Marines or Vikings around...Siege Tanks or Collossi against a blob of ground units...

Nothing in the Zerg army is MEANT to be cost-effective. You're meant to ram as much shit down the guy's throat as you can reasonably fit in a choke point.

When your gigantic blob of Hydras and Roaches gets up in the guy's face, or you build a magnificent concave of death, THEN they're cost-effective.
Chriamon
Profile Joined April 2010
United States886 Posts
July 14 2010 17:54 GMT
#332
On July 15 2010 02:31 tarsier wrote:
mutas are not cost effective?

infestors are not cost effective?

banelings are not cost effective?

they're not cost effective if you A-move them into tanks/thors. but it's not like any unit in the game is especially cost effective compared to the ling/marine/zealot, and they are meant to be pawns.

Well, tanks are extremely cost effective, as are hellions. The only part of mech that isnt all that cost effective are thors, and they arent necessary to mech.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Zerksys
Profile Blog Joined August 2009
United States569 Posts
July 14 2010 18:05 GMT
#333
When did this discussion turn into another tvz balance talk
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-07-14 18:11:34
July 14 2010 18:10 GMT
#334
Saying Zerg isn't mean to have strong a cost effective unit is just stupid. The lurker is a key unit for zerg in BW percisely because it could be cost-effective at times.

The point isn't that Zerg needs all these uber cost effective units, clearly they don't. The point is that Zerg lacks any ability to flex a tactic that can use cost effectiveness to open up zerg comebacks and zerg strategies. And no, such a unit does not need to be as strong as the Terran and Protoss counter parts, it just merely needs to exist.

Infestor and Banelings are meant to be that unit but the problem is both cover some of the same role (killing off many light units) and can be rendered relatively ineffective by enemy unit compositions. Meanwhile a siege tank or templar is almost always a good investment.

From my perspective the two classes of units are best explained with a difference in psychology.
For a templar or siege tank the question is often, "I can grab more of this unit, but can I instead trim it back to do something better" while the choice to grab more infestors is more, "Will the infestor be able to do anything for me if I make it?"

You see this in high level games. Players who have the capacity (as in they went mech or got templars) to make something like Templars or Siege tanks will rarely skip an opportunity unless they feel that there's something else that takes more precedence. With the infestors though the situation is more of, "Will this unit get any use if I make it?" Players with the capacity to make infestors may still have an army completely without infestors due to not being useful. It's almost more of a difference between having an army composition and sprinkling a unit into a composition to strengthen it.

Now I love Infestors/Banelings and love their roles, but what I'm trying to point out is just how Zerg has this gap. It's tough to explain, but really if you play zerg enough you should completely pick up on it as it feels very distinct in game. Maybe the way to put it is this type of tactical unit that forces your opponent to react and play differently, but is then still good even when they do or just simplify and put it as Zerg lacks a comeback unit, I don't know.
Logo
Yeld
Profile Joined April 2010
Austria106 Posts
July 14 2010 19:04 GMT
#335
Saying Zerg isn't mean to have strong a cost effective unit is just stupid. The lurker is a key unit for zerg in BW percisely because it could be cost-effective at times.

The point isn't that Zerg needs all these uber cost effective units, clearly they don't. The point is that Zerg lacks any ability to flex a tactic that can use cost effectiveness to open up zerg comebacks and zerg strategies. And no, such a unit does not need to be as strong as the Terran and Protoss counter parts, it just merely needs to exist.

Infestor and Banelings are meant to be that unit but the problem is both cover some of the same role (killing off many light units) and can be rendered relatively ineffective by enemy unit compositions. Meanwhile a siege tank or templar is almost always a good investment.

From my perspective the two classes of units are best explained with a difference in psychology.
For a templar or siege tank the question is often, "I can grab more of this unit, but can I instead trim it back to do something better" while the choice to grab more infestors is more, "Will the infestor be able to do anything for me if I make it?"

You see this in high level games. Players who have the capacity (as in they went mech or got templars) to make something like Templars or Siege tanks will rarely skip an opportunity unless they feel that there's something else that takes more precedence. With the infestors though the situation is more of, "Will this unit get any use if I make it?" Players with the capacity to make infestors may still have an army completely without infestors due to not being useful. It's almost more of a difference between having an army composition and sprinkling a unit into a composition to strengthen it.

Now I love Infestors/Banelings and love their roles, but what I'm trying to point out is just how Zerg has this gap. It's tough to explain, but really if you play zerg enough you should completely pick up on it as it feels very distinct in game. Maybe the way to put it is this type of tactical unit that forces your opponent to react and play differently, but is then still good even when they do or just simplify and put it as Zerg lacks a comeback unit, I don't know.

This right here is exactly what I think. However, i am not too concerned about this issue. It is likely that Blizzard is very much aware of this issue and that they will "complete" the Zerg race when the second chapter of SC2 rolls around.
I am curious however as to what they could add to the other races (especially Terran) as they have so many combat units already and got all bases pretty much covered.
bnanaPEEL
Profile Joined July 2010
Canada138 Posts
July 14 2010 19:13 GMT
#336
Am I the only one who still can't play? This is becoming ridiculous :@
unintentionally intoxicated
mastahmastah
Profile Joined April 2010
26 Posts
July 14 2010 19:26 GMT
#337
On July 14 2010 06:28 MadJack wrote:
[image loading]

downloaded patch, bnet doesnt recognize verson not gonna redownload 1gb in patches again



Did anyone manage to fix this?
Hann1bal
Profile Joined June 2010
United States46 Posts
July 14 2010 20:32 GMT
#338
On July 15 2010 00:15 Skyze wrote:
i can see baneling drops mixed in with roach/hydra to be very deadly in the future.. Like say you attack, you float over like 6 ovies over top of their army, and banelings in only two of them.. They have to guess which ovie has the banelings in it and try to kill that first, or pop goes their entire army... all while having Hydras and Roachs spitting in your face. That is going to be a pain. If they are backed in a corner such as Steppes of war first natural, what can you do vs that other than die?

Zerg also will become dependant on attacking at multiple places at once, with drops, nydus worm, mutas, etc. SC1 all you had was drops, but way more options in SC2 and with roach/hydra actually being a formidable army in big battles that dont die all in 1 second like they did in BW, it gives time to do those things.

I just worry as the game goes on and people start doing these more complex things.. Terran is going to gain even more of an edge from them while the other races will fall behind.


Day9 recently showed a ZvT matchup where Artosis used baneling/zergling drops in coordination with a Roach ground force maneuvered using burrow. During the matchup you see 2 drops, one that goes well and one that goes awful. The difference is getting the banelings to hit the marines instead of the marauders. Now, I think this should absolutely make a difference because it is rewarding good mechanics used in conjunction with good strategy. What I do not like is in both situations, the Terran simply has to stim and a move his forces. It is just so blindingly simple to play Terran. Unlike the other races, all you have to do is focus on macro and will win. The only exception I've seen to this is TLO with his ling/investor/ultra play, but the man just does not make mistakes when it comes to micro and it shouldn't be that difficult to match up against a Terran.
Aut viam inveniam aut faciam.
sidemon0809
Profile Joined July 2010
United States1 Post
July 14 2010 22:59 GMT
#339
I can't play any games after the new patch, i can log on fine, but when I search for matches (1v1), it just keeps searching for minutes and eventually i have to quit or log off sc2.
Is anyone experiencing the same problem? I thought it was my internet connection, but I run other applications smoothly and simultaneously. It seems like I am getting dropped everytime. and after I log off and come back onto sc2, I checked my profile and match history, it says I have tied matches. (all those times that I searched and waited, and gave up, it counted as Tied Matches). Its weird to me.

P.S., I have a mac.

Please Help!
DooMDash
Profile Joined May 2010
United States1015 Posts
July 14 2010 23:04 GMT
#340
If the Zerg gets to Ultras its over for Terran... that's all I know.
S1 3500+ Master T. S2 1600+ Master T.
Prev 1 15 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 77
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 291
Dota 2
NeuroSwarm166
League of Legends
JimRising 812
Heroes of the Storm
Khaldor83
Other Games
summit1g6277
WinterStarcraft675
RuFF_SC230
Organizations
Other Games
BasetradeTV58
StarCraft: Brood War
UltimateBattle 44
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH315
• Adnapsc2 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1642
• Stunt496
Upcoming Events
CranKy Ducklings
4h 6m
RSL Revival
4h 6m
ByuN vs Cham
herO vs Reynor
FEL
10h 6m
RSL Revival
1d 4h
Clem vs Classic
SHIN vs Cure
FEL
1d 6h
BSL: ProLeague
1d 12h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
3 days
The PondCast
4 days
Replay Cast
4 days
[ Show More ]
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
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
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.