• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:27
CEST 22:27
KST 05:27
  • 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] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon96Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Nintendo Switch Thread Stormgate/Frost Giant Megathread Diablo IV [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6078 users

Designated Balance Discussion Thread - Page 689

Forum Index > SC2 General
Post a Reply
Prev 1 687 688 689 690 691 1266 Next
GodZo
Profile Joined November 2011
Italy224 Posts
August 12 2013 03:10 GMT
#13761
About Mules: I don't know why David Kim doesn't change them, I say that since the beta of WoL.

about Mines: The problem versus Zerg is mines have too much range, and zerg always lose units to kill them, the range should to be reduced less then the roach range, to be more fair and less cost efficient.
프로토스, Yellow, GdZ
Real-ISU
Profile Joined February 2011
Germany30 Posts
Last Edited: 2013-08-12 03:11:42
August 12 2013 03:10 GMT
#13762
Well i think Marines are so extremely effective, no matter against which race. That unit that only cost 50 Minerals dominates the Terran gameplay so hard, because there is no costeffective alternative for the Terran. 3-3 Marines with Combatshields and stim that only cost 50 Minerals with THAT Attackspeed, are such too strong. But threre is no Space for lowering the dmg or increasing its costs. I think it would be better to lower the attackspeed by aproxximately 15%-20% to ensure a good balance and awesome Game for the Future.

In every game, Terran Players only use M&M&M + Mines for the Viktory. No Spellcasters needed, not even Tanks, Raven, Battlecruiser, Thors, Hellbats etc. Thats so boring....

And last but not least... Mules... just a joke. "Oh i forget to build scvs and my mineral line just got kicken, no problem, just throw 6 Mules and the world is fine again...
Torrnado
Profile Joined September 2010
United States36 Posts
August 12 2013 03:19 GMT
#13763
Mules have been in the game since the beginning, there is no way they will take them out/change them. The problem is how effective Marines are, but without MMMM Terran have no other viable options to attack Z since swarmhost destroys mech
halfaspider
Profile Joined August 2013
United States31 Posts
August 12 2013 03:21 GMT
#13764
On August 12 2013 12:19 Torrnado wrote:
Mules have been in the game since the beginning, there is no way they will take them out/change them. The problem is how effective Marines are, but without MMMM Terran have no other viable options to attack Z since swarmhost destroys mech

Big deal if swarm hosts are good against mech. Let terran be the one to think up an innovative strategy for once.
whatup
Sabu113
Profile Blog Joined August 2009
United States11106 Posts
August 12 2013 03:22 GMT
#13765
Poll: Entertained that we've returned to Marine OP

Very entertained (36)
 
65%

Not at all (12)
 
22%

Meh (5)
 
9%

Amused (2)
 
4%

55 total votes

Your vote: Entertained that we've returned to Marine OP

(Vote): Very entertained
(Vote): Amused
(Vote): Meh
(Vote): Not at all


Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Parcelleus
Profile Joined January 2011
Australia1662 Posts
August 12 2013 03:23 GMT
#13766
So maybe nerf swarmhosts and mines to help use of other starts ?
*burp*
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
August 12 2013 03:23 GMT
#13767
If Mines required a tech lab on the factory would it make any difference? would T's just go back to using tanks or would it simply weaken their mid-game a bit until they got more factories out to produce mines like normal?
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-08-12 03:24:39
August 12 2013 03:23 GMT
#13768
On August 12 2013 12:10 Real-ISU wrote:
Well i think Marines are so extremely effective, no matter against which race. That unit that only cost 50 Minerals dominates the Terran gameplay so hard, because there is no costeffective alternative for the Terran. 3-3 Marines with Combatshields and stim that only cost 50 Minerals with THAT Attackspeed, are such too strong. But threre is no Space for lowering the dmg or increasing its costs. I think it would be better to lower the attackspeed by aproxximately 15%-20% to ensure a good balance and awesome Game for the Future.

In every game, Terran Players only use M&M&M + Mines for the Viktory. No Spellcasters needed, not even Tanks, Raven, Battlecruiser, Thors, Hellbats etc. Thats so boring....

And last but not least... Mules... just a joke. "Oh i forget to build scvs and my mineral line just got kicken, no problem, just throw 6 Mules and the world is fine again...


well, everything else has been nerfed to hell for Terrans, because despite DK knowing that marines are probably too powerful, they didn't want to nerf them because of early game balance. (some comment 2011)

And now we are left with the same circlejerking in every P/Z vT matchup (not in TvT, because 4/5 Terran midtier units have splash and then there is of course the option to match marines with marines). Nothing that costs gas can be very good on its own, because that would be an optimal gas-supplement to mass marines. Meanwhile marines are still allowed to counter every nonsplash unit cost for cost.
And those splash units getting nerfed one-by-one whenever (or in the case of the infestor long after) they get figured out to the point that Terran would have to transition out of marines but can't.
da0ud
Profile Joined April 2011
Hong Kong252 Posts
August 12 2013 03:26 GMT
#13769
Been reading that thread for a while now.

I really feel puzzled when I see that Zerg seems to only have a decent chance to win against Terran when they go for the Roach+Lings+Banes all-in.
I do completely agree on the fact that mines+boosted medivacs have turned the game. No more running over Tanks and killing medivacs after a favorable engagement. Terran can now boost away and pull back to reinforcements.

Not sure what exact change should be made not to completely destroy the pretty well balanced ZvP and TvP.
I somehow think that giving the Overseer the cloak ability same as the Observer for Toss would be decent.
Zerg keep losing supply when trying to spot mines while Protoss can just fly the Observer on top of the Terran army and use ranged units to take out mines.
Just my two-cent idea.
Parcelleus
Profile Joined January 2011
Australia1662 Posts
August 12 2013 03:26 GMT
#13770
I really disappoint how David Kim would rather buff other units than nerf a unit (he said in an interview).

Sometimes a unit is just too strong, so nerfing it would help it fit in the current balance. When you buff, you create a whole new set of balance problems. David Kim and team do a great job but this worries me in terms of their approach.
*burp*
daylu
Profile Joined March 2012
United States52 Posts
Last Edited: 2013-08-12 03:31:40
August 12 2013 03:27 GMT
#13771
Muta/ling is not gonna work vs. biomine, neither is ultra/infestor, both those comps only delay the inevitable. I feel like more zergs should go roach /hydra, at least initially, going muta/ling basically gives the Terran a free 3rd which is all hes gonna need to continuously trade effectively against you, killing SCV's when a Terran has 3 orbitals is near useless, unless you're using mutas to harass and not banelings.

Going Roach/ling or Roach/Hydra prevents the terran from taking a quick 3rd as well as double ebay and gives the Zerg a quicker 3rd and 4th as well. Youre drop defense is not as good without mutas, but terran would rather fight muta/ling straight up anyway because marine/mine destroys it so hard, its also unsustainable for the zerg to keep sending in zerglings to kill mines, not to mention impossible to get tier 3 out without sacrificing an expo.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2013-08-12 03:30:25
August 12 2013 03:29 GMT
#13772
On August 12 2013 12:21 halfaspider wrote:
Show nested quote +
On August 12 2013 12:19 Torrnado wrote:
Mules have been in the game since the beginning, there is no way they will take them out/change them. The problem is how effective Marines are, but without MMMM Terran have no other viable options to attack Z since swarmhost destroys mech

Big deal if swarm hosts are good against mech. Let terran be the one to think up an innovative strategy for once.


Lol it's the race that has been the most innovative these past 3 years.
Entirety
Profile Blog Joined April 2012
1423 Posts
August 12 2013 03:30 GMT
#13773
On August 12 2013 12:10 Real-ISU wrote:
Well i think Marines are so extremely effective, no matter against which race. That unit that only cost 50 Minerals dominates the Terran gameplay so hard, because there is no costeffective alternative for the Terran. 3-3 Marines with Combatshields and stim that only cost 50 Minerals with THAT Attackspeed, are such too strong. But threre is no Space for lowering the dmg or increasing its costs. I think it would be better to lower the attackspeed by aproxximately 15%-20% to ensure a good balance and awesome Game for the Future.

In every game, Terran Players only use M&M&M + Mines for the Viktory. No Spellcasters needed, not even Tanks, Raven, Battlecruiser, Thors, Hellbats etc. Thats so boring....

And last but not least... Mules... just a joke. "Oh i forget to build scvs and my mineral line just got kicken, no problem, just throw 6 Mules and the world is fine again...


Woah woah woah... 15-20% decrease in Marine attack speed would be a ridiculous nerf. That would cut down their effectiveness so much, and they are a staple in every matchup. Consider the implications of such a change.
1) Marines simply become crap in both early game (Zerglings + Zealots would murder them) and late game (they wouldn't scale as well without their DPS).
2) Now Terran cheese is greatly weakened... Zerg players could easily throw down hatches before pools because, heck, drones would overpower 11/11. More greedy play from other races means a mid/lategame disadvantage for Terran.
3) Meanwhile, Terran becomes more susceptible to cheese/aggression.
4) Terran loses so many options for army composition... for example, against Protoss, Terrans need a good DPSer against Zealots. Sure, Terrans could try replacing Marines with Hellbats... but remember the upgrade time? That means Terrans need to create tons of Factories and research the upgrade, as well as mech upgrades. Suddenly, Terrans cannot threaten Protoss around 11 minutes anymore... suddenly Protoss can be more greedy.

That is only scratching the surface... and you say "no spellcasters needed"... it's actually more like the opposite. Trust me, if adding in 5-10 Ravens would strengthen the MMMM push, all Terrans would do it! The reason why they don't is not because they aren't necessary... it's because they're not good enough to use. It's like saying "Protoss can win without the use of air against Terrans!" when the truth is that Protoss air isn't great against Terran.

We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.

Seriously, changing fundamental aspects of the game like Marines and MULEs would be utterly disastrous.
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
GodZo
Profile Joined November 2011
Italy224 Posts
Last Edited: 2013-08-12 03:35:01
August 12 2013 03:34 GMT
#13774
We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.


They should not to remove them, but substitute with a "3 SCV drop" at cost of 150 minerals, instead of free minerals.

Chrono and larvas can make more drones and probes atm but they have a cost.
프로토스, Yellow, GdZ
halfaspider
Profile Joined August 2013
United States31 Posts
August 12 2013 03:34 GMT
#13775
On August 12 2013 12:29 Faust852 wrote:
Show nested quote +
On August 12 2013 12:21 halfaspider wrote:
On August 12 2013 12:19 Torrnado wrote:
Mules have been in the game since the beginning, there is no way they will take them out/change them. The problem is how effective Marines are, but without MMMM Terran have no other viable options to attack Z since swarmhost destroys mech

Big deal if swarm hosts are good against mech. Let terran be the one to think up an innovative strategy for once.


Lol it's the race that has been the most innovative these past 3 years.

MMMM. every game. real innovative.
whatup
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
August 12 2013 03:40 GMT
#13776
On August 12 2013 12:34 GodZo wrote:
Show nested quote +
We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.


They should not to remove them, but substitute with a "3 SCV drop" at cost of 150 minerals, instead of free minerals.

Chrono and larvas can make more drones and probes atm but they have a cost.


Chrono and larvas also benefit unit production directly. Chrono affects upgrades directly for the same cost.
Entirety
Profile Blog Joined April 2012
1423 Posts
August 12 2013 03:42 GMT
#13777
On August 12 2013 12:34 GodZo wrote:
Show nested quote +
We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.


They should not to remove them, but substitute with a "3 SCV drop" at cost of 150 minerals, instead of free minerals.

Chrono and larvas can make more drones and probes atm but they have a cost.


Interesting idea. However, it's not balanced. Compare it with Chrono Boost.

Chrono Boost allows the Nexus to do 30 seconds of work in 20. Assuming constant Probe production, 2 Chrono Boosts (50 energy) would allow the Nexus to do 1 minute of work in 40 seconds... that extra 20 seconds of work allows you to squeeze out 1 probe and a little more.

On the other hand, Terrans suddenly get instant 3 SCVs every 50 energy? Suddenly, Protoss players simply cannot compete in economy!
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
GodZo
Profile Joined November 2011
Italy224 Posts
August 12 2013 03:43 GMT
#13778
On August 12 2013 12:40 plogamer wrote:
Show nested quote +
On August 12 2013 12:34 GodZo wrote:
We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.


They should not to remove them, but substitute with a "3 SCV drop" at cost of 150 minerals, instead of free minerals.

Chrono and larvas can make more drones and probes atm but they have a cost.


Chrono and larvas also benefit unit production directly. Chrono affects upgrades directly for the same cost.


yes, but this is a "time balance".

If they doesn't change mules, this game never will be balanced. See Brood War
프로토스, Yellow, GdZ
Faulteh
Profile Joined May 2010
Canada48 Posts
August 12 2013 03:43 GMT
#13779
On August 12 2013 12:27 daylu wrote:
Muta/ling is not gonna work vs. biomine, neither is ultra/infestor, both those comps only delay the inevitable. I feel like more zergs should go roach /hydra, at least initially, going muta/ling basically gives the Terran a free 3rd which is all hes gonna need to continuously trade effectively against you, killing SCV's when a Terran has 3 orbitals is near useless, unless you're using mutas to harass and not banelings.

Going Roach/ling or Roach/Hydra prevents the terran from taking a quick 3rd as well as double ebay and gives the Zerg a quicker 3rd and 4th as well. Youre drop defense is not as good without mutas, but terran would rather fight muta/ling straight up anyway because marine/mine destroys it so hard, its also unsustainable for the zerg to keep sending in zerglings to kill mines, not to mention impossible to get tier 3 out without sacrificing an expo.



Roach/hydra basically means you can't move out ever. You will get dropped to death.

I've been playing "life" style the last 2 weeks and my TvZ has improved greatly. (5 hatch on 3 base, mass ling/bane)

This type of style is able to be much more aggressive in the "early mid game" and I think the whole idea is to start trading earlier, on their side of the map, use your macro advantage. You can also get a 4th pretty quickly and get just 5-6 muta's for drop control.

To be fair, this is at masters level, so who knows how it will scale in korea.
xyzz
Profile Joined January 2012
567 Posts
August 12 2013 03:43 GMT
#13780
On August 12 2013 12:42 Entirety wrote:
Show nested quote +
On August 12 2013 12:34 GodZo wrote:
We're still complaining about MULEs? Here's some food for thought: if a Terran loses most of his workers, he suffers less initially, but is hurt more long-term. Why? Because Terrans have the slowest SCV production. Protoss players can Chrono Boost their production, and Zergs can replenish 40 workers lost in a matter of minutes.


They should not to remove them, but substitute with a "3 SCV drop" at cost of 150 minerals, instead of free minerals.

Chrono and larvas can make more drones and probes atm but they have a cost.


Interesting idea. However, it's not balanced. Compare it with Chrono Boost.

Chrono Boost allows the Nexus to do 30 seconds of work in 20. Assuming constant Probe production, 2 Chrono Boosts (50 energy) would allow the Nexus to do 1 minute of work in 40 seconds... that extra 20 seconds of work allows you to squeeze out 1 probe and a little more.

On the other hand, Terrans suddenly get instant 3 SCVs every 50 energy? Suddenly, Protoss players simply cannot compete in economy!

Protoss players already can't compete in economy, what are you talking about? Terrans get much more mining because of mules and they always and I mean always get a faster 2nd and 3rd base.
Prev 1 687 688 689 690 691 1266 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#63
RotterdaM1207
TaKeTV 405
TKL 393
IndyStarCraft 260
SteadfastSC194
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1207
TKL 393
IndyStarCraft 260
SteadfastSC 194
UpATreeSC 120
StarCraft: Brood War
Calm 3041
Mini 236
Soulkey 122
HiyA 59
910 37
firebathero 36
Trap 32
soO 24
Dota 2
monkeys_forever141
League of Legends
JimRising 326
Counter-Strike
fl0m1513
pashabiceps817
Heroes of the Storm
Liquid`Hasu601
Other Games
Liquid`RaSZi2107
FrodaN1251
Beastyqt737
XaKoH 516
mouzStarbuck480
shahzam371
ToD248
KnowMe199
Pyrionflax192
Railgan11
Organizations
Other Games
gamesdonequick2261
[ Show 17 non-featured ]
StarCraft 2
• kabyraGe 175
• EnkiAlexander 54
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• IndyKCrew
StarCraft: Brood War
• HerbMon 46
• Eskiya23 13
• blackmanpl 9
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21522
League of Legends
• TFBlade1133
Other Games
• imaqtpie917
• Shiphtur155
Upcoming Events
Afreeca Starleague
13h 33m
Snow vs Shinee
Shine vs EffOrt
GSL
14h 33m
PiGosaur Cup
1d 3h
The PondCast
1d 13h
Kung Fu Cup
1d 14h
Replay Cast
2 days
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
IntoTheTV X SOOP
3 days
[ Show More ]
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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
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.