• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:23
CEST 06:23
KST 13:23
  • 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] Ro4 Preview: Mirror Mirror2[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
SC4ALL: II SC2 Complete Invited Player Lineup8StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)67Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Back to SC2 after 14 years - Protoss CTRL groups? October World Ranking: herO stays #1, ByuN returns
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
Fantasy returning? Sagi.gg Launcher Released BW General Discussion PLAYzone Challenge - open offline tour in Prague 20-year-old Valorant player starting StarCraft
Tourneys
[ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! 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
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7993 users

Unit Clumping in SC2 - Good or Bad - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 14 Next All
thezanursic
Profile Blog Joined July 2011
5504 Posts
December 29 2011 14:07 GMT
#181
On December 29 2011 22:58 Mehukannu wrote:
Show nested quote +
On December 29 2011 22:53 thezanursic wrote:
On December 29 2011 11:56 DibujEx wrote:
On December 29 2011 11:54 PhiliBiRD wrote:
its intended because it forces micro, otherwise the game would be even easier. and ive never heard much about this ever being an issue o_O. seems fine to me


I gotta say, In BW they didnt clump up.. and it was So much hard than SCII to micro...

I agree, but macroing is totally different now. Back than it was focused on keeping things together and now it's keeping things apart and spread.

I guess you can't really say micro was harder because you can always micro better. You can always spread your marines more cost efficiently (except 1:1, but we aren't going to see that unless it's AI), but micro is a lot less effective in SC 2. What I'm trying to say is that there isn't as big a difference if you micro and if you don't.

Marines splitting against banelings comes to mind as game deciding micro...

What?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
bgx
Profile Joined August 2010
Poland6595 Posts
December 29 2011 14:11 GMT
#182
On December 29 2011 21:55 figq wrote:
Higher density of units = more firepower per area. Valid even for melee units, indeed.
It's probably the only aspect "for" keeping units clumped as they are. However, on a second thought, do we really need lots of firepower? Blizzard certainly does. They've made all kinds of basic changes towards faster games with quicker conclusions. More concentrated firepower helps them with this goal. Meanwhile, we, who have experienced the pure epic brilliance of BW battles, still feel somewhat dissatisfied with how battles are in SC2 (fortunately they are improving slowly).

If they removed auto surround and auto concaving it would be much superior spectaror-wise game, and they could keep current dps values, units melt so fast because the concaves/surrounds happen in 1-2 secs due to smart AI, also i find it ridiculously funny how hard is to trap zerglings with zerglings, its almost impossible, thats what happens when you have both fast , small, with smart AI unit, 0.5 CM hole is enough for 20 zergling to avoid trap.... I would also love if they would bring more physical traits to units (larger models/collisions), automatically it would make them more spread and micro battles would occur and there would be less need for force-field fest. But i guess its already to late
Stork[gm]
Volkspanzer
Profile Joined May 2010
United States83 Posts
December 29 2011 14:12 GMT
#183
To all the nay-sayers that require a unit to be addle-brained with no sense of motor-control (dragoon), just play zerg late game! You'll find the BW dragoon in the new Ultralisk!!!

At least the dragoon was ranged, you'd be lucky if these beasties actually made it into melee range without a hitch.
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
December 29 2011 14:13 GMT
#184
Maybe it needs to be tweaked slightly but some people are suggesting that blizzard basically worsen the pathing and AI of units.

To fix deathball syndrome you have to make toss units stronger by themselves. Because in cost-for-cost even matches with their counterparts almost all toss units lose.
Mehukannu
Profile Joined October 2010
Finland421 Posts
December 29 2011 14:16 GMT
#185
On December 29 2011 23:07 thezanursic wrote:
Show nested quote +
On December 29 2011 22:58 Mehukannu wrote:
On December 29 2011 22:53 thezanursic wrote:
On December 29 2011 11:56 DibujEx wrote:
On December 29 2011 11:54 PhiliBiRD wrote:
its intended because it forces micro, otherwise the game would be even easier. and ive never heard much about this ever being an issue o_O. seems fine to me


I gotta say, In BW they didnt clump up.. and it was So much hard than SCII to micro...

I agree, but macroing is totally different now. Back than it was focused on keeping things together and now it's keeping things apart and spread.

I guess you can't really say micro was harder because you can always micro better. You can always spread your marines more cost efficiently (except 1:1, but we aren't going to see that unless it's AI), but micro is a lot less effective in SC 2. What I'm trying to say is that there isn't as big a difference if you micro and if you don't.

Marines splitting against banelings comes to mind as game deciding micro...

What?

See if terran happens to lose all his marines to banelings because he doesn't do any micro, not only he loses marines to but all the siege tanks that was with him, which then pretty much forces terran to be on defensive for next few minutes until he gets his marine + tank count up so that he can defend his expansions safely and proceed to harass the zerg so he can get to the equal ground with him. So I am saying that you are wrong in the fact that micro doesn't make big difference when in fact it does especially in TvZ.
C=('. ' Q)
Paaaz
Profile Blog Joined November 2011
Philippines33 Posts
December 29 2011 14:17 GMT
#186
On December 29 2011 23:13 Nymbul wrote:
Maybe it needs to be tweaked slightly but some people are suggesting that blizzard basically worsen the pathing and AI of units.

To fix deathball syndrome you have to make toss units stronger by themselves. Because in cost-for-cost even matches with their counterparts almost all toss units lose.


The problem with that is if you make individual toss units stronger, you also inadvertently make the deathball stronger.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
December 29 2011 14:20 GMT
#187
On December 29 2011 23:17 Paaaz wrote:
Show nested quote +
On December 29 2011 23:13 Nymbul wrote:
Maybe it needs to be tweaked slightly but some people are suggesting that blizzard basically worsen the pathing and AI of units.

To fix deathball syndrome you have to make toss units stronger by themselves. Because in cost-for-cost even matches with their counterparts almost all toss units lose.


The problem with that is if you make individual toss units stronger, you also inadvertently make the deathball stronger.


Remove the Colossus, there, deathball solved.

You can't make toss units stronger because of warpgate.
wat
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
Last Edited: 2011-12-29 14:28:51
December 29 2011 14:21 GMT
#188
On December 29 2011 23:17 Paaaz wrote:
Show nested quote +
On December 29 2011 23:13 Nymbul wrote:
Maybe it needs to be tweaked slightly but some people are suggesting that blizzard basically worsen the pathing and AI of units.

To fix deathball syndrome you have to make toss units stronger by themselves. Because in cost-for-cost even matches with their counterparts almost all toss units lose.


The problem with that is if you make individual toss units stronger, you also inadvertently make the deathball stronger.


Sorry, I posted on the assumption that the mechanics were to change to break the deathball. Then toss units would have to be stronger individually

I'm not sure removing the colossus is the idea, i'm liking the warp prism colossus tricks that pros are doing these days.

We still have to remember that the brood war we compare SC2 to is 10 years in the making. Who knows what things will look like 4 years down the line with 2 expansions on top of it
Skytt
Profile Joined June 2011
Scotland333 Posts
Last Edited: 2011-12-29 14:28:27
December 29 2011 14:27 GMT
#189
No one can micro properly just now, in a few years people will be chopping their death balls up to minimise the effects of AoE/Forcefields and get position advantages. Right now people are just focused on macroing perfectly because y'know, who cares about micro when you can just keep 1a-ing until someone slips up and a supply gap starts to appear.

We are already seeing it with stalker blink micro and the occassional lift micro, but once people get better at the game I reckon we will see fights where people are doing death ball splitting, consistant focus firing and stuff like roach burrow micro. Pros will eventually overturn big supply gaps because they are getting the most out of their units and SC2 will be so much better to watch because of it.

Artosis said something along the lines of: "no one is playing the game well just now" and I'd agree with him.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
December 29 2011 14:28 GMT
#190
On December 29 2011 21:46 Snettik wrote:
Show nested quote +
On December 29 2011 21:42 alhazrel wrote:
On December 29 2011 12:27 Golgotha wrote:

stop. this is nonsense.

the reason why clumped up units are SO good is because the concentration of units provide maximum firepower at a given point and time. Take for example a group of marines that are tightly packed together. More marines can fire at a given target because everyone is in range to fire their gun. On the other hand we de-clump them so that an invisible marine stands between every marine. This increases the firing range at which some marines can or cannot fire because of their distance apart. Thus, decreasing their DPS at that given time.

If you still don't get it, why do you think force fields are used and why do you think they are so powerful in this game? Because it spreads apart the enemy force so that half the force is holding their dicks and the other half is pew pewing.


Well that isn't correct: a concave/surround formation gives the most opportunity for all friendly units to hit the enemy target. The minute you put one marine 'clumped' behind another you're making the first marine get closer to the target so the ones behind can be within range. This drastically reduces the number of units you can have within range at any time.

Spreading means more friendly units can be next to each other on the front line within range. Force fields are powerful because they force enemy armies out of range, but it should be obvious that the size of a forcefield splitting an army is completely different to organising things so your units are next to each other.

+ with high damage ranged units it's better to have them behind and protected, but smart focus fire and spreading is the best method, not clumping units around them.

DPS comes from focus fire, not clumping.

I feel like I should draw a picture. See how spreading units out keeps the most in range? the big circles are forcefields.

http://imgur.com/Kn36i


Imagine 200 marines clumped in 1 single point attack moving against 200 marines spread evenly all over antiga shipyard. it would basically be 200 vs 1 a lot of times over and over and clumped up would win

It would be like 50 attacking 10 for the clumped side(those 10 exactly at the point of impact of the 2 armies), while it would be 200 attacking 50 for the concave(those in the front lines of the ball). If we ignore micro, the concave would decimate the ball. + Show Spoiler +
With micro(and the marine especially) you can micro to one side increasing your clumped ball's effectiveness and decreasing the concaves, but that's still dangerous if your opponent has aoe.
.
mcc
Profile Joined October 2010
Czech Republic4646 Posts
December 29 2011 14:30 GMT
#191
For people saying that clumped units are preferable because they can nearly all shoot at the target it is not necessarily true. It depends on the topology of armies. 10 marines against one marine scenario shows that 10 clumped marines are worse than 10 marines spread in a circle around the enemy marine. And there are many more complex scenarios where clumped units do less damage. So it in fact rises skill cap as ideal player would always choose best solution, sometimes clumped ball, but often times perfectly split and arranged shapes. Of course realistically there is no way any human can do it as SC2 is too fast, so if you are counting realistic skill cap, it is quite possible that clumping reduces it as all the benefits of unclumping your units are far beyond human possibilities.
gn0m
Profile Joined January 2008
Sweden302 Posts
December 29 2011 14:39 GMT
#192
I dont think that the unit clumping in SC2 increases nor decreases the skill level particularly much, it’s just the way the game works. That being said, I think that it’s a big flaw since it creates dull blob vs. blob battles. In BW, battles can stretch over several screens which create a much more epic feeling compared to two blobs trying to deal as much DPS as possible. The clumping also makes it harder to see whats going on, which is a big no-no for a game that aspires to be an eSport.

Also, the comments about how unit clumping creates so much micro are just ridiculous. There is less micro in SC2 period, and it has nothing to do with clumping, but with auto surround, smart target, smart cast, unlimited unit selection etc. SC2 is an excellent game but anyone saying that is has more micro than broodwar needs a reality check.
-_-
laguu
Profile Joined October 2009
Finland278 Posts
December 29 2011 14:49 GMT
#193
You can try to spread clumped units at high levels but it is quite dangerous because if you mismicro even a bit it may cause your units to skip volleys and thus not attack optimally. I think it's much more important in battles to get each shot off optimally than risk it to get that small edge.
Arguing with a fool proves there are two.
Big J
Profile Joined March 2011
Austria16289 Posts
December 29 2011 15:34 GMT
#194
On December 29 2011 23:39 gn0m wrote:
I dont think that the unit clumping in SC2 increases nor decreases the skill level particularly much, it’s just the way the game works. That being said, I think that it’s a big flaw since it creates dull blob vs. blob battles. In BW, battles can stretch over several screens which create a much more epic feeling compared to two blobs trying to deal as much DPS as possible. The clumping also makes it harder to see whats going on, which is a big no-no for a game that aspires to be an eSport.

Also, the comments about how unit clumping creates so much micro are just ridiculous. There is less micro in SC2 period, and it has nothing to do with clumping, but with auto surround, smart target, smart cast, unlimited unit selection etc. SC2 is an excellent game but anyone saying that is has more micro than broodwar needs a reality check.


As micro in bw and sc2 is limited by apm and not by possibilities it is simply impossible for one of those 2 games to have "more micro". the difference is how the micro looks like.
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
December 29 2011 15:39 GMT
#195
On December 30 2011 00:34 Big J wrote:
Show nested quote +
On December 29 2011 23:39 gn0m wrote:
I dont think that the unit clumping in SC2 increases nor decreases the skill level particularly much, it’s just the way the game works. That being said, I think that it’s a big flaw since it creates dull blob vs. blob battles. In BW, battles can stretch over several screens which create a much more epic feeling compared to two blobs trying to deal as much DPS as possible. The clumping also makes it harder to see whats going on, which is a big no-no for a game that aspires to be an eSport.

Also, the comments about how unit clumping creates so much micro are just ridiculous. There is less micro in SC2 period, and it has nothing to do with clumping, but with auto surround, smart target, smart cast, unlimited unit selection etc. SC2 is an excellent game but anyone saying that is has more micro than broodwar needs a reality check.


As micro in bw and sc2 is limited by apm and not by possibilities it is simply impossible for one of those 2 games to have "more micro". the difference is how the micro looks like.

BW has more micro: Patrol Micro.
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
Scila
Profile Joined October 2010
Canada1849 Posts
December 29 2011 15:44 GMT
#196
It's great as long as the game doesn't encourage success by clumping.

In the example of Protoss, it does. With Terran and lesser extent Zerg spreading out your units is encouraged, as otherwise you will get wrecked by AoE. Spreading units that automatically clump adds to the skill of the game.
All we have to decide is what to do with the time that is given to us.
drgonzhere
Profile Joined November 2010
United States447 Posts
December 29 2011 15:44 GMT
#197
On December 29 2011 12:07 Leviance wrote:
The first true SC2 bonjwa will actually train and be able to de-clump his units, everyone is gonna be shocked how one-sided battles will go in his favour. I don't get how even now, a year after release, the majority of the pros (Koreans included) only use 1-2 hotkeys for their armies. The best Zergs in the world still run all their lings clumped into a siege line instead of separating a few at the start to completely negate splash, Collossi attacks are still devastating because everyone is too lazy to split intelligently so that most of the splash is avoided, far too often a group of 4-6 templars get hit by ONE emp because lazy players (pros!!!) keep them so vulnerably together. The new UI allows for being more lazy, and the pros atm are showing just that: being lazy (on their level) I know it'd be fucking hard to constantly de-clump and so on, but that's exactly the work a wannabe-bonjwa has to do, if it wasn't hard as shit, everyone could do it. But right now everyone (GSL winners included) just keeps suffering from the 1-2 control group syndrome and the many disadvantages that come with it. frustrating to watch, but leaves hope for Jaedong, Flash etc. switching and showing the rest how it's done.


Couldn't have said it better myself, once we get a pro with the ability to unclump effectively they will dominate the scene.
Dictator for Life of the PuMa Fanclub/ DRG, PuMA, Sage, Puzzle, MMA Fighting!
Diizzy
Profile Joined August 2011
United States828 Posts
December 29 2011 15:46 GMT
#198
well when units were retarded in bw you actually had to control your units and cant just 1a to attack. of course its a little easier against splash but you cant just 1 a or your units go in a single file line and you wont do any damage
power-overwhelming
Profile Joined December 2011
Canada306 Posts
December 29 2011 15:47 GMT
#199
On December 29 2011 23:20 Elefanto wrote:
Show nested quote +
On December 29 2011 23:17 Paaaz wrote:
On December 29 2011 23:13 Nymbul wrote:
Maybe it needs to be tweaked slightly but some people are suggesting that blizzard basically worsen the pathing and AI of units.

To fix deathball syndrome you have to make toss units stronger by themselves. Because in cost-for-cost even matches with their counterparts almost all toss units lose.


The problem with that is if you make individual toss units stronger, you also inadvertently make the deathball stronger.


Remove the Colossus, there, deathball solved.

You can't make toss units stronger because of warpgate.


Lol... a terran bio ball which coast less than half the of what a protoss deathball is (even without colo) will get decimated in 5 seconds. Stim + medi + kiting vs gateway units only? Ya right lol. Throw in a ghost then a mediocre terran just rolls over a good protoss.

Protoss has the worst t1 units. The also have very limited synergy with other units. There are only 2 late game composition a good protoss will have, gateway archon, and gateway colo/archon. Without colo then ghost will laugh at any 3/3 protoss army.

If colo gets removed then bring back reaver.
karpo
Profile Joined October 2010
Sweden1998 Posts
December 29 2011 15:48 GMT
#200
On December 30 2011 00:39 blubbdavid wrote:
Show nested quote +
On December 30 2011 00:34 Big J wrote:
On December 29 2011 23:39 gn0m wrote:
I dont think that the unit clumping in SC2 increases nor decreases the skill level particularly much, it’s just the way the game works. That being said, I think that it’s a big flaw since it creates dull blob vs. blob battles. In BW, battles can stretch over several screens which create a much more epic feeling compared to two blobs trying to deal as much DPS as possible. The clumping also makes it harder to see whats going on, which is a big no-no for a game that aspires to be an eSport.

Also, the comments about how unit clumping creates so much micro are just ridiculous. There is less micro in SC2 period, and it has nothing to do with clumping, but with auto surround, smart target, smart cast, unlimited unit selection etc. SC2 is an excellent game but anyone saying that is has more micro than broodwar needs a reality check.


As micro in bw and sc2 is limited by apm and not by possibilities it is simply impossible for one of those 2 games to have "more micro". the difference is how the micro looks like.

BW has more micro: Patrol Micro.


Did you even read what he wrote?
Prev 1 8 9 10 11 12 14 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Continental Nation League S1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 233
NeuroSwarm 213
ProTech128
StarCraft: Brood War
Britney 18601
Dewaltoss 162
Bale 51
Terrorterran 22
Noble 7
Icarus 3
League of Legends
JimRising 804
Counter-Strike
taco 308
Other Games
summit1g13687
Organizations
Other Games
gamesdonequick1283
Dota 2
PGL Dota 2 - Main Stream41
[ Show 13 non-featured ]
StarCraft 2
• practicex 25
• Letter148
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota290
League of Legends
• Lourlo1151
Upcoming Events
Afreeca Starleague
5h 37m
Rush vs Light
WardiTV Weekly
6h 37m
Monday Night Weeklies
11h 37m
Replay Cast
18h 37m
Afreeca Starleague
1d 5h
Soma vs Soulkey
INu's Battles
1d 6h
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
1d 19h
The PondCast
3 days
INu's Battles
3 days
Replay Cast
4 days
[ Show More ]
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
6 days
Patches Events
6 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
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
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
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
eXTREMESLAND 2026
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
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.