• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:25
CET 13:25
KST 21:25
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down22ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
BW General Discussion Rollback Netcode in Brood War How SKT1 S-Tiers Felt To Be Swept By Flash Top Players of October 2026 (EBPD Rankings) Sagi.gg Launcher Released
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [IPSL] IPSL Winter 26-27 Ro24 is HERE!
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
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
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10460 users

Designated Balance Discussion Thread - Page 268

Forum Index > SC2 General
Post a Reply
Prev 1 266 267 268 269 270 1266 Next
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2012-07-16 04:36:34
July 16 2012 04:35 GMT
#5341
On July 16 2012 13:13 Cracked wrote:
I do think it's somewhat amusing that a year or two ago, David Kim/Dustin Browder kept insisting that not having rocks at the 3rd would make zerg incredibly overpowered.

Noone believed them then. Now that 3 hatch strategies are far more refined, it's interesting to see the "clueless" blizzard designers being absolutely right.

Now this isn't to say that rocks on the 3rd is the best solution to this issue, but their original intent with the rocks was correct.


Rocks on the 3rd makes zerg incredibly underpowered. If there was some alternative though, like a weaker destructible rocks, that might be plausible. Just something to force more than 4 lings if you want a <5 minute 3rd base. Even just forcing 6 or 8 lings and delaying the 3rd by 30 seconds would probably have a large impact on the matchup.
baba1
Profile Joined April 2005
Canada355 Posts
July 16 2012 04:37 GMT
#5342
On July 16 2012 13:19 Pato wrote:
Show nested quote +
On July 16 2012 13:07 baba1 wrote:
I remember a time when everyone felt that Zergs were way too strong. That was a looong time ago.
Then 'Slayer_Boxer' arrived.
Just saying !



wake up and see reality lol

Reality is someone figured how to win without help from Blizzard.
Oov once went on a 27-0 tvz win streak at some point in his career.
Did they nerf terran for that ?
noq uote
shockaslim
Profile Joined December 2010
United States1105 Posts
July 16 2012 04:38 GMT
#5343
Issue: Zerg seems to get units too fast once they know a push is coming and aren't really in a position to get punished for greedy play in TvZ.

Solution: Increase Spawn Larva time from 40 seconds to 45 or 50 seconds.

Side Effect: This could be an issue with the current PvZ metagame where two base timings are incredibly potent and the Zerg might not be able to hold. This could also create a slippery slope where if Zerg loses one engagement they be in a very difficult spot to come back.
Dirty Deeds...DONE DIRT CHEAP!!!
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-07-16 04:40:24
July 16 2012 04:39 GMT
#5344
On July 16 2012 13:35 Najda wrote:
Show nested quote +
On July 16 2012 13:13 Cracked wrote:
I do think it's somewhat amusing that a year or two ago, David Kim/Dustin Browder kept insisting that not having rocks at the 3rd would make zerg incredibly overpowered.

Noone believed them then. Now that 3 hatch strategies are far more refined, it's interesting to see the "clueless" blizzard designers being absolutely right.

Now this isn't to say that rocks on the 3rd is the best solution to this issue, but their original intent with the rocks was correct.


Rocks on the 3rd makes zerg incredibly underpowered. If there was some alternative though, like a weaker destructible rocks, that might be plausible. Just something to force more than 4 lings if you want a <5 minute 3rd base. Even just forcing 6 or 8 lings and delaying the 3rd by 30 seconds would probably have a large impact on the matchup.


zerg doesn't need a 3rd base by 5-6 minute mark to compete against terran or protoss... incredibly underpowered? it is after the queens buff that zerg starts getting 3rd as early as this. Most timing before hand is around 7-8 minute mark
Orek
Profile Joined February 2012
1665 Posts
July 16 2012 04:43 GMT
#5345
While some are legit opinions on balance, others are not.
Whoever dies to old stephano style 12min max roach today doesn't know what he is doing.
On ladder, yes it is still stong, but at top level, I don't think it is nearly as strong as it was 3 months ago.
No balance change is necessary for this matter.
12min max roach is not the core of the PvZ balance issue.
darthfoley
Profile Blog Joined February 2011
United States8004 Posts
July 16 2012 04:44 GMT
#5346
On July 16 2012 13:28 SuperYo1000 wrote:
Show nested quote +
On July 16 2012 13:13 Cracked wrote:
I do think it's somewhat amusing that a year or two ago, David Kim/Dustin Browder kept insisting that not having rocks at the 3rd would make zerg incredibly overpowered.

Noone believed them then. Now that 3 hatch strategies are far more refined, it's interesting to see the "clueless" blizzard designers being absolutely right.

Now this isn't to say that rocks on the 3rd is the best solution to this issue, but their original intent with the rocks was correct.



I completely forgot about that....hmm....that would be an interesting solution


Me and my friend (master Terran) debate on what would actually help the current state of the game. (Im protoss btw) We thought this could be an interesting switch up


Put seeker missle on the ghost and Emp on Raven

What this does for:

TvZ gives some kind of earlier defense verse baneling/whatever unit play. Instead of Terran relying on awesome marine splits and perfectly position tanks. A seeker missle could shift the pressure back to zerg. Obviously there would have to be a bit more stat changes to be usuable and not op at the same time

TvP It would be used to take out heavy templar tech. It would encourage less deathball ish play as to avoid being clumped and eating a couple seekermissles. Only problem would be cloaked ghost shooting seeker missles. It could be very very powerful. Emp being on a Raven would give emps a lot easier time to get into position to EMP. and it would help raven to counter templar feedback.

Again this is something that is highly debated between me and him and we both see many pro's and cons of this change. Our main interest was to give terran a cheaper aoe to deal with zerg


hmmm, interesting suggestion
watch the wall collide with my fist, mostly over problems that i know i should fix
Housemd
Profile Joined March 2010
United States1407 Posts
July 16 2012 04:46 GMT
#5347
On July 16 2012 13:38 shockaslim wrote:
Issue: Zerg seems to get units too fast once they know a push is coming and aren't really in a position to get punished for greedy play in TvZ.

Solution: Increase Spawn Larva time from 40 seconds to 45 or 50 seconds.

Side Effect: This could be an issue with the current PvZ metagame where two base timings are incredibly potent and the Zerg might not be able to hold. This could also create a slippery slope where if Zerg loses one engagement they be in a very difficult spot to come back.


Diamond Terran here...so take this with a grain of salt.

But wouldn't increasing the spawn larva time make zerg weaker early game. We all know that FFE and 3 OC provide a huge boost to the protoss and terran economies respectively and give them a larger income. Increasing the spawn larva time would delay drones which puts zerg even more behind. 5 seconds for each larva is huge.
Fantasy is a beast
WombaT
Profile Blog Joined May 2010
Northern Ireland27477 Posts
July 16 2012 04:50 GMT
#5348
Just a paste here from another thread I posted on, to a guy who stated that Protoss don't try things/need to innovate

Note, I was a bit jaded when posting, it was after many hours of seeing my beloved Protoss getting stomped by Stephano so take it with a pinch of salt if you think I'm being whiny. I also feel that the NASL map pool didn't help, the ease or difficulty that a third can be held off with relatively few units really affects PvZ balance imo.


It's not Toss being one-dimensional that is the problem in this matchup anymore. I agree this used to be the case but the issue I see now is that it is Zerg that is making it one dimensional because they have robust, catch-all openings that give them all the economy they need, with the addition of a lot of offensive capability, and even if taken by surprise by a good timing attack, can be easily modified for the next set.

Watch any long BoX that Protoss play, you see almost a different gameplan every game, Protoss have to mix it up to survive. MC used Stargate openings, warp prism drops, DT openings and 3 base passive robo styles iirc, and that was only a Bo7! Stephano was able to do pretty much the same opening every game, with subtle variations bar the mutalisk game.

Playstyles like Hero/JYPs warp prism centric play, which imo are some of the greatest styles aesthetically to watch just aren't strong enough to make a staple of your play because Zerg can straight up kill you if you're trying to be cute.

Infestors are too good of a catch-all option, strong against all but timing attacks before they pop out. They deal with air, hell can even root pesky DTs in place. Even the Queen buff meant zealot/stalker harassment is a lot less viable, making gateway openers conversely weaker.

I had thought that Protoss were actually doing pretty well figuring out how to split and hit different locations, but Zergs have refined their style more so this makes this even harder to do.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
baba1
Profile Joined April 2005
Canada355 Posts
July 16 2012 04:52 GMT
#5349
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.

noq uote
SheaR619
Profile Joined October 2010
United States2399 Posts
July 16 2012 04:56 GMT
#5350
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.


not going to lie....ret played really bad that series. MC just out classed him HARDcore and MC has some of the BEST PvZ atm and even then it was proven not good enough when he played Stephano which showed how easily it was to defeat protoss. Ret play sooooo poorly that series it doesnt even count.
I may not be the best, but i will be some day...
0neder
Profile Joined July 2009
United States3733 Posts
July 16 2012 04:57 GMT
#5351
Which is why all the macro mechanics should be eliminated. See my post on the previous page (267).
Die4Ever
Profile Joined August 2010
United States17750 Posts
July 16 2012 04:59 GMT
#5352
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.


Because Ret isn't nearly as good. Even if Zerg is 20% stronger than Protoss(which would be a huge deal), if MC is 100% better than Ret, he's still gonna wipe the floor with him. Stephano is much closer to MC's level, still I don't think Stephano is as good as MC though.
"Expert" mods4ever.com
Ashent
Profile Joined November 2011
Korea (South)109 Posts
July 16 2012 05:02 GMT
#5353
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.



Pretty sure you're trolling, as no one who mentioned MC's victory over Ret said anything about Protoss being underpowered in the m/u. People are only saying that Ret tossed a game that everyone knew was in the bag.

It's fine if you disagree, but your 'argument' isn't actually an argument.
ww
xPabt
Profile Joined February 2012
226 Posts
July 16 2012 05:02 GMT
#5354
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.


Multiple time GSL Champion beat a foreigner who is repeatedly quoted as being an under achiever. MUST BE BALANCED.
SnowFox2ne1
Profile Joined June 2012
United States52 Posts
July 16 2012 05:11 GMT
#5355
You know a nerf is coming when both Terran and Protoss agree that Zerg is imba atm. I honestly think that PvZ/ZvP is the most boring to watch. Z is too stale, and Protoss seems like it is just battling to have a chance. TvZ has been talked to death. Agree or not, the game looks and feels imbalanced. Units that are too effective against everything make for a really boring game. Infestors are next on the chopping block.
2ne1 % )
baba1
Profile Joined April 2005
Canada355 Posts
July 16 2012 05:18 GMT
#5356
On July 16 2012 14:02 xPabt wrote:
Show nested quote +
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.


Multiple time GSL Champion beat a foreigner who is repeatedly quoted as being an under achiever. MUST BE BALANCED.


How often have you been in the NASL semi finals? I love how you say that Ret is just a foreigner under achiever.
noq uote
uzushould
Profile Joined September 2011
Austria122 Posts
July 16 2012 05:21 GMT
#5357
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.



hell my 11 year old brother comes up with better arguments....if ur not willing or able to discuss in a prober way, just stay out of it, please.
dangthatsright
Profile Joined July 2011
1160 Posts
Last Edited: 2012-07-16 05:39:34
July 16 2012 05:25 GMT
#5358
On July 16 2012 13:57 0neder wrote:
Which is why all the macro mechanics should be eliminated. See my post on the previous page (267).


Partially agree. Only differ in that I don't see much reason to completely remove something if it's possible to, say, reduce larva spawn to 3 or 2 each time or, as someone suggested earlier, increase time. Possibly also mess with mule and chrono boost and make those weaker somehow (about a year ago, I would have said something more specific about mule and something vague about larva and chrono, but times change). Apparently Blizzard likes taking big jumps in changes though, such as removal of KA instead of nerf, snipe, queen from 3 to 5, complete removal of carrier, not that I disagree with all of them (though most of them for this reason).

Basically, instead of eliminating macro mechanics, at least try to keep them alive, albeit nerfed. On the zerg side, it would be a nice way to increase the skill ceiling by forcing you to hit injects, except apparently it lets you bludgeon your opponent to death without much effort aside from that.

Either way, that would probably be a sufficiently big change that's more suited towards hots or lotv beta rather than a patch, though that'll probably be a ways off :/

It's also possible that I've watched too much starcraft recently and just don't want to see infestor/broodlord balls every few minutes.


EDIT: Looking at Patch 1.4.0, did Blizzard actually have infestor/broodlord in mind with some of these changes?

+ Show Spoiler +

- Immortal range increase: affected every matchup, but is relevant PvZ with the immortal sentry all-in and holding off the roach ling

- Mothership acceleration increase: it was noted that this makes it easier to cast vortex since the mothership has to completely decelerate to cast

- Warp prism health increase: the other common suggested way of dealing with infestor/broodlord (prisms everywhere) got a buff here

- Seeker missile speed increase: byun says battlecruiser raven works, though we have yet to see it from him (personally I've only seen it live in mvp vs golden, and golden clumped all his air as the hsm flew in, away from infestors)

- Infestor: damage reduction on fungal and neural parasite range decrease, fungal should be obvious and neural parasite seems to deal with the vortex solution


Obviously as this discussion pertains to the current balance patch, this doesn't actually say anything about possible solutions if the game is actually imbalanced in zerg's favor, and I personally doubt they actually were thinking infestor/broodlord deathball given their subsequent changes, but I found this interesting
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-07-16 05:35:44
July 16 2012 05:28 GMT
#5359
On July 16 2012 13:38 shockaslim wrote:
Issue: Zerg seems to get units too fast once they know a push is coming and aren't really in a position to get punished for greedy play in TvZ.

Solution: Increase Spawn Larva time from 40 seconds to 45 or 50 seconds.

Side Effect: This could be an issue with the current PvZ metagame where two base timings are incredibly potent and the Zerg might not be able to hold. This could also create a slippery slope where if Zerg loses one engagement they be in a very difficult spot to come back.

Increased larva spawn time doesnt fix anything in the late game. Just get 1-2 additional hatcheries with a Queen and you have the same production capability as ever. The only effect this has is to screw up the early game for Zerg and you can have that again in a known quantity by reverting the Queen change.

Before the range increase the Zerg were having trouble early on by suffering from Hellion harrassment. That may be all good and well, but none of them really built enough Spine Crawlers to defend themselves. I am not talking about one Spine Crawler but rather 4+ ... as many as required for a defense of the natural to prevent entry. Thus I believe they were not defending themselves properly. Its about the same as Terrans not walling off against Zerg and then starting to complain about the matchup being sooo hard when they lose a lot to Zergling attacks. A very wise saying from Babylon 5: "If you try to prove a point, why dont you prove it so no one misses it?" and in this case it means building enough Spine Crawlers that any attack from Hellions will be cost inefficient. Sadly the Zerg have no regard for self preservation and thus build zero Spine Crawlers ... which have been made redundant by the range increase.
If you cant say what you're meaning, you can never mean what you're saying.
baba1
Profile Joined April 2005
Canada355 Posts
July 16 2012 05:29 GMT
#5360
On July 16 2012 14:21 uzushould wrote:
Show nested quote +
On July 16 2012 13:52 baba1 wrote:
If zerg is that much stronger than protoss then why did MC demolished Ret 4-0 in the semis?
Come on, stop with the balance whining now.



hell my 11 year old brother comes up with better arguments....if ur not willing or able to discuss in a prober way, just stay out of it, please.


Because the only thing you guys are talking about is how zerg should get nerfed? And nothing about how protoss and terran could evolve/step it up?

Like all protoss and terrans are at 100% of their potential and everything about the pvz and tvz metagame has been discovered in 2 years... Lot of things can change and it doesn't have to be Blizzard changing them.
noq uote
Prev 1 266 267 268 269 270 1266 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
21:00
Not-Summer Champs Playoffs
WardiTV443
Rex72
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko311
Rex 72
StarCraft: Brood War
Bisu 3190
Calm 2425
Jaedong 953
Mini 503
firebathero 444
Light 398
Soma 380
BeSt 338
Stork 297
Snow 199
[ Show more ]
Leta 195
Rush 190
Hyuk 186
Zeus 154
ZerO 136
ToSsGirL 108
hero 95
Mind 64
Sea.KH 61
Hyun 49
Barracks 47
Sharp 44
soO 39
Creator 32
Classic 30
Killer 30
Hm[arnc] 27
Bale 25
sorry 21
JYJ 20
Movie 19
Terrorterran 19
yabsab 15
Noble 12
Sacsri 9
Dota 2
Fuzer 52
Counter-Strike
fl0m4704
olofmeister737
Other Games
B2W.Neo826
DeMusliM271
Pyrionflax252
crisheroes216
dupreeh215
syndereN111
Mew2King55
ArmadaUGS13
ZerO(Twitch)8
Beastyqt0
Organizations
Counter-Strike
PGL328
StarCraft: Brood War
lovetv 7
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt538
Other Games
• WagamamaTV241
Upcoming Events
Patches Events
35m
PiGosaur Cup
12h 35m
Kung Fu Cup
22h 35m
Replay Cast
1d 10h
The PondCast
1d 21h
KCM Race Survival
1d 21h
OSC
2 days
IntoTheTV X SOOP
3 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
WardiTV Invitational
3 days
IPSL
4 days
WorsT vs nOmaD
Dewalt vs andersOn
[ Show More ]
IntoTheTV X SOOP
4 days
WardiTV Invitational
4 days
IPSL
5 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
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

Upcoming

1xBet Invitational
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
Underdog Cup 2026 Div 2-3
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.