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Dps and how it interacts with StarCraft 2 - Page 4

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kill619
Profile Joined December 2011
United States212 Posts
July 15 2012 02:55 GMT
#61
Thank you for being one of the few post that actually understands that the "Deathball" problem is the concept of keeping your army together and attacking all in one place on account of how often winning one fight with a big army wins the game.
boomudead1
Profile Blog Joined June 2012
United States186 Posts
Last Edited: 2012-07-15 03:38:25
July 15 2012 03:36 GMT
#62
good post. i like. great read. but does that mean zerg and toss are better since they can remax faster? since high dps +low hp = faster battle.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
July 15 2012 04:01 GMT
#63
Thanks, good read. It's a lot of common knowledge but very concisely and accurately stated with direction and purpose. It'll be good to have a thread to point to for people who continuously harp on these points but lack understanding.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
SCVfighting
Profile Joined July 2012
United States14 Posts
July 15 2012 08:40 GMT
#64
I really hope the community can see how these changes could improve the game, but sometimes i feel like a lot of players might enjoy the simplified aspect of only having to worry about 1 army all balled up and 1 fight to really determine the outcome of their games. Is there any way to contact the devs or get a question about these threads into an interview? i think it'd be really cool to see what they think about it.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
Last Edited: 2012-07-15 09:08:12
July 15 2012 09:06 GMT
#65
On July 13 2012 01:58 Eventine wrote:
Show nested quote +
On July 12 2012 23:55 naastyOne wrote:

The deathball is not only a problem of SC2 mechancs, but also a maps that are made by community, maps that are too secure, that have a lot of chokes that allow to defend the gready play way too easy, and punishing gready play too hard.


Really agree with that point. In addition to the main base choke, many maps now have a secondary choke or ramp at their natural. In addition, many maps are big. It gives defenders a large advantage and makes early pressure difficult. This makes games tend to be more longer and macro oriented and easier to get to deathball.

I don't mind having long macro games and I also enjoy early all in pressures. But my fear for these longer games is that not much happens in game for a long period of time. Makes the games not the exciting to watch.



I agree a bit with this, but at the same time the toss race is so weak in the early game defensively that they must either invest in an all-in, mass tech, or sentries to defend. And sentries are the cheapest option for the greedy mineral based play. So those chokes are necessary, especially vs zerg, otherwise its basically some guy casting (MTG) Overrun on you.

Also, great post . Loved reading it. It almost makes me want to experiment with speed settings as some guys at the end were saying :D
If I were a rich man, I wouldn't be here
Fiendish
Profile Joined April 2010
United States210 Posts
July 15 2012 10:08 GMT
#66
really interesting, i think you should work for blizzard
Rabiator
Profile Joined March 2010
Germany3948 Posts
July 15 2012 10:46 GMT
#67
One thing I havent found (should be in chapter #5) in the list is the "dps per attack area". Due to the "improved" movement AI and unlimited unit selection the very tight ball of units is made possible ... even on the move. This brings a maximum amount of units into range of a potential target and thus increases the "incoming dps" to rathre ludicrous amounts. For air units this is especially deadly since many of them havent been adjusted to take this increase of damage into account and attacking units can stand right below them ... which brings more in range compared to ground units.
If you cant say what you're meaning, you can never mean what you're saying.
thurst0n
Profile Blog Joined December 2010
United States611 Posts
July 15 2012 13:46 GMT
#68
On July 13 2012 01:56 Paulio wrote:
Show nested quote +
On July 13 2012 01:55 Blazinghand wrote:
On July 13 2012 01:54 Paulio wrote:
On July 13 2012 01:44 mordk wrote:
On July 13 2012 01:13 Blazinghand wrote:
I'd like to say I think your basic point, which is that "armies in sc2 destroy each other too quickly and easily", is correct, but again I think that psi storm in BW was devestatingly strong, like amazingly strong, with a massive AoE and huge burst damage, the likes of which perhaps you have never experienced. The Sc2 psistorm is but a pale shadow of the BW psistorm.

The issue isn't how quickly armies destroy each other, but how easily they do so, and the amount of apm and control it takes to get an army to actually do something.

Anyone who's played BW extensively HAS seen fights turn very quickly when certain units were brought into play, such as vessels, tanks, storms, reavers, lurkers, etc. The reason armies destroyed each other more slowly in BW wasn't that there was somehow less dps or spells and units were slower at dealing damage-- in fact, most units, such as the tank, reaver, storm, etc, dealt massive, massive burst damage to many units.

No, the reason armies destroyed each other more slowly in BW has to do with the way they are controlled, the lack of smartcast, the pathing, and the low unit selection delimiter. You want to know why Jangbi's storms are legendary? Because properly used, storms rip though everything, and BW is a damn hard game to play. Go play BW against your friend, and try doing ANYTHING the pros do.

The reason Sc2 seems boring and flat to some has to do with the fundamental mechanics of the game. Does the colossus or marine have too much dps? sure, maybe. But that's definitely not the problem. The problem of overpowered units haunts BW as well. That just makes things hilarious. The problem is that Sc2 is a game where you can control 255 units at once, and you can command your army to attack as easily as your opponent can defend.

I used to accuse my cousin, a protoss player, of 1a2a3aing me. You know why? Because even with 70 food of army, 1a2a3a is the FASTEST he can get his whole army to move. Even 1aing was harder in that game.

BW is a monumental struggle to have enough apm to get everything done. Every race has ridiculous overpowered units and spells of all varieties, and it's all impossible to use.

I may not be explaining things well, and who knows, maybe I'm wrong, I was a shitty BW player and still am. But the idea that making all the units kill each other slower will get rid of deathballing is preposterous. As long as its' as easy to control 255 units as it is to control 12, and as long as the game doesn't get exponentially more difficult as you add more units and bases and try to keep everything running, Sc2 will never be BW.

And that's okay.

They're different games.

OP is saying the exact same thing, but from a different angle. He's saying that all these things you say make BW a different game from SC2 translate into one concept few people talk about, which is fundamentally time. The higher DPS units, the UI changes, the AI changes, all add up to the concept that players are unable to keep up with the insane speed SC2 has in comparison to BW.

He's basically saying that physical limits of our human bodies make it so it's practically impossible to overcome the speed of the game with micro alone, which makes it so the most effective way of using your units is the so called deathball. I've always thought that players will eventually be able to use smaller groups of units in a way that is more effective than just 1Aing all your army, and from a theoretical standpoint it looks possible and logical that micro can defeat strong AOE, but I actually hadn't thought that it might not be possible. This point has actually been proven before with AI maps that dodge storms, banelings or tank shots in such a way that the armies take the least possible damage, but the APM required exceeds the thousands IIRC.

Basically, considering all the changes, in order to play SC2 like BW you'd need 10x the APM of the fastest BW players. I'm not saying the game is harder, I'm saying the speed of the game and the improvements make it so this happens.

The OP is saying that while reavers and storms and tanks deal INSANE amounts of damage in BW, the time resource invested in making them be effective makes micro and positioning be a lot more relevant to the game outcome. He's saying that making things kill each other slower is an idea that would allow players to keep up with the game without disabling the AI and UI changes made in SC2.


This seems like the answer to all the different problems discussed in this thread.


Are you suggesting we transcend our physical bodies while playing Sc2?


No? I'm saying that our bodies are not able to respond quickly enough to micro perfectly against the high dps/high focus numbers in lategame armies.


I'm pretty sure ya'lls Midi-chlorian count is just simply too low. You need to be more like Anakin.

Seriously though. I really like this thread and discussion. I think OP hit everything spot on.
Bottom line though it's basically an impossible uphill battle.

As far as APM limits though, I think that one is a bit misleading. Yes some people are reaching the apex of APM. But even in major battles I still see pro players spam where they want to a move, or spam where they want to move when 1 click will do exactly the same thing. I still see weak/low energy spell casters not being pulled back, instead they are basically sacrificed. You do a good job of linking every point/thought together. So for example if you don't pull back those 2 infestors, that's like 4 less fungals for the next battle. And it just compounds the longer the game goes. Don't forget about the resources that now have to be used for another infestor instead of possibly being made into a brood lord or whatever else would be more valuable.

P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
roronoe
Profile Joined May 2009
Canada1527 Posts
July 16 2012 03:56 GMT
#69
This deserves more attention, there's a lot of well thought out points.
The Purgatory of Endless Depths
RavenLoud
Profile Joined March 2011
Canada1100 Posts
July 16 2012 18:48 GMT
#70
On July 16 2012 12:56 roronoe wrote:
This deserves more attention, there's a lot of well thought out points.

Yeah, problem is that it's so well thought out and well presented that there's nothing to discuss on. Few people can add more to it other than just saying "Awesome, I think so too".

4 pages for a thread like this is kind of sad though.
Tuczniak
Profile Joined September 2010
1561 Posts
July 16 2012 18:53 GMT
#71
On July 17 2012 03:48 RavenLoud wrote:
Show nested quote +
On July 16 2012 12:56 roronoe wrote:
This deserves more attention, there's a lot of well thought out points.

Yeah, problem is that it's so well thought out and well presented that there's nothing to discuss on. Few people can add more to it other than just saying "Awesome, I think so too".

4 pages for a thread like this is kind of sad though.
At the end of the article should be "TLDR: Protoss is OP"
And we would be at 100 page now.
Harstem
Profile Joined January 2011
Netherlands263 Posts
July 17 2012 00:14 GMT
#72
Wow nice post!
Progamer
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
July 17 2012 00:33 GMT
#73
So since according to OP, since DPS is perhaps optimized to such a degree by a series of supporting aspects of the game that games in general are played on a wire.

Would a potential solution be developing abilities that effect and mediate DPS in a small area. Such that while the deathball would be optimal under normal circumstances, a player may opt to spread his units out because the decrease in DPS from one of these concentrated abilities would actually be lower then forcing a spread.

I was thinking of abilities akin to EMP, except with a much smaller radius and that in some form effects DPS output without fully locking down or trapping units. Like a small pocket where unit inside fire at 50% the normal rate or something. I would suggest the ability be available to research relatively early on relatively to the unique attributes of each race.

Even if the opponent spreads out the attacker with the ability could selectively target specfic groups depending on the key aspects of the enemies counter composition.

Just putting it out there.
Highwayman
Profile Joined March 2010
United States181 Posts
July 17 2012 01:22 GMT
#74
I want to give props to a thought-provoking post. I have some issues with the conclusion. Saying that an increase in defender's advantage decreases the proficiency of the deathball doesn't make any sense. An increase in defender's advantage will decrease the efficiency of smaller engagements and again promote the deathball style, just as other's have pointed out that maps with well defended chokes and expansions promote deathballs.

The whole idea about too much damage too quickly decreases the importance of micro makes perfect sense and the differences between SC2 and BW are very clear on this especially with how well you laid out the mechanics. The problem is that just as you admit in SC2 as in BW there is a cap to the number of actions that can be done in any given set of time. Both games share this reality. But that reality is handled differently between games. The ease of macro mechanics and unit control means in SC2 more actions or thoughts are spent on macro decisions than in BW. I think the main problem with the game is that the "enhanced speed" of SC2 doesn't scale well with the maps the way BW does with its maps. This is something that has been stated and rehashed over and over by many people and one of the biggest criticisms about the game since beta. The maps have gotten better to a small degree (marketing), but they just don't scale well with the game. They need to be a lot bigger and there needs to be less concentration of resources so that the speed and more macro-focused aspects of the game create more opportunities for strategy and reasoning skills that go way beyond physical/mechanical skill. And therein lies the marketing challenge for Blizzard because to maximize revenues for the game they want to attract the interest of as many people as possible in the early stages so they can make as much money as possible. There isn't an incentive to produce a game with the greatest opportunity for strategy until the game has been sold and casual sales are no longer a factor and the real money is made from the hardcore and competitive scene. Just like with a game like poker, you're going to generate a larger interest in a game when a random player has a decent chance to beat someone much better than them with randomness. Whereas in a game like chess casual players are going to be turned off by the fact that they have no chance of even getting lucky and winning a game and continuing their interest as a result. The flaws of SC2 when you compare to BW when it comes to strategy are actually strengths when you're talking about producing something you have to sell to a large audience.
Whitewing
Profile Joined October 2010
United States7483 Posts
July 17 2012 01:24 GMT
#75
It's not DPS that is relevant so much as as the ratio of damage output to hit points.

Multiply every unit in the game's hit points by 10 and don't change DPS at all, and the game will play out drastically different.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
cmcnutt34
Profile Joined June 2012
United States43 Posts
July 17 2012 01:55 GMT
#76
I think we really need to break down the difference between BW and SC2 more and realize that most of the reasons that things don't function the same is mostly (in my opinion) due to the better AI, unit size, and faster DPS (lets exclude the units like marauder, colossus, and roach. I'm highly against these three units and think if they were removed the game would function better).

example of DPS = TvP - Stalkers vs Dragoons, BW Zealots vs SC2 zealots, Vultures vs Hellions, and BW tanks vs SC2 tanks. Dragoons had longer range and slower DPS. Siege tanks had longer range and slower dps as well.
Zealots had no charge, but speed so there was obviously more time to get to the tanks (not to mention spidermines). Vultures instead of hellions. This made things much different because the rate at which damage was dealt was alot less constant. This is somewhat the reason for quick battles in TvP.

Unit movement AI- http://www.teamliquid.net/forum/viewmessage.php?topic_id=223889

That article pretty much explains it all, but our units move in a ball. Which is rather.....non brood warish.


Unit Size - Let's face it. Early/mid game units are puny. Marine is smaller, zergling is MUCH smaller, zealot as well, and it trends with the rest of the units. In combination with the Death Ball AI it is, splash damage is a nightmare. Reaver, SC1 siege tanks, and defiler would be real hell in this game.


Arghnews
Profile Joined June 2011
United Kingdom169 Posts
July 17 2012 02:18 GMT
#77
Very good and well written article, agree with many points However, the making the defender's advantage better may just hurt zerg, who are the least cost effective when it comes to attacking a greedy toss/terran's entrenched position. I think the solution would be slowing it all down, so you are ABLE to effectively micro 3 drops at once, and perhaps decrease dmg abit.

Rustedlotus
Profile Joined April 2012
12 Posts
July 17 2012 06:40 GMT
#78
I completely agree with the OP so props for a well written and thought out post. I too don't think it would be productive for blizzard to make sc2 into bw, while we all love bw, sc2 is its own game and it deserves it's own greatness.

HOWEVER i don't think its there yet, HOTS and LOTV have still to come out, so there is alot of waiting for just a finished product . Now on to the response to the OP, I loved the analysis of the "high density dps" groups, honestly i'm surprised more people haven't taken the mathematical approach to the deathball problem. hell one could even go further and analyze the things like the gradient of the dps/density function in a particular engagement **maybe i'll do that one day**

and the proposal of "less dps+slower gameplay+other smaller factors" could really work to change the game in a positive way. But from a game perspective, what can we expect blizzard to do? The discussion so far has tried to understand the key elements of dps/time in bw; but if sc2 is going to be its own game, then it needs to find its own different solution.

I'm going to use a metaphor for this next bit; in chess, each type of piece has its own type of movement, one piece has them all (figuratively) the queen. however, at the start of the game the queen is "landlocked" for lack of a better term, and cant really control the board. Tying this into modern sc2, the deathball is a "queen" it has a combination of high dps/high reward units that can kill almost anything. Games in chess would be really boring if the only things that happened were 2 queens smashing together, thankfully there are units that can evade queens, like the knight.

The knight is possibly the most important unit in chess, it has 2 unique abilities, it can jump, and it moves in a non-linear fashion. a good player can evade a queen all day with a knight, and simultaneously threaten the king (check). The knight in chess represents either a unit or a mechanism that allows for this sort of play, in sc2 the game needs more "knights"

Day[9] once explained this concept using the frisbee as his model; the point i'm trying to get across is that logically sc2 will need an effective way to encourage different forms of play besides deathballing. It appears that in HOTS dustin browder (i really dislike him) may have had an epiphany and started trying to include units to make this sort of play possible.

what i'd like to see from the community though is alittle theorycrafting, what do you guys think would be an effective way of encouraging alternative play? to through a few examples:
1) make the game more complicated
2) more units (like way more, thus subsequent complication)
3) different maps
4) give existing units more evasive qualities (i know that was mentioned earlier, so props to that guy, honestly tho what would the game look like if there were more viable air units? or if more units could attack burrowed?) or what about physical evasion, allowing certain units to "dodge" attacks (this is a micro incentive to gain effectiveness)
5) increased overall unit efficiency
6) An ability/unit that can control the speed of other units, what if the widow mine was cloaked even when attached, and just slowed all enemy units in an area; or a unit/ability similar to statsis? also in the same category: confusion effects, what if a spell could cause a zergling pack to lose its "good" pathing, and have terrible terrible pathing?
7) more terrain options, where the fog of war limited vision in different ways than it does now

these are just a few ideas i had on the subject, naturally though i wouldn't want the game to become more similar to wc3 or other hero based games, but i think for the game to gain back some of its brilliant strategic flair, while still being its own game, It needs to open up and become a more diverse as a whole.
elegancy is balance
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 17 2012 06:45 GMT
#79
1. Is abstract.
2. Nope.
3. Over time.
4. FG is ensnare - reduce instant punishment effects.
5. NO.
6. Nope.
7. Good as it is now.

It's an issue of AOE, too efficient unit pathing, and disproportionate supply costs.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
H2OSno
Profile Blog Joined March 2011
United States127 Posts
July 17 2012 09:04 GMT
#80
Great post OP

I just have a question...

What would YOU do to change this dynamic of SC2?
When in doubt, scout.
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